Cantobele (CR 3)

Large Magical Beast
Alignment: Neutral evil
Initiative: +3 (Dex)


AC: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10
Hit Dice: 3d10+4 (25 hp)
Fort -, Ref -, Will -
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +3; Grapple +2
Attack: Bite +5 melee, 6 claws +4 melee or tail +4 melee
Full Attack: Bite +5 melee, 6 claws +4 melee or tail +4 melee
Damage: Bite 1d6, Claws 3d4, tail 1d8
Special Attacks/Actions: Rake, Multiple attacks
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 17, Cha 10
Special Qualities: Immune to cold, Spell-like abilities (see text)
Feats: Weapon Finesse (claw, bite)
Skills: Hide +5
Advancement: 2-4 HD (large)
Climate/Terrain: Swamps and forests
Organization: Solitary
Treasure: Any

Source: Converted

Combat:

Cantobeles fight with all three pairs of legs and with their powerful fangs. A cantobele's tail can also strike, but it is usually used for balance when the creature uses all its claws. Cantobeles prefer to spring upon opponents, knocking them flat and raking and biting before the victim can rise to protect itself. When a cantobele attempts to knock an opponent off its feet, the victim must roll a successful Dexterity check with a 4 penalty to maintain balance. If the check fails, the victim falls, and the cantobele attacks with a +4 bonus with each of its attacks.

A cantobele can cast one misdirection spell per day. It commonly uses this spell to lure heavily armed foes away from its lair. It can cast one ice storm spell every 12 hours as well. When casting any of these spells, the cantobele can take no other action during that round.

Cantobeles are immune to cold-based attacks, including naturally occurring frigid weather. They have 110-foot infravision and eyes that filter out glare. Cantobeles are never blinded or dazzled by snow or bright lights. Their second eyelid continually filters out the intense light to protect their eyes.

Their claws and six-legged gait make them sure-footed on the slickest ice, in deep snow, or on tree boughs. Spells such as grease and fumble have no effect on them. They can climb any surface, except sheer walls and cliffs, at their normal movement rate. Sheer surfaces reduce their movement by one-half.