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There is a Legacy version here.

Thrasfyr

As ferocious in temperament as they are bizarre in appearance, thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing serpent for a tail. Every thrasfyr is wrapped in animated chains, reflections of its fundamental nature as a bound creature that it uses to likewise bind its foes. Like all the Tane, thrasfyrs were created as living weapons by the Eldest. With the ancient wars they were born to fight long ended, most thrasfyrs slumber in rugged, uninhabited regions.

Though they are engineered beings, thrasfyrs are still living beasts that need to eat, drink, and sleep; they do age, as well, though they live such long lives that a thrasfyr succumbing to old age is vanishingly rare.

Elite | Normal | Weak
Proficiency without Level

Weak ThrasfyrCreature 16

Rare Huge Beast Fire Tane 
Source Feybound pg. 164
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 40 (includes +5 from Rare) • Beast (Arcana, Nature)
Perception +29; darkvision, see the unseen
Languages Aklo, Fey
Skills Athletics +32, Intimidation +29
Str +9, Dex +5, Con +9, Int -3, Wis +6, Cha +6
Planar Acclimation The thrasfyr treats the plane it is located on as its home plane.
AC 38; Fort +33, Ref +26, Will +25; +1 status to all saves vs. magic
HP 330, Regeneration 25 (deactivated by acid or cold); Immunities fire; Resistances physical 15 (except cold iron); Weaknesses cold 15, cold iron 15
Bound Nature The thrasfyr automatically critically fails its saving throws against effects that would cause the confused or controlled condition from its rider or one of the Eldest, but is immune to such effects from any other source.
Speed 40 feet, climb 40 feet, fly 40 feet
Melee [one-action] chain +32 [+27/+22] (magical, reach 15 feet), Damage 3d10-2+17 bludgeoning plus Improved KnockdownMelee [one-action] jaws +30 [+25/+20] (magical, reach 10 feet), Damage 3d6-2+15 piercing plus 3d6-2 fireMelee [one-action] claw +30 [+26/+22] (agile, magical, reach 10 feet), Damage 3d8-2+15 slashingMelee [one-action] horn +30 [+25/+20] (fatal d12, magical, reach 10 feet), Damage 3d12-2+15 piercingPrimal Innate Spells DC 35 (-4 dmg); 9th teleport (self and rider only); Constant (2nd) see the unseen
Breathe Flame [two-actions] The thrasfyr’s serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 38 basic Reflex save). The thrasfyr can’t Breathe Flame again for 1d4 rounds.Rider’s Bond [one-action] (mental, primal) The thrasfyr designates one creature as its rider by touching them with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other’s present state, distance and direction from each other, and any conditions affecting either.Tangling Chains [two-actions] (primal) The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation, except the thrasfyr’s rider, takes 18d6 bludgeoning damage (DC 36 basic Reflex save); a creature that fails its save is immobilized until the start of the thrasfyr’s next turn. The thrasfyr can’t use Tangling Chains or make chain Strikes for 1d4 rounds.

Sidebar - Additional Lore Hunting Partners

In addition to their raw destructive power, thrasfyrs have the ability to form a psychic bond with a worthy rider, and are highly sought-after as steeds for especially powerful and destructive fey hunters. An ancient archer of great skill astride a thrasfyr is a force to be reckoned with, far more deadly than either alone, and such pairs are often the most successful in fey contests to slay the First World's deadliest and most elusive game. This rarely earns them many honors, however, as the enormous and destructive thrasfyrs are unwelcome in all but the most raucous fey courts.

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