Falajitax CR 12
XP 19,200
LE Large aberration (water)
Init +11; Senses darkvision 60 ft, Perception +21
Defense
AC 27, touch 16, flat-footed 27 (-1 size, +7 Dex, +7 armor, +4 natural)
hp 172 (15d8+105)
Fort +12, Ref +14, Will +12
Defensive Abilities alien anatomy, shroud of water, uncanny dodge
Immune mind-influencing effects
Offense
Speed 30 ft., swim 30 ft., climb 30 ft.
Melee bite +17 (1d8+5 plus 2d6 bludgeoning plus grab), tail slap +12 (2d6+2 plus 2d6 bludgeoning)
Ranged water blast +17 (8d6+13)
Space 10 ft.; Reach 10 ft.
Special Abilities constrict (2d6+7), grisly puppeteer, hydrokinesis, infusions (extended range, kinetic fist, pushing infusion, quenching infusion, snake, spray), swallow whole (2d6+7 bludgeoning damage, AC 12, 17 hp)
Spell-like Abilities CL 15th, concentration +20
At will—control water
3/day—heroism, suggestion (DC 18)
1/day—control weather
Statistics
Str 21, Dex 25, Con 25, Int 18, Wis 16, Cha 20
Base Atk +11; CMB +17 (+21 grappling); CMD 38
Feats Blind-fight, Defensive Combat Training, Improved Initiative, Lightning Reflexes, Point Blank Shot, Precise Shot, Vital Strike, Weapon Finesse
Skills Acrobatics +23, Bluff +20, Climb +17, Diplomacy +20, Intimidate +23, Knowledge (nature) +22, Perception +21, Sense Motive +18, Stealth +25, Swim +17; Racial Modifiers +4 Stealth
Languages Aklo, Aquan, Common, Draconic
SQ amphibious, change shape (humanoid or animal, polymorph), utility wild talents (basic hydrokinesis, kinetic cover, kinetic healer, shimmering mirage, slick, suffocate, watersense)
Ecology
Environment warm forests and swamps
Organization solitary
Treasure double standard
Special Abilities
Alien Anatomy (Ex) A falajitax has a 75% chance to ignore any critical hit or sneak attack made against it.
Grisly Puppeteer (Ex) As a standard action, a falajitax can insert its tail tip into a helpless, pinned or willing creature. An unwilling creature can resist this with a DC 22 Will save. On a failed save, the creature is dominated by the falajitax, as per the dominate monster spell, except that this does not count as a compulsion effect for the purposes of protection from evil or similar effects. In order to maintain the effect, the falajitax must keep the creature within its reach or space. The falajitax does not need to have a common language with the creature to convey detailed instructions, nor does it require an action to change commands. This is a mind-influencing effect. The save DC is Charisma based.
Hydrokinesis (Sp, Su) A falajitax has access to a variety of wild talents as if it were a 15th level kineticist. It can use the water simple blast at no burn cost. It gains access to defensive talents, infusions and wild talents as listed under its special abilities, but does not gain any other abilities of a 15th level kineticist.
Infusions (Su) A falajitax has access to the kineticist form and substance infusions listed in its Special Attacks entry, which it can apply to any of the blasts granted by its hydrokinesis ability without needing to accept burn. This applies to only the base burn cost; a falajitax can't accept additional burn to gain a greater effect with infusions such as pushing infusion.
Shroud of Water (Su) This ability functions as the kineticist defensive wild talent of the same name.
Utility Wild Talents (Sp, Su) A falajitax gains access to the kineticist utility wild talents listed in its SQ entry.