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EnkiduAccompanying Gilgamesh is a green beast with long horns, long wings, and a wild look in its eye. – Dices Correr

Enkidu (CR 7)

XP 3,200
CN Medium Magical Beast (Mini-Boss, Avian)
Init: +5; Senses Darkvision 60 ft., low-light vision; Perception +10

 DEFENSE

AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 105 [150] (10 HD; 10d10+50)
Fort +12, Ref +12, Will +5
Resist Earth 10
Weakness Wind

 OFFENSE

Speed 30 ft., fly 60 ft. (Good)
Melee bite +15 (1d6+3), 2 claws +15 (1d4+3), 2 talons +15 (1d4+3), 2 wings +13 (1d4+1)
Special Attacks Leech, Swooping Pounce, Talon or Wing, Wing Cutter, Zephyr Arrow
Special Abilities White Wind

 TACTICS

During Combat: Enkidu will spend the fight supporting Gilgamesh from the air, using a combination of natural attacks to fight his foes. If surrounded, he will use Wing Cutter. 
If Gilgamesh is below 50% HP, Enkidu will use White Wind to restore Gilgamesh’s health. If Enkidu is too low on HP to properly use White Wind, he will use Leech to try and restore his own HP.

 STATISTICS

Str 16, Dex 21, Con 20, Int 8, Wis 15, Cha 10
Base Atk +10; CMB +13; CMD 29
Feats Acrobatic, Dodge, Flyby Attack, Multiattack, Weapon Finesse
Skills Acrobatics +12, Fly +17, Perception +10
Languages Common 

 SPECIAL ABILITIES

Leech (Su)

3/day, Enkidu can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC 17) or take 2d6 points of shadow damage and Enkidu is healed for that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).

Swooping Pounce (Ex)

When Enkidu makes a diving aerial charge, he can make a full attack with his natural weapons.

Talon or Wing (Ex)

Enkidu cannot use his wing attacks while flying, and cannot use his talon attacks while grounded.

Wing Cutter (Su)

Once every 1d4+1 rounds, Enkidu can cause the wind to slice the air in front of him in a 30-ft.-cone. Creatures within the area of effect take 4d6 points of wind damage, a Reflex save (DC 17) for half damage. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).

White Wind (Su)

1/day, Enkidu can emit a gust of white wind that heals allies other than itself within 20 feet for an amount equal to Enkidu’s current hit points in damage. The healing received per creature is capped at 10 per hit die attained for the caster (ex: 7 hit dice would mean a cap of 70 healing for each creature), except for Gilgamesh who is healed for the full amount. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

ECOLOGY

Environment any
Organization solitary or paired with Gilgamesh
Treasure none (see Gilgamesh (Form 1) or Gilgamesh (Form 2))