Drowning Beast

Drowning Beast                                                                  CR 8

XP 4800

N Large Animal (Aquatic)

Init +2; Senses Low-Light Vision; Perception +6

DEFENSE
AC 26, touch 11, flat-footed 24 (-1 size, +2 Dex, +15 natural)

hp 66 (12d8+12)

Fort +11, Ref +10, Will +6

Resist Cold 30

OFFENSE
Speed swim 30 ft.

Melee bite +17 (1d8+8)

Space 10 ft.; Reach 10 ft.

Special Attacks Grab (bite)

STATISTICS
Str 27, Dex 15, Con 12, Int 2, Wis 10, Cha 10

Base Atk +9; CMB +18 (+22 grapple); CMD 30

Feats Endurance, Great Fortitude, Iron Will, Skill Focus (Stealth), Stealthy, Weapon Focus (bite)

Skills: Stealth +28; Racial Modifiers Perception +6, Stealth +6

SQ Animal Traits

SPECIAL ABILITIES
Grab (Ex)

If a Drowning Beast hits with its bite attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Large or smaller.

The Drowning Beast has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Animal Traits

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions.

-Low-light vision.

-Animals breathe, eat, and sleep.

ECOLOGY
Environment: Warm Coast

Organization: Solitary

Treasure: Incidental

These saddistic monsters lurk in the shallows waiting to jump up and grab unsuspecting prey and drag them under the sea as their breath leaves them.