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Benthix ReaverCreature 21


UniqueCEGargantuanColdUndead
Source Pathfinder Lost Omens: Impossible Lands
Perception +41 ( darkvision, true seeing)
Languages Common, Necril
Skills Arcana +37, Athletics +43, Nature +37
Str +10, Dex +8, Con +7, Int +6, Wis +8, Cha +6

AC 46 all-around vision; Fort +38; Reflex +35; Will +33;
HP 500 (negative healing)
Speed 30 feet (swim 60 feet)
Immunities bleed, cold, death effects, disease, negative, paralyzed, poison, precision, unconscious
Weaknesses Good 20
Resistances Physical 10

Jaws One Action +39 (+34, +29) to hit (reach 15) 2d6 Negative + 4d12+18 Piercing + 2d6 Cold
Fin One Action +39 (+35, +31) to hit (agile, reach 15) 2d6 Negative + 4d8+18 Slashing
Tail One Action +39 (+34, +29) to hit (reach 30) 4d10+18 Slashing + 2d6 Negative
Eye Beam One Action +37 (+32, +27) to hit (range 150) 4d12+8 Cold + 4d6 Negative

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Intense Chill (arcane, aura, cold, evocation)

30-foot emanation Aura

5d6 cold damage (DC 41 basic reflex). On a failure, the creature takes a –15-foot status penalty to its Speeds for 1 round.

Tail Sweep Reaction

Trigger A creature moves from beyond the reach of the benthic reaver's tail to within the reach of the benthic reaver's tail


Effect The benthic reaver makes a tail Strike against the triggering creature and can use Improved Knockdown if the attack hits, even if it isn't the benthic reaver's turn. If the benthic reaver knocks the target Prone, it disrupts the triggering move action.

Numbing Ice (cold)

A creature who takes damage from the benthic reaver's eye beam Strike must succeed at a DC 41 fortitude save or become Slowed 2 as cold stiffens its limbs. A flying creature who fails its save also descends safely to the ground below. This is forced movement.

Song of the Lost One Action (arcane, auditory, emotion, enchantment, fear, mental)

The benthic reaver unleashes a cry of mourning. All creatures within 60 feet must attempt a DC 41 will save to resist. The benthic reaver can't use Song of the Lost for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure As failure, but the creature is also Stunned 1 with sympathy.

Tail Sweep Two Actions

The benthic reaver makes a tail Strike against each enemy within its reach. These attacks count toward the benthic reaver's multiple attack penalty, but the multiple attack penalty doesn't increase until after the benthic reaver makes all its attacks.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


Arcane Innate Spells (DC 41, +33 to hit)

6th Level: True Seeing (Constant)


The benthic reaver is a 50-foot-tall undead monstrosity, its ribs rising like giant archways and its spine splitting into three tails.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.