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Bunyip

A disturbing combination of shark and seal, this brown-furred creature has a wide mouth filled with razor-sharp teeth.

Bunyip
CR 3

XP 800
N Medium magical beast (aquatic)
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

STATISTICS

Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
Base Atk
+5; CMB +6; CMD 19
Feats
Improved Critical (bite)B, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
Skills
Escape Artist +5, Perception +8, Stealth +10, Swim +9; Racial Modifiers +8 Swim
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.