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BregdiCreature 9


UncommonNLargeAnimalAquatic
Source Pathfinder #159: All or Nothing
Perception +18 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +17, Athletics +21, Stealth +17, Survival +18
Str +6, Dex +4, Con +4, Int -4, Wis +3, Cha -3

AC 27; Fort +20; Reflex +18; Will +17;
HP 180
Speed 20 feet (swim 40 feet)
Weaknesses Fire 10

Jaws One Action +21 (+16, +11) to hit (reach 10) 2d12+8 Piercing
Hook Claw One Action +21 (+17, +13) to hit (agile, reach 10) 2d8+8 Piercing

Partial Amphibian

The bregdi can breathe air for up to 10 minutes, or up to an hour so long as its skin remains wet.

Aquatic Ambush One Action

50 feet


Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.


Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Capsize One Action (attack)

The bregdi tries to capsize an adjacent aquatic vessel of its size or smaller. It must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the bregdi) or the pilot's Sailing Lore DC, whichever is higher.

Swallow Whole One Action (attack)

Medium, 2d8+7 bludgeoning damage, Rupture 18


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Tug One Action

The bregdi pulls a creature it can reach or a creature holding something it can reach (such as a fishing line in the water).

The bregdi attempts an Athletics check against the creature's Fortitude DC. On a success, it pulls the creature into an adjacent space. On a critical success, the bregdi can also make a jaws Strike against the creature pulled into an adjacent space.

Grab One Action

Requirements 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.



Traits

Uncommon

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.