BerberokaCreature 15
Source Pathfinder #166: Despair on Danger Island
Perception +26 (darkvision, scent (imprecise) 60 feet)
Languages Common, Jotun
Skills Athletics +31, Deception +27, Intimidation +25, Nature +26, Stealth +25, Survival +26
Str +8, Dex +4, Con +6, Int -1, Wis +3, Cha +4
AC 36; Fort +29; Reflex +23; Will +24;
HP 310
Speed 30 feet (swim 30 feet)
Fist +31 (+26, +21) to hit (reach 15) 3d12+16 Bludgeoning
Deep Breath
A berberoka can hold their breath for 2 hours
Fear of Crabs (mental, emotion, fear)If a berberoka sees a crab or crab-like creature, the berberoka must attempt a DC 33 will save. They then becomes immune to the sight of that creature for 10 minutes.
Critical Success The berberoka is unaffected.
Success The berberoka becomes Frightened 2.
Failure The berberoka gains the Fleeing condition for 1 round and is Frightened 4.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Consume Lake (manipulate)The berberoka drinks a prolific amount from an adjacent water source. If the water source is equal to or greater in volume than themself, the berberoka consumes up to 1,500 gallons of water per minute and becomes waterlogged. They can release water at the same rate. While waterlogged, the berberoka can use Spray Water, their size grows to Gargantuan, and their Speed is reduced to 15 feet.
Effect: Waterlogged
Greater Constrict2d12+12 bludgeoning damage, DC 33 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Spray WaterRequirements The berberoka is waterlogged.
Effect The berberoka sprays a blast of water in a 60-foot line. All creatures in the line take 6d8 bludgeoning damage (DC 35 basic reflex save). On a failed save, a creature is knocked Prone and pushed back 5 feet (10 feet on a critically failed save).
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Berberokas are giant humanoids who live among forests and swamps, where they use their ability to swallow massive amounts of water to drain small ponds and lakes. Creatures who visit their favorite watering hole and find only an empty mud basin become prey for the berberoka, who hides in the brush and overwhelm their prey with a massive torrent of regurgitated water.
A berberoka's mottled backside-which resembles a bundle of local plants, small trees, and large rocks-grants them natural camouflage that allows them to hide in plain sight. Berberokas tend to disguise themselves as rock formations in the center of a dried-up waterbed while they lie in wait for passersby. In the tropical regions where berberokas are most common, locals know to give empty ponds a wide berth, regardless of the enticing fish flopping about. Hungry travelers, on the other hand, might see such bounty as a blessing from the gods, only to be swept up in the berberoka's deadly deluge.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.