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Eberark

The terrifying apex predators known as eberarks torment their prey, spewing oil from their mouths that they can then set alight. Commonly called flint beasts, eberarks drag their overlarge claws (four on each paw) along the ground as they move, creating showers of sparks with every grating step. Incredibly vain, eberarks relish displaying their dominance over other intelligent beings. Some eberarks conquer small settlements, demanding tribute from residents and travelers, or lead bands of violent brigands.

Recall Knowledge - Beast (Arcana, Nature): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak EberarkCreature 9

Legacy Content

NE Huge Beast Fire 
Source Pathfinder #159: All or Nothing pg. 82
Perception +19; low-light vision, scent (imprecise) 30 feet
Languages Common, Ignan
Skills Acrobatics +16, Athletics +19, Intimidation +19, Stealth +16, Survival +17
Str +7, Dex +4, Con +5, Int +2, Wis +3, Cha +3
AC 28; Fort +20, Ref +17, Will +14
HP 255; Immunities fire
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, reach 15 feet), Damage 2d10-2+11 piercingMelee [one-action] claw +21 [+17/+13] (agile, fire, magical, reach 15 feet), Damage 2d6-2+11 slashing plus 1d4 fireRanged [one-action] spit +19 [+15/+11] (agile, range increment 30 feet), Effect incendiary spitArrogant Taunts [one-action] (auditory, emotion, fear, mental) The eberark utters crude insults and growls threateningly. Each creature within 30 feet must attempt a DC 25 Will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2 and paralyzed for 1 round.
Critical Failure The creature is frightened 4 and paralyzed for 1d4 rounds.
Incendiary Spit A creature hit by the eberark's spit becomes coated in a slippery, flammable oil. The creature must succeed at a DC 25 Reflex save or become clumsy 2 for as long as they are coated in incendiary spit. Creatures affected by incendiary spit that take fire damage catch fire, taking 3d6 persistent fire damage. Once this persistent fire damage ends, the spit has burned away. The spit also wears off naturally after one hour or can be washed off with soap, water, and one minute of work.Trail of Flame [two-actions] (fire) The eberark Strides twice, leaving a trail of magical fire behind it as it moves. Squares the eberark moves through catch fire, creating a 5-foot-tall wall of flame that burns for 1 round. The wall of flame conceals creatures and objects on the other side of it. Any creature that enters or starts its turn in the wall of flame takes 6d6 fire damage (DC 25 basic Reflex save).