🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Benthic ReaverCreature 21


UniqueGargantuanChaoticColdEvilUndeadUnholy
Source Pathfinder Lost Omens Impossible Lands
Perception +41 (darkvision, truesight (precise) 60 feet)
Languages Common, Necril
Skills Arcana +37, Athletics +43, Nature +37
Str +10, Dex +8, Con +7, Int +6, Wis +8, Cha +6

AC 46 all-around vision; Fort +38; Reflex +35; Will +33;
HP 500 (void healing)
Speed 30 feet (swim 60 feet)
Immunities bleed, cold, death effects, disease, void, paralyzed, poison, precision, unconscious
Weaknesses Holy 20
Resistances Physical 10

Jaws One Action +39 (+34, +29) to hit (reach 15, unarmed) 4d12+18 Piercing + 2d6 Cold
Fin One Action +39 (+35, +31) to hit (agile, reach 15) 4d8+18 Slashing
Tail One Action +39 (+34, +29) to hit (reach 30) 4d10+18 Slashing
Eye Beam One Action +37 (+32, +27) to hit 4d12+8 Cold

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Intense Chill (arcane, aura, cold)

30 feet. 5d6 cold damage (DC 41 reflex). On a failure, the creature takes a –15-foot status penalty to its Speeds for 1 round.

Tail Sweep Reaction

Trigger A creature moves from beyond the reach of the benthic reaver's tail to within the reach of the benthic reaver's tail


Effect The benthic reaver makes a tail Strike against the triggering creature and can use Improved Knockdown if the attack hits, even if it isn't the benthic reaver's turn. If the benthic reaver knocks the target Prone, it disrupts the triggering move action.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Numbing Ice (cold)

A creature who takes damage from the benthic reaver's eye beam Strike must succeed at a DC 41 fortitude save or become Slowed 2 as cold stiffens its limbs. A flying creature who fails its save also descends safely to the ground below. This is forced movement.

Song of the Lost One Action (arcane, auditory, emotion, fear, mental)

The benthic reaver unleashes a cry of mourning. All creatures within 60 feet must attempt a DC 41 will save to resist. The benthic reaver can't use Song of the Lost for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure As failure, but the creature is also Stunned 1 with sympathy.

Tail Sweep Two Actions

The benthic reaver makes a tail Strike against each enemy within its reach. These attacks count toward the benthic reaver's multiple attack penalty, but the multiple attack penalty doesn't increase until after the benthic reaver makes all its attacks.

Improved Knockdown Free Action

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Arcane Innate Spells (DC 41, +33 to hit)

6th Level: True Seeing (Constant)


The benthic reaver is a 50-foot-tall undead monstrosity, its ribs rising like giant archways and its spine splitting into three tails.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.