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Kuza Beast

Kuza BeastA formidable foe with large horns that positively crackle with electricity. It’s a distance cousin of the behemoth with more of yellow tint to it.

Kuza Beast (CR 14)

XP 38,400
N Huge Magical Beast (Lightning, Mini-Boss)
Init +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +28


AC 28, touch 13; flat-footed 23 (+15 natural, +5 dex, -2 size)
hp 333 [414] (18d10+234)
mp 99
Fort +23, Ref +16, Will +10
DR 10/adamantine; Immune bleed, curse, daze, lightning, nauseating, sickening, stun; SR 24; Strong Water


Speed 40 ft.
Melee Bite +32 (2d6+13), 2 Claws +32 (1d8+13), Gore +32 (2d6+13)
Space 15 ft.; Reach 10 ft.
Special Attacks Fists of Lightning and Thunder, Heave, Impale, Thunderbolt
Spells Known (FC CL 18th, Concentration +22)

3rd (DC 17) – Thundara
(DC 20) – Burst


Str 36, Dex 20, Con 34, Int 6, Wis 18, Cha 8
Base Atk +18; CMB +31; CMD 46
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved OverrunMultiattack, Power Attack, Toughness, Weapon Focus (Bite)
Skills Acrobatics +17, Climb +25, Perception +20, Survival +16
SQ Beatdown, Counter Magic


Beatdown (Ex)

Whenever struck by a melee attack, as a counter attack, the kuza beast will return one claw strike at 2d8+26 points of damage.

Counter Magic (Su)

Whenever struck by a spell, the kuza beast will cast Burst as an immediate action as long as he has MP and is not unable to cast it like the status effect silence. This can only be used once per round.

Heave (Ex)

Once every 1d4 rounds, the kuza beast can throw a grabbed opponent of Large or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Large the opponent is (for example, a Medium-sized creature would be 1 category smaller than Large, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity.

Impale (Ex)

When charging, a kuza beast deals double damage with horns.

Fists of Lightning and Thunder (Su)

Once every 1d4+1 rounds, a kuza beast can cause its natural attacks to do either lightning or thunder damage (caster’s choice). A lightning attack deals an additional 3d6 points of lightning damage, and the resulting flash blinds the target for 2d6 rounds, a successful Fortitude save (DC 23) negates the blindness. A thunder attack deals an additional 3d6 points of non-elemental damage, and the resulting thunderclap deafens the target for 2d6 rounds, a successful Fortitude save (DC 23) negates the deafness. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).

Thunderbolt (Su)

Once every 1d3 rounds, a kuza beast can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds. A successful Reflex save (DC 23) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).