Bar-Lgura

Description:

CR5
Always CE Medium outsider (chaotic, evil, extraplanar, tanar’ri)
Init: +4; Senses: darkvision 60 ft.; Listen +11, Spot +11 Languages: Abyssal, Celestial, Common, Draconic; telepathy
100 ft.
AC: 22, touch 14, flat-footed 16; Dodge, Mobility (+4 Dex, +8 natural)
hp: 51 (6 HD); DR 10/cold iron or good Immune electricity, poison
Resist: acid 10, cold 10, fire 10; SR 16 Fort +9, Ref +9, Will +7
Speed: 40 ft. (8 squares), climb 20 ft.; Run
Melee: 2 claws +12 (1d6+6) and
bite +7 (1d6+3)
Base Atk: +6; Grp +12
Atk Options: pounce
Special Actions: abduction, summon tanar’ri
Spell-Like Abilities (CL 6th):
At will—darkness, cause fear (DC 12), dispel magic, greater teleport (DC 18), see invisibility, telekinesis (DC 16)
2/day—disguise self (DC 12), invisibility, major image (DC 14)
Abilities: Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12
SQ: tanar’ri traits (see page 28)
Feats: Dodge, Mobility, Run

Skills: Balance +15, Climb +23, Hide +17, Intimidate +10, Jump +27, Listen +11, Move Silently +13, Spot +11, Tumble +15
Advancement 7–12 HD (Medium); 13–21 HD (Large)
Possessions: gems or jewelry worth
600 gp

Pounce (Ex): If a bar-lgura charges a foe, it can make a full attack.

Abduction (Su): Unlike most tanar’ri, a bar-lgura can use greater teleport to transport other creatures. It can bring up to one Large or two Medium or smaller
creatures with it each time it teleports. It can teleport unwilling targets as well, although an unwilling victim can attempt a DC 18 Will save to resist being transported. The save DC is Charisma-based.

Summon Tanar’ri (Sp):
Once per day, a bar- lgura can attempt
to summon another bar-lgura with a 35% chance of success. This ability is the equivalent of a 2nd- level spell (CL 6th).
Skills: A bar-lgura gains a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks.

Bio:

Bar-Lgura

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