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Giant CoppermouthCreature 7


MediumAnimal
Source Pathfinder Howl of the Wild
Perception +18 (low light vision, scent (imprecise) 30 feet, greater electrolocation 20 feet)
Languages none
Skills Acrobatics +17, Athletics +14, Stealth +17, Survival +15
Str +3, Dex +6, Con +4, Int -4, Wis +4, Cha -2

AC 25; Fort +15; Reflex +18; Will +12;
HP 115
Speed 30 feet (climb 20 feet, swim 20 feet)
Immunities electricity

Fangs One Action +18 (+13, +8) to hit (electricity, finesse) 2d8+6 Piercing + 1d4 Electricity

Deep Breath

The giant coppermouth can hold its breath for 1 hour.

Greater Electrolocation

A giant coppermouth can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.

Coppermouth Venom (electricity, poison)

Saving Throw DC 25 fortitude

Maximum Duration 6 rounds

Stage 1 1d6[poison],1d6 electricity1d6 poison and 1d6 electricity (1 round)

Stage 2 2d6[poison],1d6 electricity2d6 poison and 1d6 electricity and Clumsy 1 (1 round)

Stage 3 2d6[poison],2d6 electricity2d6 poison and 2d6 electricity and Clumsy 2

Quickening Jolt Two Actions (electricity)

The coppermouth manipulates its own nervous system by increasing its reaction time, Striding and making two Strikes against different targets during the movement. Both attacks count toward its multiple attack penalty, but the penalty doesn't increase until after it has made both attacks.

Venomous Spit Two Actions (electricity, poison)

The coppermouth unleashes a stream of electrified venom in a 30-foot line. The venom deals 8d6 electricity damage (DC 22 reflex) and creatures that take damage from the venom are immediately exposed to coppermouth venom. The copper mouth can't use Venomous Spit again for 1d4 rounds.


Coppermouths are fierce and aggressive, even when alone, relying on their venom and ability to manipulate bioelectric impulses.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.