CREATURE 11
Perception +21
Languages Abyssal, Common
Skills Athletics +22, Intimidation +21, Religion +22
Str +7 Dex +2 Con +6 Int +2 Wis +5 Cha +4
AC 31; Fort +23, Ref +17, Will +22
HP 195; Weaknesses area
Troop Defenses (page 306)
Speed 25 feet
Divine Spontaneous Spells DC 27, attack +19; 6th (2 slots) cry of destruction, destructive aura; 5th (3 slots) burning hands, fireball, hurtling stone; Cantrips (6th) daze, detect magic, divine lance (chaos or evil)
Troop Movement Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.
Troop Spellcasting When the rancorous priesthood Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Wild Swing to Frequency once per round; Effect The members of the mob wildly swing their weapons—primarily greataxes—in a chaotic attack at each enemy adjacent to the troop (DC 27 basic Reflex save). The damage depends on the number of actions. 1d12+2 slashing damage 2d12+9 slashing damage 3d12+9 slashing damage.
Bestiary 3, page 213.
Open Rancorous Priesthood in the interactive creatures list or browse all creatures starting with R.