XP 1,600
CE Large aberration (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
hp 53 (7d8+21)
Fort +5, Ref +3, Will +7
Defensive Abilities form of shadows, thicket of tentacles; Resist acid 5, cold 5
Weaknesses light confusion
OFFENSE
Speed 30 ft., swim 60 ft.
Melee bite +9 (1d8+5), 2 tentacles +7 (1d6+2 plus grab)
Special Attacks breath weapon (30-foot cone, 4d6 acid damage, Reflex DC 16 for half, usable every 1d4 rounds), rake (2 tentacles +7, 1d6+2)
Spell-Like Abilities (CL 7th)
3/day—acid arrow, darkness
1/week—commune
STATISTICS
Str 20, Dex 9, Con 16, Int 13, Wis 14, Cha 15
Base Atk +5; CMB +11 (+15 grapple); CMD 20
Feats Improved Initiative, Lightning Reflexes, Multiattack
Skills Knowledge (any one) +11, Perception +12, Stealth +12, Survival +12, Swim +23; Racial Modifiers +4 Stealth
Language Aquan, Undercommon
SPECIAL ABILITIES
Form of Shadows (Su)
The trench newt’s dark form is difficult to pick out except in the brightest light. In areas of normal light, attacks targeting the trench newt suffer a 20% miss chance. This increases to a 50% miss chance in areas of dim light (instead of the normal 20% miss chance).
Light Confusion (Ex)
Bright light overwhelms the trench newt’s senses, causing it to twitch irritably at best or lash out at the nearest creature at worst. While in an area of bright light the trench newt is confused.
Thicket of Tentacles (Ex)
The trench newt has numerous feeler tentacles that it extends into nearby squares, impeding the movement of its foes. Enemies of the trench newt treat its threatened area as difficult terrain.