Bunyip
System: Pathfinder | SRD
Bunyip
CR 3
XP 800
N
Magical Beast (aquatic)
Medium
Init +3
;
Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +8
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 32 (5d10+5)
Fort +5
Ref +7
Will +1
Offense
Speed 10 ft., swim 50 ft.
Melee bite +7 (1d8+1/19-20 plus bleed)
Special Attacks bleed (1d6), blood frenzy, roar
CMB +6
CMD 19
Statistics
Str 13,
Dex 16,
Con 13,
Int 2,
Wis 11,
Cha 7
Base Atk +5
Feats Improved Critical (bite)B, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
Skills Escape Artist +5, Perception +8, Stealth +10, Swim +9
SQ amphibious
Special Abilities
Blood Rage (Ex) A bunyip's blood rage ability activates whenever it detects blood in the water using its keen scent, but otherwise functions as the universal monster rule of the same name.
Roar (Su) A bunyip's roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Constitution-based.
A disturbing combination of shark and seal, this brown-furred creature has a wide mouth filled with razor-sharp teeth.