KomainuLarge Magical Beast (Earth)
HD 6d8+18 (45 HP)
Speed 50 ft. (10 squares); burrow 30 ft. (6 squares)
Init: +5
AC 18; touch 10; flat-footed 17
(-1 size, +1 Dex, +8 Natural)
BAB +6;
Grp +15
Attack bite +10 melee (1d8+5, 20/x2) or claw +10 melee (1d6+5, 20/x2)
Full-Attack bite +10 melee (1d8+5, 20/x2) plus 2 claws +8 melee (1d6+2, 20/x2)
Space 10 ft.;
Reach 5 ft.
Special Attacks banishing howl, improved grab, pounce, rake, soul strike
Special Qualities blindsense 120 ft., DR 5/-, darkvision 60 ft., eternal guardian, freeze, scent
Saves Fort +8, Ref +6, Will +5
Abilities Str 21, Dex 13, Con 16, Int 11, Wis 12, Cha 15
Skills Hide +8, Intimidate +7, Listen +7, Spot +7
Feats Improved Initiative, Iron Will, Multiattack
Organization pair
Challenge Rating 5
Treasure None
Alignment always LN
Advancement 7-18 HD (Large); 19-30 HD (Huge)
Level Adjustment --
"Komainu, often called lion-dogs in English, are statue pairs of lion-like creatures either guarding the entrance or the inner shrine of many Japanese Shinto shrines or kept inside the inner shrine itself, where they are not visible to the public. The first type, born during the Edo period, is called sandou komainu, the second and much older type jinnai komainu. They can sometimes be found also at Buddhist temples, nobility residences or even private homes. The komainu is also one of the pieces of a shogi (Japanese chess) board.
Meant to ward off evil spirits, modern komainu statues are almost identical, but one has the mouth open, the other closed. This is a very common characteristic in religious statue pairs at both temples and shrines. This pattern is however Buddhist in origin and has a symbolic meaning. The open mouth is pronouncing the first letter of the Sanskrit alphabet, which is pronounced "a", while the closed one is uttering the last letter, which is pronounced "um", to represent the beginning and the end of all things. Together they form the sound Aum, a syllable sacred in several religions like Hinduism, Buddhism, and Jainism."Before you stands two big stone statues shaped like lions sitting majestically in a stone platform each. The one on the right has its mouth open, while the one on the left has its mouth closed. As you pass between them and move forward to the temple, you hear the sound of rocks crackling. The source of the sound - the statues - are standing up, turning to you; its eyes shining with a intense yellow. They roar, then charge in your direction.
Banishing Howl (Su): The komainu's howl chills living creatures and spirits alike to the core. The komainu can howl as a standard action. All creatures within a 30-foot radius must make a successful Will save or become frightened for 2d4 rounds; those more than 30 feet away but within 300 feet must make a Will save or become shaken for 2d4 rounds. This is a mind-afecting fear effect. Creatures immune to this ability are affected diferently: within a 30-foot radius the creatures affected must spend their next 2d4 rounds moving away from the komainu; while those more than 30 feet away but within 300 feet are immobilized for 2d4 rounds. Either way, a creature that successfully saves against the banishing howl cannot be affected by the same komainu's howl for 24 hours.
When fighting in groups, komainus may choose to combine their howls to increase its effect. For each komainu above the first that howls in the same round, the howl's DC increases by 4. Additionally, all creatures within a 30-foot radius that fail the save by 5 or more are panicked for 2d4 rounds instead; those more than 30 feet away but within 300 feet are frightened for 2d4 rounds instead. Creatures immune to mind-affecting and/or fear effects suffer no additional penalty.
If the komainu has 15 HD or more, its banishing howl improves. Instead of its usual effect, the komainu may choose to use this ability to mimic the effects of a area greater dispel magic or banishment spells (caster level equal to komainu's HD).
When using this ability, the komainu must wait 2 rounds before using it again.
Eternal Guardian (Ex): Komainus do not need to breath, eat or sleep. Additionally, komainus are immune to all compulsion and mind-affecting abilities.
Freeze (Ex): A komainu can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the komainu is really alive.
Improved Grab (Ex): To use this ability, a komainu must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a komainu charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): +10 attack bonus, 1d6+2 points of damage.
Skills: Komainus have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a komainu is concealed against a background of stone.
Soul Strike (Ex): a komainu's natural attacks are considered magic for the purpose of damage reduction, and ghost touch weapons when attacking incorporeal creatures.
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I am thinking on giving these guys some kind of synergy ability.... when close to one another... but what? Some kind of static bonus? Added effects on their natural weapons?
...and I didn't forget I owe you something, veekie... gimme some more time please
Edit: added a synergy for 2 or more komainus in Banishing Howl... raising its CR to 5...