Siyokoy
System: Pathfinder | SRD
Siyokoy
CR 10
N
Aberration (aquatic)
Medium
Init +5
;
Senses blindsight 60 ft., darkvision 60 ft., scent; Perception +22
Defense
AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp 136 (13d8+78)
Fort +10
Ref +9
Will +10
DR 10/slashing
Immune cold, electricity, poison
Weaknesses light sensitivity
Offense
Speed 30 ft., swim 60 ft.
Melee bite +18 (1d6+9/19-20 plus grab), 2 claws +18 (1d6+9), tail slap +14 (1d6+4 plus stunning shock)
Space 5 ft.
;
Reach 5 ft. (10 ft. with tail slap)
Special Attacks constrict (2d6+4), stunning shock, swim-by attack
CMB +18 (+24 grapple)
CMD 34 (36 vs. grapple)
Statistics
Str 28,
Dex 21,
Con 22,
Int 12,
Wis 15,
Cha 11
Base Atk +9
Feats Alertness, Dodge, Improved Critical (bite), Improved Grapple, Power Attack, Stealthy, Weapon Focus (tail slap)
Skills Disable Device +16, Escape Artist +7, Intimidate +9, Knowledge (geography) +10, Perception +22, Sense Motive +4, Stealth +25, Survival +16, Swim +25
Languages Aquan
Special Abilities
Stunning Shock (Su) A siyokoy can emit a strong electrical charge from its tail. When it hits a creature with its tail slap, the attack deals 3d6 points of electrical damage and the target must succeed at a DC 22 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.
Swim-By Attack (Ex) Extremely quick in the water, a siyokoy gains Spring Attack as a bonus feat when swimming.
This eel-like creature sports sharp frills that run along the back of humanoid torso and down its long, powerful tail.