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CELESTIAL LION Augment Summoning +4 Str,+4Con
Large Magical Beast (Extraplanar)
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: 70 ft. (14 squares) Fly 90 ft. (18 squares)
Armor Class: 16 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+14
Attack: Claw +10 melee (1d4+7)
Full Attack: 3 claws +10 melee (1d4+7) and bite +5 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+3, Smite Evil 1/day (+5 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Damage Reduction 5/magic, Acid, Cold and Electricity Resistance 5, Spell Resistance 10
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run
Pounce (Ex): If a celestial lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a celestial lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +9 melee, damage 1d4+3.
Skills: Celestial lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
FIENDISH DIRE BAT Augment Summoning +4 Str,+4Con
Large Magical Beast (Extraplanar)
Hit Dice: 4d8+20 (38 hp)
Initiative: +6
Speed: 50 ft. (10 squares), fly 70 ft.(14 squares) (good)
Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d8+7)
Full Attack: Bite +7 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Good 1/day (+4 damage)
Special Qualities: Blindsense 40 ft., Darkvision 60ft, Damage Reduction 5/magic, Cold and Fire Resistance 5, Spell Resistance 9
Saves: Fort +9, Ref +10, Will +6
Abilities: Str 21, Dex 22, Con 21, Int 3, Wis 14, Cha 6
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness, Stealthy
Blindsense (Ex): A fiendish dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the fiendish dire bat unless it can actually see them.
Skills: Fiendish dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated