Baregara (CR 15/MR 6)

This lumbering apelike monster has blood-red fur, twisted horns, and a hideous fanged orifice set in the center of its chest.

Mythic Baregara (CR 15/MR 6)
XP 51,200
Pathfinder Roleplaying Game Bestiary 3
CE Large outsider (chaotic, evil, extraplanar, mythic)
Init +8; Senses darkvision 60 ft.; Perception +22

Defense

AC 31, touch 13, flat-footed 27 (+4 Dex, +18 natural, –1 size)
hp 228 (16d10+140)
Fort +15, Ref +14, Will +10; second saveMA
Defensive Abilities DR 10/epic and good; Immune electricity, poison, Resist acid 10, cold 10, fire 10; SR 26

Offense

Speed 30 ft., climb 40 ft.
Melee bite +26 (1d8+5), 2 claws +26 (1d10+16 plus grab), gore +21 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks beheading grappleMA, feral savagery (full attack)MA, terrifying challengeMA, mythic power (6/day, surge +1d8), one-armed liftMA, rend (2 claws 1d10+22)MA

Spell-Like Abilities (CL 16th; concentration +19)
Constant—see invisibility
At will—dispel magic, teleport (self plus 50 lbs. of objects only)
3/day—quickened hold person (DC 15)
1/day—summon (level 4, 1d4 dire apes 50% or 1d2 girallons 35%), unholy blight (DC 17)

Statistics

Str 32, Dex 19, Con 20, Int 15, Wis 16, Cha 17
Base Atk +16; CMB +28 (+32 grapple); CMD 42
Feats Critical FocusMF, Improved Initiative, Intimidating ProwessMF, Iron Will, Power AttackMF, Quicken Spell-Like Ability (hold person), Step Up, Throw Anything
Skills Acrobatics +15, Bluff +14, Climb +30, Diplomacy +11, Intimidate +39, Knowledge (nature) +10, Knowledge (planes) +13, Perception +22, Sense Motive +14, Stealth +19, Survival +19, Swim +19
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
SQ powerful blows (claw)MA

Ecology

Environment warm forests (Abyss)
Organization solitary, pair, or troop (1 mythic baregara and 3–5 baregaras)
Treasure standard

Special Abilities

Beheading Grapple (Ex) The mouth at the center of a mythic baregara’s chest automatically deals 2d8+5 points of damage per round to any creature the baregara successfully grapples. If the mythic baregara’s grapple check against a non-mythic creature succeeds by 20 or more, it can expend one use of mythic power as a free action to bite off the creature’s head, instantly killing it (Fort DC 23 negates). If the creature makes its saving throw, it instead takes 4d8+10 points of damage. The save DC is Constitution-based.

One-Armed Lift (Ex) A mythic baregara’s huge arms allow it to initiate and maintain a grapple without the standard –4 penalty for not having both hands free. If a mythic baregara’s grapple check against a non-mythic opponent succeeds by 10 or more, the mythic baregara can choose to avoid gaining the grappled condition from that grapple. A mythic baregara can expend one use of mythic power as a swift action to avoid gaining the grappled condition from any successful grapple, including against a mythic opponent.

Terrifying Challenge (Su) As a standard action three times per day, a mythic baregara can make an Intimidate check to demoralize all opponents in a 30 ft. radius that can see or hear it. If this check succeeds in demoralizing at least one opponent, the mythic baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. If any target would be shaken for 4 or more rounds, that target is instead frightened for 1 or more rounds (the shaken duration less 3 rounds), and the mythic baregara instead gains a +6 enhancement bonus to Strength and Constitution for 10 minutes. A mythic baregara can expend one use of mythic power as a swift action to advance the fear condition of an opponent affected by the mythic baregara’s terrifying challenge by one step: shaken creatures become frightened, and frightened creatures become panicked. This is a mind-affecting fear effect.

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