Koto ZekoraCreature 17
Source Pathfinder #166: Despair on Danger Island
Perception +30 (darkvision)
Languages Abyssal, Infernal, Jotun, Taldane, Tien
Skills Acrobatics +26, Arcana +27, Athletics +33, Deception +34, Intimidation +34, Nature +26, Occultism +30, Society +27
Str +8, Dex +3, Con +6, Int +4, Wis +2, Cha +9
AC 39; Fort +31; Reflex +26; Will +25; +1 status to all saves vs. magic
HP 295 (regeneration 15 (deactivated by acid or fire)
Speed 30 feet (fly 30 feet)
Greatclub +31 (+26, +21) to hit (backswing, magical, reach 10, shove) 3d10+20 Bludgeoning
Fist +29 (+25, +21) to hit (agile, evil, magical, reach 10) 3d8+16 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.
Bloodline MagicWhen Koto Zekora casts a bloodline spell, Dimension Door, Disintegrate, Dispel Magic, Haste, Magic Missile, Prismatic Spray, Prying Eye, or Maze, she gains a +1 status bonus to skill checks for 1 round.
Effect: Bloodline Magic
The monster can cast its at-will spells any number of times without using up spell slots.
+1 status to all saves vs. magicRegeneration 15 (deactivated by acid or fire)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
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, polymorph, primal, transmutation)Koto Zekora takes on the appearance of an ogre. This doesn't change her Speed or Strike attack and damage.
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.
Spontaneous Arcane Spells (DC 36, +28 to hit)
Cantrips (9th Level): Acid Splash, Daze, Detect Magic, Electric Arc, Ray of Frost, Shield
1st Level (3 slots): Feather Fall, Grease, Magic Missile, True Strike
2nd Level (3 slots): Acid Arrow, Dispel Magic, See Invisibility, Spider Climb
3rd Level (3 slots): Fear, Fireball, Haste, Slow
4th Level (3 slots): Dimension Door, Freedom of Movement, Invisibility, Wall of Fire
5th Level (3 slots): Cone of Cold, Fireball, Prying Eye, Wall of Stone
6th Level (3 slots): Chain Lightning, Disintegrate, Lightning Bolt, Vampiric Exsanguination
7th Level (3 slots): Eclipse Burst, Mask of Terror, Prismatic Spray, Reverse Gravity
8th Level (3 slots): Maze, Polar Ray, Scintillating Pattern
8th Level: Ancestral Memories, Arcane Countermeasure, Extend Spell
2nd Level: Darkness, Invisibility (at will, self only)
3rd Level: Fear
4th Level: Charm, Gaseous Form, Sleep
5th Level: Cone of Cold
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.