Piranha Swarm

This school of red-bellied fish swims swiftly, each tiny mouth filled with rows of razor-sharp teeth ready to feast on flesh.

Shoals of piranhas are voracious feeders, capable of stripping the flesh from the bones of large animals with astonishing speed. These fish have garnered a well-earned reputation in regions where they thrive, but while they are native to tropical rivers, many species of piranha are incredibly hearty. Collectors of exotic pets sometimes ship tanks of these carnivorous fish home, and some unscrupulous owners even put the fish to work disposing of unwanted bodies. When the authorities draw near, panicked criminals sometimes dump the fish into nearby rivers, inadvertently unleashing schools in waters woefully unprepared for their ravenous introduction!

CR 3 XP 800
N
Tiny animal (aquatic, swarm)
Init +7; Senses blindsense 30 ft., keen scent, low-light vision; Perception +5
DEFENSE
AC
15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 26 (4d8+8)
Fort +6, Ref +7, Will +2
Defensive Abilities swarm traits
OFFENSE
Speed
swim 30 ft.
Melee swarm (1d6 plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (1d6), distraction (DC 14), feeding frenzy
STATISTICS
Str
3, Dex 16, Con 15, Int 1, Wis 12, Cha 2
Base Atk +3; CMB —; CMD
Feats Improved Initiative, Skill Focus (Stealth)
Skills Perception +5, Stealth +19, Swim +15
ECOLOGY
Environment
warm freshwater
Organization solitary, shoal (2–5 swarms), or school (6–10 swarms)
Treasure none
SPECIAL ABILITIES
Feeding Frenzy (Ex)
Against a foe taking bleed damage, a piranha swarm deals 2d6 points of damage with its swarm attack rather than 1d6 points of damage.
 

Werecrocodile

Standing taller than a man, this humanoid figure wears filth covered rags over its scaly form.

Werecrocodiles merge the ruthless determination of a crocodile with the intelligence and adaptability of a humanoid. This fusion creates a maliciously cunning creature with no doubt of its own martial superiority.

CR 3 XP 800
Human natural werecrocodile fighter 3
NE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp 27 (3d10+6)
Fort +7, Ref +2, Will +2 (+1 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed
30 ft.
Melee mwk battleaxe +7 (1d8+3/×3)
STATISTICS
Str
17, Dex 13, Con 14, Int 12, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Run
Skills Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +11
Languages Common
SQ armor training 1, change shape (human, hybrid, and crocodile; polymorph), lycanthropic empathy (crocodiles and dire crocodiles)
ECOLOGY
Environment
warm rivers or marshes
Organization solitary, pair, or colony (3–12)
Treasure NPC gear (mwk battleaxe, other treasure)
WERECROCODILE (HYBRID FORM)
NE
Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
DEFENSE
AC
23, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 30 (3d10+9)
Fort +8, Ref +2, Will +2; +1 vs. fear
Defensive Abilities bravery +1; DR 10/silver
OFFENSE
Speed
30 ft., swim 20 ft.; sprint
Melee bite +7 (1d8+4 plus grab and curse of lycanthropy), tail slap +2 (1d12+2)
Special Attacks curse of lycanthropy, death roll (1d8+4 plus trip), grab
STATISTICS
Str
19, Dex 13, Con 16, Int 12, Wis 12, Cha 6
Base Atk +3; CMB +7 (+11 grapple); CMD 18
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Run
Skills Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +19
Languages Common
SQ armor training 1, change shape (human, hybrid, and crocodile; polymorph), hold breath, lycanthropic empathy (crocodiles and dire crocodiles), sprint
SPECIAL ABILITIES
Death Roll (Ex)
When grappling a foe of its size or smaller, a werecrocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, the werecrocodile deals its bite damage, knocks the creature prone, and maintains the grapple.
Sprint (Ex) Once per minute, a werecrocodile can increase its land speed to 60 feet for 1 round.
 

Lotus Leshy

A plant whose body resembles a blooming lotus flower exudes an air of serenity.

Enigmatic lotus leshys are wise guardians of secluded ponds and lakes. They spend most of their time in meditation as lotus flowers, sometimes for decades at a time. Although lotus leshys spend most of their time floating in solitary ref lection, they do not shun the company of other creatures, and take humanoid form whenever they wish to speak. They find discussions of religion and philosophy particularly fascinating, and delight in fresh perspectives. Although they study deities of self-perfection and contemplation extensively, they do not revere such beings.  Lotus leshys speak indirectly rather than providing specific answers. They maintain that contemplation and discussion are far more valuable than concrete answers, whose usefulness is limited to the question at hand. In addition, they believe those who receive direct answers are more likely to blindly accept the words of others rather than thinking for themselves. When confronted with impatience, lotus leshys return to their lotus form rather than engaging further. They avoid combat whenever possible, preferring to calm tempers with their tranquil auras or lull violent creatures to sleep with their soporific pollen.  A typical lotus leshy stands 3 feet tall, and weighs 15 pounds.

CR 5 XP 1,600
N
Small plant (leshy, shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +14
Aura tranquility (20 ft., DC 15, 10 rounds)
DEFENSE
AC
20, touch 18, flat-footed 17 (+2 Dex, +1 dodge, +4 Wis,  +2 natural, +1 size)
hp 52 (7d8+21)
Fort +8, Ref +4, Will +6
Immune electricity, plant traits, sonic
OFFENSE
Speed
30 ft.; lily pad stride
Melee slam +8 (1d4)
Ranged seed spray +8 (1d3 nonlethal/×3 plus dream pollen)
Special Attacks dream pollen, seed spray
Spell-Like Abilities (CL 14th; concentration +16)
Constant—lily pad stride, pass without trace
STATISTICS
Str
10, Dex 15, Con 16, Int 16, Wis 19, Cha 15
Base Atk +5; CMB +4; CMD 21
Feats Dodge, Improved Initiative, Skill Focus (Knowledge [religion]), Weapon Finesse
Skills Diplomacy +9, Heal +11, Knowledge (religion) +13, Perception +14, Sense Motive +11, Stealth +6 (+10 in aquatic terrain), Survival +0 (+4 in aquatic terrain)
Racial Modifiers +4 Stealth in aquatic terrain, +4 Survival in aquatic terrain
Languages Druidic, Sylvan; plantspeech (lotuses)
SQ change shape (small lotus flower; tree shape), verdant burst
ECOLOGY
Environment
warm lakes or ponds
Organization solitary
Treasure standard
SPECIAL ABILITIES
Aura of Tranquility (Su)
A lotus leshy exudes a calming aura within a 20-foot radius, which functions as calm emotions (Will DC 15 negates). A creature that succeeds at the save is immune to that leshy’s aurafor 24 hours. The save DC is Charisma-based.
Dream Pollen (Ex) A lotus leshy can expel pollen in a 15-foot cone. All creatures within the cone (as well as those who take damage from seed spray) must succeed at a DC 16 Will save or fall asleep for 1d4 rounds. The save DC is Constitution-based.
Seed Spray (Ex) A lotus leshy can shoot several of its seeds at targets within 30 feet. It can shoot up to 6 seeds as a standard action, dividing the seeds as it chooses among targets in range. Each seed deals 1d3 points of nonlethal damage. The leshy rolls a single attack roll to determine the accuracy of all of the seeds in the spray. The attack has a ×3 critical multiplier, and the leshy makes only one roll to confirm a critical threat.
 

Uraeus

This two-headed cobra flies with a large pair of sleek, black-feathered wings that sprout from its serpentine body.

Uraeuses are sacred river protectors that harry those who dare threaten their waterways. Far from simply territorial, these flying serpents keep their rivers safe for travelers and local communities as an act of devotion to their mother goddess. When a group of uraeuses is too small to handle a threat, they sometimes seek aid from adventurers whose names are well known along their waters. When not troubled by dangers near their nests, uraeuses often hunt dangerous prey such as river beasts grown to monstrous size. Uraeuses believe in just rule, and become infuriated by attempts to corrupt local leaders. In times of unusual danger, uraeuses may actively travel to a ruler’s side to warn that ruler against those who would lead her into folly.  Uraeuses accept offerings from any who live near or travel their rivers. In exchange, they teach allies how to use the river’s bounty and how to best serve society. Patience, industry, and a willingness to listen to others are among the qualities they seek to instill in those who ask their help. In addition, uraeuses are always vigilant in case a supplicant turns out to be a useful servant for their goddess.  Most uraeuses measure nearly 7 feet in length, have a wingspan of similar size, and weigh about 150 pounds. Despite being a two-headed creature, a uraeus speaks with a single voice that emanates from both heads at once.  
URAEUS ORACLE  
Uraeuses born with a special connection to their deity receive cryptic visions and warnings that allow them to protect their homes and discern others’ true intentions. Uraeus oracles can use augury and divination 1/day and commune 1/week, and they advance by taking levels of the oracle class.

CR 5 XP 1,600
LG
Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 52 (7d10+14)
Fort +7, Ref +8, Will +4
Immune disease; Resist fire 10
OFFENSE
Speed
20 ft., climb 20 ft., fly 50 ft. (average), swim 20 ft.
Melee 2 bites +11 (1d8+4 plus poison)
Special Attacks breath weapon, poison
STATISTICS
Str
19, Dex 16, Con 14, Int 15, Wis 14, Cha 15
Base Atk +7; CMB +11; CMD 24
Feats Acrobatic, Combat Expertise, Flyby Attack, Improved Initiative
Skills Acrobatics +15, Climb +18, Fly +11, Knowledge (religion) +5, Perception +16, Sense Motive +9, Stealth +9, Swim +18
Racial Modifiers +4 Acrobatics, +8 Perception
Languages Aquan, Celestial, Common
ECOLOGY
Environment
warm rivers
Organization solitary, pair, or nest (3–8)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
Once every 1d4 rounds, as a standard action, a uraeus’s head can expel a 30-foot-line of poison. All creatures in the area are blinded for 1 round and must save against poison (Reflex DC 15 negates both). As a full-round action, a uraeus can either expel two lines or bite with one head and breathe poison with the other. Each head tracks its breath weapon’s availability separately.
Poison (Ex) Bite or breath weapon—contact or injury; save Fort DC 15; frequency 1/round for 2 rounds; initial effect blinded and paralyzed for 1 round; secondary effect blinded for 2d4 rounds; cure 2 consecutive saves.
 

Taniwha

This creature has a long, sinuous, eellike body but the scaly head of a crocodile with large, piercing blue eyes.

Taniwhas are supernatural aquatic creatures that dwell within tropical lakes and rivers, preferably deep within remote jungles far from areas civilized by humanoids. Taniwhas claim these locations as their own, working to maintain the area’s natural purity and protect it from careless or evil interlopers who would defile the place. They especially hate poachers who hunt the jungles around their aquatic lairs and any who pollute the water.  Although taniwhas are ferocious looking, with their serpentine bodies and crocodilian heads, these river-dwelling creatures are actually quite friendly and often eager to befriend spellcasting creatures. Taniwhas adore magic and take great delight in “tasting” magic from other creatures. A spellcaster who lets a taniwha use its seize magic ability to enjoy the flavor of a stolen spell in this manner often finds that, for the minor cost of enduring the curse for a day, she can secure a lifelong friend.  With their ability to seize magic and their own inborn spell-like abilities and deadly bite attacks, taniwhas are more than capable of defending their lairs from most intruders, yet they prefer to rely upon fear rather than violence in securing their homes. It generally doesn’t take many uses of their fearful memory ability for taniwhas to seed a local populace with the notion that the area around their lairs is a dangerous one to trespass upon. While fear is often regarded as a cruel or negative emotion, to taniwhas it is a preferred alternative to violence in the safekeeping of their homes.  A typical taniwha is 15 feet long and weighs 900 pounds, although rumors abound of much larger specimens.  

CR 6 XP 2,400
CG
Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., detect poison, low-light vision; Perception +16
DEFENSE
AC
19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 68 (8d10+24); fast healing 5
Fort +9, Ref +8, Will +7
DR 5/magic; SR 17
OFFENSE
Speed
30 ft., swim 40 ft.
Melee bite +14 (3d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks fearful memory, seize magic
Spell-Like Abilities (CL 6th; concentration +10)
Constant—detect poison
At will—hydraulic push, purify food and drink, slow poison, water breathing
3/day—aqueous orb (DC 17), control water, hydraulic torrent, neutralize poison, remove disease
STATISTICS
Str
25, Dex 14, Con 16, Int 12, Wis 17, Cha 19
Base Atk +8; CMB +16; CMD 28
Feats Alertness, Improved Iron Will, Iron Will, Power Attack
Skills Knowledge (nature) +5, Perception +16, Sense Motive +13, Swim +22
Languages Aquan, Common, Sylvan
SQ amphibious
ECOLOGY
Environment
warm rivers
Organization solitary
Treasure standard
SPECIAL ABILITIES
Fearful Memory (Su)
Once per day as a standard action, a taniwha can manipulate the memories of any number of creatures within 100 feet. All targets of the attack must be within 30 feet of each other and each can attempt a DC 18 Will save to resist the fearful memory. Creatures that fail become frightened for 2d6 rounds and flee the area; furthermore, their memories of encountering the taniwha are erased, as if via modify memory (CL 6th). When the frightened effect passes, the creature continues to harbor vague fears of the region where it first succumbed to the fearful memory, although it cannot remember exact details. Such a creature must succeed at a DC 18 Will save to approach within 100 feet of this location. On a successful save, the creature can enter the area but is shaken for as long as it remains there. On a failed save, the creature cannot willfully enter the area and can’t attempt a new saving throw to enter the area for 1 hour. This is a mind-affecting fear effect and a curse effect. The save DCs are Charisma-based.
Seize Magic (Su) Once per day as a standard action, a taniwha can attempt to seize a spellcasting creature’s ability to use magic. The target must be within 100 feet of the taniwha. If the target fails a DC 18 Will save, its ability to cast spells is hindered. Whenever the victim attempts to cast a spell, it must succeed at a concentration check (DC = 15 + the level of the spell being cast). On a failed check, the spellcaster fails to cast the spell—the spell is not expended, but the action is wasted. This is a curse effect that lasts for 24 hours, but the taniwha can opt to end the effect at any time as a swift action. The save DC is Charisma-based.
 

Encantado

This graceful creature combines the features of a human and a river dolphin.

When warm, humid nights in the jungle turn into jubilant celebrations, one can be sure that an encantado can be found nearby. These fey live on the fringes of humanoid societies. They are attracted to parties, and change form into attractive humanoids to infiltrate celebrations. Skilled musicians and dancers, encantados blend in to the festivities seamlessly. When encantados shapeshift, their blowholes are still present, so they usually wear hats or wigs, or arrange their hair into elaborate coiffures, to conceal this feature. When in dolphin form, encantados can still manipulate objects with their flippers as if the flippers were hands.  Many encantados are kind creatures who want only to celebrate joy, but others take their inclinations to inf luence others to an extreme, kidnapping the objects of their obsession and taking them away to their river dens. Some suffer from extreme narcissism.  Encantados often take levels in bard or druid, while some cruel encantados become enchanters or mesmerists.

CR 8 XP 4,800
CN
Medium fey (shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +17
DEFENSE
AC
21, touch 20, flat-footed 16 (+5 deflection, +5 Dex, +1 natural)
hp 95 (10d6+60)
Fort +13, Ref +17, Will +16
DR 10/cold iron
OFFENSE
Speed
30 ft., swim 80 ft.
Melee slam +10 (1d4+4 plus intoxication) or  spear +8 (1d8+4/×3)
Ranged spear +10 (1d8+3/×3)
Spell-Like Abilities (CL 10th; concentration +15)
At will—charm person (DC 16), suggestion (DC 18), unnatural lust (DC 17)
3/day—charm monster (DC 18), confusion (DC 19), daze monster (DC 17)
1/week—control weather
STATISTICS
Str
16, Dex 21, Con 20, Int 13, Wis 18, Cha 21
Base Atk +5; CMB +10; CMD 28 (can’t be tripped)
Feats Agile Maneuvers, Deceitful, Improved Initiative, Toughness, Weapon Finesse
Skills Bluff +22, Diplomacy +18, Disguise +7, Escape Artist +18, Knowledge (local) +9, Perception +17, Perform (dance) +13, Perform (sing) +13, Sense Motive +11, Stealth +18, Swim +15
Languages Common, Sylvan; speak with animals
SQ change shape (dolphin or Medium humanoid; alter self or beast shape I), enchanting grace, hold breath
ECOLOGY
Environment
warm rivers
Organization solitary
Treasure standard (spear, other treasure)
SPECIAL ABILITIES
Enchanting Grace (Su)
An encantado adds its Charisma bonus as a racial bonus on all of its saving throws, and as a deflection bonus to its Armor Class.
Intoxication (Su) An encantado’s slam attack affects its target as if the target had overindulged, causing the target to gain the sickened condition for 1 hour. A target already sickened by an encantado’s intoxication instead becomes nauseated for 1d4 rounds.
 

Mokele-Mbembe

This long-necked creature has an even longer tail, as well as a row of spines along its back and countless sharp fangs.

Mokele-mbembes are large, reptilian predators that inhabit the hottest jungles, always close to lakes, rivers, or other large bodies of water. A mokele-mbembe’s long, whiplike tail accounts for half its length.  Although they resemble herbivorous dinosaurs, mokele-mbembes are cunning and territorial predators. They make their lairs in riverside caves, close to their food sources, where they can sun themselves after eating. Natural swimmers, mokele-mbembes have webbed feet, but their long legs enable them to move easily on land as well. They spend much of their time in the water, where they can relax and float or use their long necks to attack while submerged, favoring blind river bends to ambush prey. Mokele-mbembes require large quantities of food daily, and feed on fish, birds, and even large mammals— humanoids included. Hippopotamuses are a favorite prey, and mokele-mbembes attack them on sight. Battles between these two river giants are legendary among local tribes, whose shamans often see portents or prophecies in the outcomes.  An adult mokele-mbembe can grow up to 40 feet in length and weighs almost 10 tons. Males are only slightly longer and heavier than females.

CR 9 XP 6,400
N
Huge animal
Init +5; Senses low-light vision, scent; Perception +15
DEFENSE
AC
23, touch 9, flat-footed 22 (+1 Dex, +14 natural, –2 size)
hp 119 (14d8+56)
Fort +13, Ref +12, Will +8
OFFENSE
Speed
30 ft., swim 30 ft.
Melee bite +19 (2d8+11), tail slap +14 (2d8+5)
Space 15 ft.; Reach 15 ft. (20 ft. with tail slap)
Special Attacks trample (2d8+16, DC 28), whip tail
STATISTICS
Str
32, Dex 13, Con 18, Int 2, Wis 15, Cha 11
Base Atk +10; CMB +23 (+25 bull rush); CMD 34 (36 vs. bull rush)
Feats Awesome Blow, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Perception +15, Stealth +3 (+11 in water), Swim +19
Racial Modifiers +8 Stealth in water
ECOLOGY
Environment
tropical lakes or rivers
Organization solitary, pair, or pack (3–6)
Treasure incidental
SPECIAL ABILITIES
Whip Tail (Ex)
When not submerged, a mokele-mbembe can crack its tail like a whip as a standard action, creating a sonic boom in a 5-foot burst up to 20 feet away. Any creature in the burst’s area must succeed at a DC 21 Fortitude save or be stunned for 1 round. Mokele-mbembes are immune to this sonic effect. The save DC is Constitution-based.
 

Stranglereed

This tangled mass of thick reeds extends from a bulbous pod split by a wide, thorn-toothed maw.

Stranglereeds float motionless in calm lakes and rivers, waiting for prey to approach before lashing out with thick tendrils, grabbing their targets by the throat. Once the stranglereed has secured its prey, it pulls the victim beneath the surface of the water and directs the meal into it’s “mouth,” a submerged circular orifice ringed with gnashing barbs and thorns. Exceptionally voracious, the stranglereed never stops feeding, and in desperate times, the industrious plant can leave the water brief ly in order to hunt on land. These vicious plants may even chase slower prey if it breaks free of their tendrils, but fortunately, a stranglereed can spend only a limited amount of time out of water. Each stranglereed resembles a patch of normal reeds that covers a roughly circular 10-foot-diameter area, while its large, mawed central pod normally hides beneath the water’s surface. A stranglereed weighs 800 pounds.  A stranglereed reproduces by expelling seeds that float on air currents, much like dandelion fluff. Those that land on dry earth soon die or become meals for birds and other small animals, but those that land in water grow into full-sized stranglereed stalks within 1 month. A large body of water can be home to multiple stranglereeds, but only if the food supply can meet their demands.   

CR 9 XP 6,400
N
Large plant (aquatic)
Init +9; Senses low-light vision; Perception +10
DEFENSE
AC
23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)
hp 114 (12d8+60)
Fort +13, Ref +11, Will +5
Defensive Abilities all-around vision, DR 5/slashing; Immune plant traits
Weaknesses vulnerability to fire
OFFENSE
Speed
5 ft., climb 10 ft., swim 20 ft.
Melee 2 tendrils +16 (2d8+7 plus grab), bite +15 (1d8+7)
Space 10 ft.; Reach 10 ft. (5 ft. with bite)
Special Attacks constrict (2d8+7), grab, pull (tendril, 5 ft.), strangle, suffocate
STATISTICS
Str
25, Dex 20, Con 21, Int 1, Wis 12, Cha 6
Base Atk +9; CMB +17 (+21 grapple); CMD 32 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Lunge, Skill Focus (Stealth), Stealthy, Weapon Focus (tendrils)
Skills Climb +15, Escape Artist +7, Perception +10, Stealth +15, Swim +15
SQ freeze, water dependency
ECOLOGY
Environment
warm rivers or lakes
Organization solitary or patch (2–6)
Treasure incidental
SPECIAL ABILITIES
Freeze (Ex)
A stranglereed can hold itself so still that it appears to be normal vegetation. A stranglereed that uses this ability can take 20 on its Stealth check to hide in plain sight as a regular patch of reeds.
Grab (Ex) A stranglereed can grab a foe of up to one size category larger than itself.
Strangle (Ex) Stranglereeds have an unerring talent for seizing their victims by the throat. A creature grappled by a stranglereed can’t speak or cast spells with verbal components.
Suffocate (Ex) A creature affected by a stranglereed’s strangle ability can’t breathe and must hold its breath or suffocate.
 

Abaia

This multi-eyed eel’s brightly colored markings shift in complex, ever-changing patterns.

Originally from the primal world of the fey, an abaia protects lakes and their surroundings from exploitation, in particular by magic and overfishing. It favors waters with a mystical nature or supernatural properties. An abaia ignores creatures that take only what they need from the lake and otherwise show proper respect to the waters. Those that abuse an abaia’s lake risk capsized boats, floods, torrential rains, and even direct attacks. After sinking a vessel, an abaia searches the wreckage for magical treasure.

CR 10 XP 9,600
N
Huge magical beast (aquatic)
Init +3; Senses arcane sight, darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC
25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
hp 147 (14d10+70)
Fort +14, Ref +12, Will +8
SR 21 (in water only)
OFFENSE
Speed
20 ft., swim 80 ft.
Melee bite +21 (3d6+8/19–20 plus grab), tail slap +15 (2d6+4 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d6+12), endless coils
Spell-Like Abilities (CL 14th; concentration +17)
Constant—arcane sight, speak with animals
At will—control water, hydraulic torrent, rainbow pattern (DC 17)
1/day—control weather
STATISTICS
Str
26, Dex 16, Con 21, Int 17, Wis 14, Cha 17
Base Atk +14; CMB +24 (+28 grapple); CMD 37 (can’t be tripped)
Feats Critical Focus, Improved Critical (bite), Iron Will, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (bite)
Skills Knowledge (arcana) +17, Knowledge (nature) +17, Perception +19, Spellcraft +17, Stealth +12 (+24 in water), Swim +16
Racial Modifiers +12 Stealth in water
Languages Aquan, Sylvan; speak with animals
SQ eldritch gizzard, wave rider
ECOLOGY
Environment
warm lakes
Organization solitary
Treasure standard (particularly staves and wands)
SPECIAL ABILITIES
Eldritch Gizzard (Su)
An abaia can activate arcane spell trigger items as if it were a 14th-level sorcerer. It can store items in a special compartment within its stomach and activate them as if it were holding them. It can swallow or regurgitate an item as a standard action.
Endless Coils (Ex) As a full-round action, an abaia can attempt a single combat maneuver check to grapple up to two Large or four Medium or smaller creatures within its reach. Any targets successfully grabbed take constrict damage. The abaia only needs to succeed at one grapple check to maintain a grapple against multiple opponents.
Wave Rider (Su) An abaia moving onto land brings a sheath of water with it, allowing it to swim on land. Its swim speed drops by 10 feet at the start of its turn if it is out of the water, and the sheath dissipates entirely when the abaia’s swim speed reaches 20 feet. An abaia wave riding on land retains its spell resistance but loses its bonus to Stealth.
 

Lukwata

A long, spiny fin runs down the length of the dolphinlike body of this eel-headed predator.

Lukwatas slip through dark tropical waters, preying upon all who dare enter their deep jungle rivers and pools, including beasts typically considered apex predators. While scholars say the beasts favor the dark, light doesn’t deter them in their relentless pursuit of prey. Their long, flat bodies are reminiscent of those of dolphins or large fish, but lukwatas’ heads are distinctively eel-like. A lukwata’s unusual ability to disrupt magical effects rises from the strange crystalline growths that line its throat and stomach—crystals that allow the lukwata to gain nutrients from magical items as efficiently as from flesh and blood. These same growths give the lukwata an unusually strong resistance to all manner of magic attacks. Lukwatas hate crocodiles, their chief predatory rivals, and attack them on sight, even if the lukwata has recently fed. Most crocodilians are not large enough to pose a significant threat; however, some accounts exist of lukwatas and dire crocodiles crossing paths. These fights are renowned for inflicting great destruction, with the embattled creatures smashing to bits piers, flotillas, and even dams in their fury. A lukwata is 20 feet long and weighs 4,000 pounds.

CR 11 XP 12,800
N
Huge magical beast (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC
25, touch 12, flat-footed 21 (+4 Dex, +13 natural, –2 size)
hp 147 (14d10+70)
Fort +14, Ref +13, Will +8
DR 10/nonmagical weapons; SR 27
Weaknesses eldritch encrustation
OFFENSE
Speed
swim 40 ft.
Melee bite +22 (4d10+15/19–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks capsize (DC 25), digest magic, dispelling bite
STATISTICS
Str
30, Dex 19, Con 20, Int 2, Wis 15, Cha 11
Base Atk +14; CMB +26 (+30 grapple); CMD 40
Feats Awesome Blow, Bleeding Critical, Critical Focus, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack
Skills Perception +9, Stealth +0, Swim +30
ECOLOGY
Environment
warm rivers, lakes, and swamps
Organization solitary, pair, or school (3–8)
Treasure standard
SPECIAL ABILITIES
Damage Reduction (Ex)
A lukwata’s damage reduction is penetrated only by nonmagical weapons (temporary magical weapons, such as those created by the spell magic weapon and similar effects, count as magical weapons).
Digest Magic (Su) A magic item swallowed by a lukwata must make a DC 22 Fortitude save after an hour or become permanently nonmagical. Artifacts are immune to this effect. The save DC is Constitution-based.
Dispelling Bite (Su) When a lukwata scores a critical hit with its bite, the victim is affected as if targeted by a greater dispel magic spell. The caster level for this effect is equal to the lukwata’s Hit Dice (CL 14th for most lukwatas).
Eldritch Encrustation (Su) Crystalline growths along the lukwata’s digestive tract contain large deposits of magical energy. These nodes are responsible for the magical feedback that surrounds each lukwata, granting it its spell resistance, damage reduction, dispelling bite, and digest magic abilities. Dispel magic cast on a lukwata can negate these powers for 1 minute—the CL of the effect is treated as the lukwata’s Hit Dice (CL 14th for most lukwatas).
 

Grootslang

This enormous beast has the combined features of an elephant and a serpent. Its tremendous maw sports six frightening tusks.

Legends claim that the grootslang is a primordial creature as old as the world itself. Such tales state that in those ancient days, the gods—new to the crafting of things— made a terrible mistake in the grootslang’s creation, for they gave it tremendous strength, cunning, and intellect. Upon realizing their mistake, the gods split the grootslang into separate creatures and thus created the first elephants and the first snakes. But one of the original grootslangs escaped, and from this first sire all other grootslangs were born. Scholars debate the veracity of such stories, and have looked to either biological or magical explanations of the creature’s origins, but nevertheless bards and sages alike agree that the grootslang’s fearsome reputation is well deserved. A grootslang’s thick, leathery hide has a metallic sheen and a dull copper color, shot through with thin veins of green. Both males and females grow to a length of 60 feet and stand 20 feet tall. Little differentiation exists between sexes save for a lighter green hue to the female’s hide. Grootslangs can weigh 20 tons and live up to 500 years. All grootslangs covet gems, particularly diamonds, and despite the creatures’ lust for cruelty, victims can often bargain for their freedom by offering a grootslang enough precious gems.

CR 16 XP 76,800
CE
Gargantuan magical beast
Init +4; Senses darkvision 120 ft., scent; Perception +28
DEFENSE
AC
31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, –4 size)
hp 283 (21d10+168)
Fort +20, Ref +16, Will +12
DR 10/magic; SR 27
OFFENSE
Speed
40 ft., swim 30 ft.
Melee bite +30 (4d8+13/19–20), 2 stomps +27 (2d6+6), tail slap +27 (2d6+6)
Space 20 ft.; Reach 20 ft.
Special Attacks impaling bite, thunderous stomp (DC 28), trample (2d6+19, DC 33)
STATISTICS
Str
36, Dex 19, Con 26, Int 15, Wis 20, Cha 15
Base Atk +21; CMB +38 (+40 bull rush); CMD 53 (55 vs. bull rush or trip)
Feats Awesome Blow, Bleeding Critical, Cleave, Critical Focus, Dodge, Improved Bull Rush, Improved Critical (bite), Mobility, Multiattack, Power Attack, Spring Attack
Skills Acrobatics +15 (+19 when jumping), Bluff +4, Intimidate +12, Perception +28, Sense Motive +13, Stealth +10, Swim +45
Languages Aquan, Common, Draconic
SQ aquatic elusion, hold breath
ECOLOGY
Environment
warm lakes and rivers
Organization solitary
Treasure double (at least 50% gems)
SPECIAL ABILITIES
Aquatic Elusion (Su)
As a standard action, a grootslang that is fully immersed in water can teleport to another body of water without error. This ability functions like tree stride, but the grootslang can exit from any body of water within 1 mile so long as both the entry and exit are wide enough for the creature to enter.
Impaling Bite (Ex) A grootslang can make a bite attack against any creature it is grappling. If this attack hits, it is automatically treated as a critical threat.
Thunderous Stomp (Ex) As a full-round action, a grootslang can rear up on its serpentine body to bring its massive forelimbs down with awesome force. The grootslang chooses two adjacent targets to be affected as though trampling them. In addition, each creature within 10 feet must make a DC 28 Reflex save or be knocked prone. The save DC is Constitution-based.