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ZaghnolA beast wreathed in lightning and specializes in thunder attacks. This crazy red like bull has a blue mohawk on his back.

Zaghnol (CR 6)

XP 2,400
N Large Magical Beast (Lightning)
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +9


AC 19, touch 11; flat-footed 17 (+2 dex, +8 natural, -1 size)
hp 85 (8d10+42)
Fort +10, Ref +6, Will +3
Resist Lightning 10
Weakness Water


Speed 30 ft.
Melee Gore +15 (1d8+6), 2 Hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Electrocute, Impale


Str 22, Dex 14, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 28
Feats Improved Overrun, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +7, Climb +11, Perception +9, Survival +6


Impale (Ex)

When charging, a zaghnol deals double damage with horns.

Electrocute (Su)

Once every 1d2 rounds, a zaghnol charges themselves up with electricity with varying effects. To determine the effect, roll a 1d10: 1 for Thunder, 2 to 4 for Thunder II, 5 to 6 for Defensive Shock, 7 to 8 for Elemental Touch (Lightning), 9 for Thundara, and 10 for Thunder III. The caster can decide who they want to target once they know the result and if they don’t like their result they can cancel the affect but must spend the MP cost and time spent on it. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).