Size: Medium
HD 6d8+2d10+40+8 (77)
Initiative: +9 (+7 Dex +2 Competence +5)
AC: 37 (+7 Dex, +6 armor, +6 Shield, +2 deflection, +6 Natural), touch 22, flat-footed 30 (+5 vs. ranged) (+10 vs. incorporeal)
Saves:
Fort +18 (+5 Con +3 Resistance +1 Luck +3 Great Fortitude 6 base)
Ref +16 (+7 Dex +3 Resistance +1 Luck 5 base)
Will +17 (+4 Wis +4 Cha +3 Resistance +1 Luck 5 base)
Stats:
Str 25 (+5 Inherent +3 Enhancement 17 base)
Dex 25 (+5 Inherent +3 Enhancement +2 Race 15 base)
Con 21 (+5 Inherent +3 Enhancement 13 base)
Int 19 (+5 Inherent 14 base)
Wis 19 (+5 Inherent 14 base)
Cha 19 (+5 Inherent 14 base)
BAB/Grapple: 8/15
Attacks:
Defenses: 10 THP/round (w/-5 attack penalty), Thicket of Blades
Offenses: Flanks anyone allies flank, gains +4 from flanking and so do allies, one AoO against anyone hit by an ally once per round
Items:
Gloves of the Master Strategist 3,600 gp and Heroic Sacrifice (as Torc) 6k +3 Str 13,600
Ring of Second Chances (MC 115 as Mantle, 12,000 gp) and Desert Wind 15,000
Belt of Battle and Iron Heart 15,000
Flip-top goggles of True Darkness (MiC 75 as Blindfold, 9,000gp) of Devoted Spirit X2 6k 15,000
Greatreach (as Bracers) 2k, Handy cloak (as Haversack) 2k embossed with a Catseye Brooch RoF 9k and runues of 2k Healing (as Belt) 750 gp and +3 Resistance 14,750
Greatreach (as Bracers) 2k Amulet of Fortune Prevailing (MIC) 5k Stone Dragon and White Ravens +2 Protection 15,000
+3 Ghost Warded, Reflex (
http://pages.prodigy.net/darkelf/houserules/MagicItems.pdf), Formless (as Vest) twisted silk armor (DR348) of Diguise (as Hat) 1,800 gp with Netcutter Spikes and a Greater Crystal of Screening 3k +3 Con 15,000
+3 Animated, Darkhidden (as the Ring) 2k, Dampening (as Third Eye) 2,500 gp mithril extreme (RoS) shield with a Lesser Crystal of Arrow Deflection 2,500 gp +3 Dex 15,000
+3 Fleshgrinding spiked chain with a Greater Crystal of Fire Assault (5 copies)
+3 Corrosive Ghost Touch spiked chain with a Greater Crystal of Life Drinking
Crusader Maneuvers (IL5, 5 known, 3 readied):
Vanguard Strike (DS1, if strike hits, allies gain +4 to attack target till next turn)
Crusader's Strike (DS1, if strike hits, heal 1d6+5 to one ally w/in 10 ft)
Foe Hammer (DS2, strike, +2d6 dmg, ignores DR)
Stone Bones (SD1, strike, gain DR 5/adamantine if hits)
Stone Vise (SD2 no prereq, std +1d6 dmg, Fort (DC 12+Str) or movement is 0 for 1 round)
Stances: Leading the Charge (WR1, no prereqs, swift, stance, allies that charge gain +IL to damage), Thicket of Blades (DS3 1 prereq, swift, stance, all movement provokes)
Item Maneuvers
Death Mark (DW3)
Defensive Rebuke X2 (DS3)
Iron Heart Surge (IH3)
Stonecrusher (SD3)
White Raven Tactics (WR3)
Cha to Will saves
Steely Resolve: Delayed damage pool of 5. Take this damage at end of next turn.
Furious Counterstrike: +1 att/dmg if delayed damage pool has any points in it.
Feats: 1, 3, 6, 1 bonus from taint (lose 1 feat)
Wolfpack Tactics (Take best ally's initiative. Also one AoO against an enemy hit by an ally once per round.)
Expert Tactician (Tome): (+4 flanking for you and allies, feint as immediate,
make difficult terrain as move, count as being 5' from position for flanking)
Stone Power (take up to -5 attack, gain 2x temp. hit points for 1 round. Can use w/normal attacks or Stone Dragon strikes)
Great Fortitude [Combat]
A barghest’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell-Like Abilities
At will—blink, levitate, misdirection (DC 16), rage (DC 17); 1/day—charm monster (DC 18), crushing despair (DC 18), dimension door. Caster level equals the barghest’s HD.
Feed (Su)
When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.
The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.
Change Shape (Su)
A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.
Pass Without Trace (Ex)
A barghest in wolf form can use pass without trace (as the spell) as a free action.
Skills
Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)
*A barghest in wolf form gains a +4 circumstance bonus on Hide checks.