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IdovikCreature 7


UniqueCNLargeBeastEidolon
Source Pathfinder #176: Lost Mammoth Valley
Perception +14 (darkvision, scent (imprecise) 30 feet)
Languages Common, Hallit, Sylvan, Telepathy 100 Feet (ashen Swale Only)
Skills Acrobatics +11, Arcana +13, Athletics +17, Nature +14
Str +6, Dex +0, Con +4, Int +2, Wis +3, Cha +2

AC 24; Fort +17; Reflex +11; Will +15;
HP 125
Speed 40 feet

Tusk One Action +18 (+13, +8) to hit (deadly d10, magical) 2d10+8 Piercing
Hoof One Action +18 (+14, +10) to hit (agile, magical) 2d8+8 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

God's Intervention Reaction (conjuration, primal, teleportation)

Trigger Ashen Swale is the target of a physical Strike


Effect Sensing Ashen Swale's peril, Idovik teleports to his side and interposes himself between Ashen Swale and danger. Idovik teleports to a space adjacent to Ashen Swale, then shields Ashen Swale with his body. Idovik becomes the target of the triggering Strike.

Independent Action

Idovik is even older and more powerful than most Sarkorian gods, and he knows how to manifest in some forms without a god caller at all. Idovik does not share an initiative, actions, Hit Points, or a multiple attack penalty with Ashen Swale.

Indomitable Step

Idovik ignores difficult terrain and uneven ground, and he treats greater difficult terrain as normal difficult terrain.

Otherworldly Roar Two Actions (auditory)

Idovik unleashes a powerful squeal while stomping his hooves and displaying his tusks. Idovik attempts Intimidate checks to Demoralize each foe within 30 feet. These checks take no penalty for not sharing a language.

Rampaging Charge Two Actions

Idovik rushes forward, using his momentum to power his attack. Idovik Strides twice and then makes a tusk Strike. As long as he moved at least 20 feet, he gains a +2 circumstance bonus to his attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 25 reflex save or be knocked Prone by the force of the blow.

Spirit Link

Even if his link is unusual, Idovik is bound to his summoner; he must remain within 100 feet of Ashen Swale at all times. If he ever moves outside this range or is reduced to 0 Hit Points, Idovik's physical form dissolves. Because his link functions unusually and he does not share Hit Points with Ashen Swale, Idovik remains manifested when Ashen Swale is Unconscious or dead, as long as he stays near Ashen Swale's body. If Ashen Swale dies, Idovik's form fades away over the next minute. When unmanifested, Idovik must be manifested before he can reappear.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Eidolon

A creature with this trait is a summoner's eidolon. An item with this trait can be worn by an eidolon. An eidolon can have up to two items invested.