Greater Quadav (CR 3)
Quadav Dark Knight 4
NE Medium Humanoid (Reptilian)
Init +3; Senses Low-light vision, sense good; Perception +3
AC 20, touch 11, flat-footed 19 (+7 armor, +1 shield, +1 deflect, +1 natural)
HP 39 (4d10+16)
Fort +8, Reflex +1, Will +7
Defensive Abilities Dark Blessing, Full Withdrawal; Resist Water 5;
Speed 15 ft., Swim 20 ft.
Melee Quadav Knight Sword +7 (1d10+3/19-20)
Special Attacks Abyssal Arts (6/day, Plunge, Syphon Strike), Defile (DC 15 Fort negates blind), Harm Touch (5/day, 2d6 damage), Shared Offense (+1 att/dmg, 2 rounds)
Special Abilities Darkside (+3 att/dmg, SR 12, -4 hp per round), Grit Stance (DR 3/- but -3 dmg)
Spells Known (Dark Knight CL 1st, Concentration +4)
Str 16, Dex 10, Con 18, Int 12, Wis 16, Cha 16
Base Atk +4; CMB +7; CMD 17
Feats Channel Smite, Cleave, Intimidating Prowess, Power Attack
Skills Bluff +10, Intimidate +10, Sense Motive +10
Languages Aquan, Common, Quadav
SQ First Into Battle, Hold Breath, Steel Shelled
Gear cure potion(2), 1st-lvl dark knight scroll, quadav knight sword, quadav breastplate, 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.