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CastoroidesCreature 3

Source Pathfinder #176: Lost Mammoth Valley
Perception +10 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +10, Crafting +7, Survival +8
Str +4, Dex +1, Con +3, Int -4, Wis +3, Cha +1

AC 19; Fort +12; Reflex +6; Will +8;
HP 45
Speed 20 feet (swim 20 feet)

Jaws One Action +12 (+7, +2) to hit 2d6+4 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Deep Breath

A castoroides can hold its breath for 1 hour.

Slap Reaction

Trigger The castoroides is targeted by a physical ranged Strike from an attacker it can see

Effect The castoroides swats at the projectile with its wide tail, gaining a +2 circumstance bonus to its AC against the triggering attack.

Construct Shelter Three Actions

The castoroides rapidly constructs a simple mound along one side of its space, which can be used to Take Cover.

Gouge One Action

The castoroides deals 2d8 piercing damage to a creature it has Grabbed or Restrained (DC 20 basic fortitude). A creature that fails its save also takes 1d4 Persistent Bleed Damage.

Penetrating Bite Two Actions

As beaver, but the castoroides's jaws Strike ignores the first 10 Hardness instead of the first 5 Hardness.

Prop One Action

The castoroides stabilizes itself with its tail, gaining a +1 circumstance bonus to its Fortitude and Reflex DCs against Shove and Trip attempts until it next takes an action with the move trait.

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.

Beavers are stocky, herbivorous rodents that live in freshwater ecosystems throughout Avistan. They live in lodges, which they construct from logs, grass, rocks, and mud.

Castoroides are bear-sized beavers that build their lodges on land near a water source rather than in the water.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.