Deep Walker
System: Pathfinder | SRD
Deep Walker
CR 14
XP 38400
Init +7
;
Senses darkvision 60 ft., tremorsense 120 ft.; Perception +27
Defense
AC 30, touch 15, flat-footed 26 (+5 deflection, +3 Dex, +1 dodge, +15 natural, –4 size)
hp 210 (20d8+120)
Fort +17,
Ref +11,
Will +18
Immune cold
Resist acid 20, fire 20
Offense
Speed 40 ft., swim 20 ft.
Melee 4 claws +21 (2d6+9/19–20 plus grab)
Space 20 ft.,
;
Reach 20 ft.
Special Attacks consume prey
CMB +28 (+32 grapple)
CMD 47
Statistics
Str 29,,
Dex 16,,
Con 23,,
Int 10,,
Wis 19,,
Cha 20
Base Atk +15
Feats Combat Reflexes , Dodge , Improved Critical (claw) , Improved Initiative , Improved Vital Strike, Iron Will , Lightning Reflexes , Skill Focus (Stealth) , Vital Strike , Weapon Focus (claw)
Skills Intimidate +29, Perception +27, Sense Motive +24, Stealth +20, Swim +17
Languages Aboleth, Aquan
SQ amphibious, crab walk
Special Abilities
Consume Prey (Ex) If a deep walker successfully grapples a foe, as a swift action it can make a bite attack at a +21 bonus against that foe. If it hits, it deals 2d6+9 points of damage and drains blood, dealing 1d4 points of Constitution damage. The deep walker regains 1 PE for each point of Constitution damage it deals in this way (up to its maximum PE).
Crab Walk (Ex) A deep walker ignores difficult terrain. In addition, when a deep walker takes a charge or run action, it can make one turn of up to 90 degrees during its movement.
Psychic Protection (Su) A deep walker adds its Charisma modifier (+5 for most deep walkers) to its Armor Class as a deflection bonus and to its Fortitude saves as a resistance bonus.