Water Mauler
System: Pathfinder | SRD
Water Mauler
CR 2
XP 600
Init +7
;
Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 22 (3d10+6)
Fort +5,
Ref +6,
Will +3
Offense
Speed 20 ft., fly 20 ft. (clumsy), swim 30 ft.
Melee bite +5 (1d4+1), sting +5 (1d4+1 plus 1 bleed and jagged sting)
Special Attacks bleed (1), jagged sting, water leap
CMB +4
CMD 17
Statistics
Str 12,,
Dex 16,,
Con 15,,
Int 7,,
Wis 14,,
Cha 13
Base Atk +3
Feats Flyby Attack , Improved Initiative
Skills Acrobatics +11 (+15 when jumping), Fly –3, Perception +6, Stealth +11, Swim +9
Languages Aquan
SQ amphibious
Special Abilities
Jagged Sting (Ex) A water leaper’s sting causes dangerous shards too tiny for the eye to see to break off into the target’s flesh and cause bleeding. A successful DC 15 Heal check stops the bleeding and removes the fragments. However, magical and supernatural healing of any kind doesn’t stop the bleeding and instead seals the fragments within the wound, increasing the bleed damage to 1d4 points and the Heal DC to stop the bleeding to 20. Further such healing still doesn’t stop the bleed effect, but also doesn’t increase the damage or Heal DC further.
Water Leap (Ex) Water leapers get their name from their uncanny ability to ambush prey by leaping out of the water. A water leaper that begins its turn in the water can make a special leaping charge attack. This special charge doesn’t need to be in a straight line with respect to altitude, allowing the water leaper to leap out, up and over the rim of a boat, and down onto its prey. At the end of a water leap, the water leaper can make both a bite and a sting attack.