Brass Quadav (CR 6)
Quadav Dark Knight 7
NE Medium Humanoid (Reptilian, Quadav)
Init +0 (+4); Senses Low-light vision, sense good; Perception +3
AC 22, touch 11, flat-footed 22 (+9 armor, +1 shield, +1 deflect, +1 natural)
HP 73 (7d10+35)
Fort +14, Reflex +6, Will +12
Defensive Abilities Dark Blessing, Full Withdrawal; Immune Disease, Poison, Sap; Resist Water 5
Speed 15 ft., Swim 20 ft.
Melee +1 Quadav Knight Sword +12/+7 (1d10+4/19-20)
Special Attacks Abyssal Arts (7/day, Plunge, Syphon Strike, The Blackest Night [4 rounds]), Defile (DC 14 Fort negates blind and disease), Harm Touch (7/day, 4d6 damage), Shared Offense (+1 att/dmg, 4 rounds), Soul Eater (7/day, 5d6 shadow damage)
Special Abilities Darkside (+4 att/dmg, SR 13, -7 hp per turn), Grit Stance (DR 4/-)
Spells Known (Dark Knight CL 3rd, Concentration +7)
Str 18, Dex 10, Con 20, Int 12, Wis 16, Cha 18
Base Atk +7/+2; CMB +11; CMD 21
Feats Channel Smite, Cleave, Intimidating Prowess, Power Attack
Skills Bluff +15, Intimidate +19, Sense Motive +14
Languages Aquan, Common, Quadav
SQ First Into Battle, Hold Breath, Steel Shelled
Gear hi-potion(1), 2nd-lvl dark knight scroll, quadav knight sword +1, quadav half-plate, ring of protection +1
Full Withdrawal (Ex)
As a full round action, quadav may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).
Hold Breath (Ex)
Quadav can hold their breath underwater for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Steel Shelled (Ex)
As a quadav gets older the harder its shell gets and gains a +1 natural armor bonus.