Head of Apep    CR 7
XP 3,200
Head of apep
CE Large dragon (chaotic, evil, extraplanar)
Init +6; Senses darkvision 60 ft., low-light vision, true seeing; Perception +13
Aura frightful presence (30 ft., DC 15)

Defense

AC 23, touch 12, flat-footed 20 (+2 Dex, +1 dodge, +11 natural, -1 size)
hp 73 (7d12+28); regeneration 12 (electricity, fire, holy)
Fort +11, Ref +7, Will +8
Immune paralysis, sleep
Weaknesses light blindness, vulnerability to fire

Offense

Speed swim 60 ft.
Melee bite +13 (1d8+20/19-20)
Space 10 ft.; Reach 10 ft.

Statistics

Str 26, Dex 15, Con 18, Int 12, Wis 17, Cha 15
Base Atk +7; CMB +14; CMD 29 (can't be tripped)
Feats Dodge, Great Fortitude, Improved Critical (bite)B, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Specialization (bite)B
Skills Acrobatics +8, Intimidate +12, Knowledge (planes) +11, Knowledge (religion) +11, Perception +13, Sense Motive +13, Stealth +8, Swim +20
Languages Abyssal, Ancient Osiriani, Celestial
SQ acid breath, devolution venom, unholy regeneration

Special Abilities

Acid Breath (DC 17) Once every 1d4 rounds, a Head of Apep may breathe a 60-foot line of acid dealing 12d6 acid damage (DC 17 reflex for half damage). A creature damaged by Acid Breath is also exposed to Devolution Venom. The save DC is constitution-based.
Darkvision (60 feet) You can see in the dark (black and white only).
Devolution Venom (DC 19) (Ex) Bite-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 1 consecutive saves. The save DC is constitution based. A creature whose strength is reduced to zero by Apep's devolution venom transforms into a chaotic evil river drake over the course of 1 round.
Frightful Presence (30 ft., 5d6 rounds, DC 15) Those in area of effect become frightened or shaken (Will neg.)
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Regeneration 12 (electricity, fire, holy) Heal HP quickly and cannot die.
Swim (60 feet) You have a Swim speed.
True Seeing (Ex) Constant effect and cannot be dispelled.
Unholy Regeneration (Su) Apep's heads regenerate at a rate equal to the number of heads remaining (initially 12). It can be suppressed with fire, electricity, or holy damage. Suppressing the regeneration of one head suppresses the regeneration of all heads.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

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