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Saddleback BunyipCreature 3


UncommonNLargeAnimal
Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +10 (blood scent, darkvision, scent (imprecise) 100 feet)
Languages none
Skills Athletics +11, Stealth +10, Survival +8
Str +4, Dex +3, Con +4, Int -4, Wis +1, Cha -1

AC 19; Fort +9; Reflex +12; Will +6;
HP 45
Speed 10 feet (swim 40 feet)

Jaws One Action +11 (+6, +1) to hit 1d10+4 Piercing
Tail One Action +11 (+7, +3) to hit (agile) 1d8+4 Bludgeoning
Jaws (Any Shifted Form) One Action +11 (+6, +1) to hit 1d10+4 Piercing
Tail (Snake Tail Form) One Action +11 (+7, +3) to hit (agile, reach 10) 1d8+4 Bludgeoning

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.

Blood Scent

The bunyip can smell blood in the water from up to 1 mile away.

Crocodile Legs Form: Land Speed 20Scent (Imprecise) 100 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.

Aquatic Opportunity Reaction

As Attack of Opportunity, but both the bunyip and the triggering creature must be in water.

Blood Frenzy Free Action

Requirements The sea devil is not Fatigued or already in a frenzy

Trigger The sea devil deals bleed damage to a living creature.


Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 8 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is Fatigued.

Effect: Blood Frenzy

Roar One Action (auditory, concentrate, emotion, enchantment, fear, mental, primal)

The bunyip lets out a loud and horrifying roar. Other creatures within 100 feet must succeed at a DC 21 will save or become Frightened 2 (Frightened 3 on a critical failure, Frightened 1 on a success, or unaffected on a critical success). No matter the result, the creature is temporarily immune to the effect for 1 minute.

Shift Form One Action (morph, primal, transmutation)

A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn't deal the 1d6 persistent bleed damage. It can choose to gain either a long snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the bunyip can return to normal or switch between a long tail or crocodile legs.

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.


Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk.

Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression.

In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters.


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.