Ad blocker interference detected!
Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers
Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.
Large Size B.O.W. Mutation
HD: 18d10 +108 (HP: 210)
AC: 24 (+8 Reinforced Coat +7 Natural +0 Dex -1 Size)
BAB/Grapple: +18 / +32
Attacks: Slam +24 (2d8+7), Tentacle +20 (1d8 +7), FIM92A Stinger +18 (8d10)
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Choke Hold, Improved Grab, Superior Ignore Hardness, Seismic Impact
Special Qualities: Great Leap, Low-Light Vision, B.O.W Traits, Electrical & Fire Resistance 20, Damage Reduction 3/--
Saves: Fort +17, Ref +6, Will +6
Abilities: Str 25 Dex 10 Con 22 Int 7 Wis 9 Cha 8
Skills: Climb +27, Intimidate +18, Jump +37, Listen +17, Spot +17
Feats: Power Attack, Cleave, Improved Bull Rush, Awesome Blow, Improved Initiative
Special Weakness: The Nemesis takes double damage from electrical sources and must succeed a Fortitude Save (DC: 30) or be completely paralyzed for 1d8+2 rounds.
-Nemesis Reinforced Trench Coat
Choke Hold (Ex): If the Nemesis can pin a creature for a full round, it must make Fortitude save (DC 20) or fall unconscious.
Great Leap (Ex): The Nemesis always makes Jump Checks as if he where running.
Improved Grab (Ex): To use this ability the Nemesis must first hit with its slam or tentacle attack. It may then attempt to start a grapple as a free action without providing an attack of opportunity. If it succeeds it establishes a hold and automatically deals its slam damage.
Superior Ignore Hardness (Ex): The Nemesis is able to ignore up to one half of an object’s Hardness Rating.
Seismic Impact (Ex): Whenever the Nemesis would take damage from falling; instead the full damage is applied to the square he lands on. Furthermore those within a 30ft. radius from the point of impact must make a Reflex Save for half damage.
Nemesis Reinforced Trench Coat: Weighing in at 150lbs, this coat provides the Nemesis unit with additional protection (+8 AC, DR: 3/-) without restricting its movement (Max Dex +0). The coat is specially designed to provide added protection from fire and electrical hazards by soaking up the first 20 points of damage from these sources.