CREATURE 9
Perception +21; darkvision
Languages Common, Damored
Skills Acrobatics +20, Intimidation +18, Occultism +20, Society +18
Str +3 Dex +5 Con +4 Int +5 Wis +6 Cha +3
Items +1 striking longspear
AC 28; Fort +15, Ref +18, Will +21
HP 155; Immunities poison, death effects, disease; Resistances fire 10, negative 10
Positive Energy Affinity Positive healing effects always heal the damored for the maximum amount. It doesn't gain the automatic Hit Points or temporary Hit Points from being on a plane with the positive planar essence.
Speed 25 feet, fly 60 feet
Melee flaming ghost touch longspear +20 (magical, reach 10 feet), Damage 2d8+6 piercing plus 1d6 fire
Melee beak +21 (finesse), Damage 2d12+6 piercing plus 1d6 fire
Melee talon +21 (agile, finesse), Damage 2d8+6 slashing plus 1d6 fire
Occult Innate Spells DC 28, attack +20; 5th banishment, breath of life; 4th dimension door, heal, searing light; 3rd heal (×3); 2nd restoration (×3); Cantrips (5th) disrupt undead, light
Breath Weapon (evocation, fire, occult) The damored breathes a blast of searing flame infused with positive energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 positive damage to creatures in the area (DC 28 basic Reflex save) The damored can't use Breath Weapon again for 1d4 rounds.
Infuse Weapons (occult, evocation) Any weapon a damored wields becomes a flaming ghost touch weapon while the damored holds it.
Bestiary 2, page 153.
Open Damored in the interactive creatures list or browse all creatures starting with D.