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Seeping spines cover the inky scales of this long, sinuous beast, its twin serpent heads writhing at the ends of its swaying necks.

Vydrarch CR 14

XP 38,400
CE Gargantuan magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +23


AC 29, touch 9, flat-footed 26 (+3 Dex, +20 natural, –4 size)
hp 199 (19d10+95)
Fort +16, Ref +14, Will +12
DR 10/magic; Immune poison, sleep


Speed 20 ft., swim 60 ft.
Melee 2 bites +26 (2d8+10/19–20 plus grab), tail slap +23 (2d8+5 plus poison spines)
Space 20 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks capsize, swallow whole (4d6+15 bludgeoning damage, AC 20, 19 hp), veil of fog


Str 30, Dex 17, Con 20, Int 7, Wis 22, Cha 15
Base Atk +19; CMB +33 (+37 grapple); CMD 46 (can’t be tripped)
Feats Awesome Blow, Cleave, Critical Focus, Improved Bull Rush, Improved Critical (bite), Multiattack, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (bite)
Skills Perception +23, Swim +26
Languages Aquan
SQ amphibious


Poison Spines (Ex)

A vydrarch is covered in jagged spines that secrete a fatal poison. A creature struck by a vydrarch’s tail slap attack or that strikes a vydrarch with a melee weapon without reach, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage and risks being poisoned. Any creature that grapples a vydrarch takes 2d6 points of piercing damage and risks being poisoned each round.

Vydrarch poison: Spine—injury; save Fort DC 24; frequency 1/round for 4 rounds; effect 1d2 Con, 1d2 Wis; cure 2 consecutive saves. The save DC is Constitution-based.

Veil of Fog (Su)

As a standard action, a vydrarch can produce a bank of fog in a 100-foot spread centered on itself. This effect is otherwise identical that created by a fog cloud spell.