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.