This aquatic creature resembles a cross between a seal and a shark. Its front half is that of a black seal while its rear section is that of a grayish-black shark.
XP 1,200 DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +3 natural) OFFENSE
Speed swim 50 ft. TACTICSBunyips do not attack creatures larger than themselves, except in self-defense or if they detect blood in the water. They begin combat using their powerful roar and then bite opponents who do not succumb to the fear-inducing effects of their roar. STATISTICS
Str 14, Dex 16, Con 17, Int 2, Wis 11, Cha 7 SPECIAL ABILITIESFrenzy (Ex)A bunyip that detects blood in the water goes into a killing frenzy, as do all other bunyips within a 90-foot radius. Frenzied bunyips attack until either they or their opponents are dead. A frenzied bunyip can make one extra attack when making a full attack action. The attack is made using the creature’s full base attack. Additionally, it gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves (none of which are included in the statistic block above). A frenzied bunyip’s swim speed increases by 10 feet (to 60 feet). This frenzy lasts for 1 minute (10 rounds) and can only be used once per encounter. Keen Scent (Ex)Bunyips can notice creatures by scent in a 90-foot radius and detect blood in the water at ranges of up to one-half mile. Roar (Su)When a bunyip roars, all creatures with 4 or less HD within a 100-foot spread must succeed on a DC 15 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the roar of that bunyip for one day. The save DC is Constitution-based. Vorpal Bite (Ex)If a bunyip scores a natural 20 on its attack roll and confirms the critical hit, it severs one of the opponent’s extremities (roll 1d6: 1-3 arm, 4-6 leg; 50% chance of either right or left). | Source
|