PF 1e: Equitaur
We mentioned on Monday that this month is going to focus on monsters all month. We’ll be releasing new monsters for 5e, PFRPG, and 13th Age all month long. This week is the equitaur, a creature inspired by the Phillippine folklore monster tikbalang. See the 5e version here and check out the 13th Age version on Friday.
Be sure to download all of our Pathfinder products at DriveThruRPG and the Open Gaming Store an support us creating monsters and other stuff for your RPG and releasing it free on the web. Support our blog by joining our Patreon today.
Equitaur CR 6
CE Large monstrous humanoid
Init +7; Senses darkvision 60 ft.; Perception +12
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 68 (8d10+24)
Fort +5, Ref +9, Will +7
Speed 40 ft.
Melee bite +11 (1d8+4), 2 claws +11 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks terrifying whinny (30-foot radius, DC 16; shaken for 1d6 rounds, usable every 1d4 rounds)
Str 19, Dex 16, Con 17, Int 8, Wis 12, Cha 15
Base Atk +8; CMB +12; CMD 25
Feats Improved Initiative, Power Attack, Run, Skill Focus (Stealth)
Skills Intimidate +13, Perception +12, Stealth +13
Environment temperate forests or ruins
Organization solitary, pair, or team (3–5)
Terrifying Whinny (Ex) As a standard action, an equitaur can let out a whinny that shakes all those nearby to their core. All creatures within 30 feet that can hear it must succeed a DC 16 Wisdom saving throw or be shaken for 1d6 rounds. Creatures that are already shaken become frightened. The equitaur can use this ability every 1d4 rounds. The save DC is Charisma-based. This is a mind-affecting effect.