Plasmalisk
Source: Alien Archive 4
CR: 14 XP: 38,400
N Large magical beast
Init.: +4 Senses: blindsight (electricity) 60 ft., darkvision 60 ft. Perception: +25
Defense
HP: 250
EAC: 28 KAC: 30
Fort: +18 Ref: +18 Will: +12
Offense
Speed: 30 ft.
Melee: bite +28 (6d6+22 P plus 2d6 E & F)
Ranged: plasma blast +25 (8d6 E & F)
Offensive Abilities: ionizing gaze (60 ft., DC 20)
Statistics
Str: +8 Dex: +4 Con: +6 Wis: +0 Int: -2 Cha: -3
Skills: Acrobatics +25, Athletics +30
Ecology
Environment: any warm or temperate land
Organization: solitary, pair, or mosaic (3–12)
Special Abilities
<p><b>Assisted Energization (Ex)</b> Whenever a plasmalisk takes 15 or more electricity or fire damage in any combination from a single attack or effect (whether or not it resists any of the damage), reduce the number of rounds the plasmalisk must wait before it can use its plasma blast by 1, and increase the plasmalisk’s speed by 10 feet (maximum 50 feet) until the end of its next turn.<br/> <b>Ionizing Gaze (Su)</b> A plasmalisk’s vibrantly glowing eyes can cause viewers’ bodily fluids to rapidly ionize and burn their bodies from the inside. A creature that fails a DC 20 Fortitude save is subject to the gaze’s effects, which mimic a Dexterity-track poison whose progression track is Healthy—Staggered—Immobile—Primed with a frequency of 1/round for 6 rounds and whose cure is 2 consecutive saves. A primed target is unconscious, and 1d4 hours after becoming primed, the creature’s body explodes in a burst of plasma that deals 6d6 electricity and fire damage to anything in a 10-foot radius (Reflex DC 20 half). Each time a creature fails the Fortitude save against a plasmalisk’s gaze, they take 3d6 electricity and fire damage as their body ionizes. A creature that has succeeded at the gaze’s initial save or has been cured of the gaze’s ongoing effect is immune to that plasmalisk’s ionizing gaze for 24 hours. This isn’t a poison effect.<br/> Coating an affected creature completely with the plasmalisk’s blood ends the effect and immediately moves the creature two steps toward healthy. A plasmalisk has enough blood to coat 1d4+1 creatures in this way; a Large creature takes twice as much blood to coat.<br/> <b>Luminous Scales (Ex)</b> The glow of a plasmalisk’s scales increases the light level in a 10-foot radius by one step to a maximum of bright light. As a swift action, a plasmalisk can suppress this glow until the end of its next turn.<br/> <b>Plasma Blast (Ex)</b> A plasmalisk can spit a blob of swiftly ionizing material that explodes into plasma on contact. This functions as a ranged weapon with a range of 60 feet and the explode (10 ft.) weapon special property that deals 8d6 electricity and fire damage (Reflex DC 20 half). The plasmalisk can use this weapon once per 1d6 rounds.</p>