Counterpoised Creature (CR +0 or +1)

Counterpoised creatures dwell in the Outer Planes where balance between elements or ideologies is paramount, but they can be summoned using spells such as summon monster and planar ally.

CR: A counterpoised creature’s CR increases by +1 only if the base creature has 5 or more Hit Dice. A counterpoised creature’s quick and rebuild rules are otherwise the same.

Table: Counterpoised Creature Defenses
Hit Dice Resist Cold, Acid, and Electricity DR
1–4 5
5–10 10 5/adamantine
11+ 15 10/adamantine

Rebuild Rules

Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite bias 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against a foe that is chaotic evil, chaotic good, lawful evil, or lawful good; smite persists until the target is dead or the counterpoised creature rests).

Section 15: Copyright Notice

Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.

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