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    Bunyip

    A disturbing combination of shark and seal, this brown-furred creature has a wide mouth filled with razor-sharp teeth.

    Bunyip
    CR 3

    XP 800
    N Medium magical beast (aquatic)
    Init
    +3; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +8

    DEFENSE

    AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
    hp
    32 (5d10+5)
    Fort
    +5, Ref +7, Will +1

    OFFENSE

    Speed 10 ft., swim 50 ft.
    Melee
    bite +7 (1d8+1/19–20 plus bleed)
    Special
    Attacks bleed (1d6), blood frenzy, roar

    STATISTICS

    Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
    Base Atk
    +5; CMB +6; CMD 19
    Feats
    Improved Critical (bite)B, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
    Skills
    Escape Artist +5, Perception +8, Stealth +10, Swim +9; Racial Modifiers +8 Swim
    SQ amphibious

    SPECIAL ABILITIES

    Blood Rage (Ex)

    A bunyip’s blood rage ability activates whenever it detects blood in the water using its keen scent, but otherwise functions as the universal monster rule of the same name.

    Roar (Su)

    A bunyip’s roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Constitution-based.