KalkekCreature 7
Source Pathfinder #152: Legacy of the Lost God
Perception +16 (darkvision, scent (imprecise) 30 feet)
Languages Abyssal, Common, Goblin
Skills Acrobatics +15, Athletics +15, Deception +18, Diplomacy +14, Intimidation +16, Stealth +15, Survival +14
Str +6, Dex +2, Con +4, Int +3, Wis +3, Cha +5
AC 25; Fort +17; Reflex +15; Will +12;
HP 105
Speed 35 feet
Weaknesses Good 5, Lawful 5
Resistances Fire 10, Physical 10
Jaws +17 (+12, +7) to hit 2d10+6 Piercing
Claw +17 (+13, +9) to hit (agile) 2d8+6 Slashing
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 feetScent 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.
Wolf Empathy (divination, divine)Kalkek can communicate with lupines and gains a +2 circumstance bonus on Intimidation checks against lupines.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Change Shape (concentrate, divine, transmutation, polymorph)The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
MutationsThe process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. Kalkek has two minor mutations,
Large Grin Gives a powerful, tearing bite.
Wolf Empathy Kalkek has an uncanny empathy with wolves.
Divine Innate Spells (DC 25, +17 to hit)
1st Level: Charm
2nd Level: Enlarge, Invisibility (At Will)
3rd Level: Levitate (At Will)
4th Level: Blink (At Will), Confusion, Dimension Door
Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, there joining other fiends as yet another of that plane's horrors. As barghests have no innate ability to travel the planes, though, the time it takes for most greater barghests to engineer such a return can usually be measured in years, if not decades. During that time, greater barghests continue to play the roles of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a few grow accustomed to such lives on the Material Plane and wholly abandon the end goal of returning to the Abyss, despite the fact that those who do make such a return home often grow even more powerful over time, gaining eerie new abilities and qualities absorbed from the raw chaos of the Abyss itself.
In addition to greater barghests being more powerful than typical barghests, the process of transforming into a greater barghest results in hideous mutations that often grant deadly abilities. Some barghests grow large bat-like wings upon their transformation. Others develop toxic breath or vestigial limbs. The options detailed in the stats below represent only the tip of the proverbial iceberg for barghest mutations-feel free to use these as inspiration for coming up with new mutations of your own design.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.