0% found this document useful (0 votes)
203 views5 pages

Water Beast

This document provides game statistics and lore for a creature called the Water Beast. It is a large amphibious predator that lives in warm rivers, marshes, and lakes. The Water Beast has powerful jaws and claws that it uses to ambush and grapple prey, dragging them underwater to drown. It lives alone or in tribes that aggressively defend their territories. The document includes the Water Beast's game statistics, special abilities, ecology, behavior, and role in campaigns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
203 views5 pages

Water Beast

This document provides game statistics and lore for a creature called the Water Beast. It is a large amphibious predator that lives in warm rivers, marshes, and lakes. The Water Beast has powerful jaws and claws that it uses to ambush and grapple prey, dragging them underwater to drown. It lives alone or in tribes that aggressively defend their territories. The document includes the Water Beast's game statistics, special abilities, ecology, behavior, and role in campaigns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Evil Robot Games

WATER
BEAST
Water Beast
This large amphibious predator is covered in colorful patterns that camouflage it in water, its gaping
maw is an abyss of pointy teeth from which nothing returns.
WATER BEAST CR 5, XP 1,600
N Large animal
Init +6 Senses darkvision 60 ft. low light vision, scent; Perception +17

DEFENSE HP 75
EAC 17; KAC 19
Fort +7 Ref +7 Will +5
Stability Water Beasts gain +4 bonus to KAC against bull rush and trip combat maneuvers.

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +14 (2d6+12 plus clutch), 2 claws +11 (1d8+12)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +11, 1d8+12)

STATISTICS
Str +7; Dex +2; Con +3; Int -4; Wis +1; Cha -2
Feats Improved Initiative, Skill Focus (Stealth)
Skills Athletics +12, Perception +17, Stealth +17, Survival +12

ECOLOGY
Environment warm rivers and marshes
Organization solitary, pair, pack (3–6), tribe (7-12)
Treasure none

SPECIAL ABILITIES
Clutch (Ex) A Water Beast that hits with a bite attack automatically initiates a grapple combat maneuver against its target (this
does not take an action). If successful, the Water Beast remains attached to the target until the end of the Water Beast’s next turn,
unless it succeeds at another grapple combat maneuver (with a +4 bonus) during its next turn. The target can break the clutch
with a successful DC 29 Acrobatics check to escape. The Water Beast can’t use its bite attack while it is clutching a target, and the
target can’t regain Stamina Points while a Water Beast is clutching it.
Hold Breath (Ex) A Water Beast can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks
drowning.
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack.
Rake (Ex) When a Water Beast succeeds at a grapple combat maneuver while clutching a target, it can make two claw attacks
against that target as a move action.

WATER BEAST – LARGE ANIMAL LIFE SCIENCE/MYSTICISM CHECK DC’S


DC 10 A Water Beast is a 12-foot long blue amphibian with spotted coloring. Reveal Animal Traits. Despite mainly being a
solitarty ambush predator, Water Beasts regularly live in groups, called tribes.
DC 15 Water Beasts live near rivers or marshes, and can hold their breath for a long time without risk of drowning.
DC 20 Water Beasts hunt by lying in wait, creeping close to their prey, then making a quick, fatal pounce attack
DC 25 Water Beasts will attempt to rake their prey once they have latched on with a bite.

WATER BEAST 1
Water Beast, Dire
This large amphibious predator is covered in colorful patterns that camouflage it in water, its gaping
maw is an abyss of pointy teeth from which nothing returns.
WATER BEAST CR 9, XP 6,400
N Large animal
Init +6 Senses darkvision 60 ft. low light vision, scent; Perception +22

DEFENSE HP 145
EAC 24; KAC 25
Fort +7 Ref +7 Will +5
Stability Water Beasts gain +4 bonus to KAC against bull rush and trip combat maneuvers.

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +22 (2d6+17 plus grab), 2 claws +19 (1d8+17 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +19, 1d8+17)

STATISTICS
Str +8; Dex +2; Con +3; Int -4; Wis +1; Cha +0
Feats Improved Initiative, Skill Focus (Stealth)
Skills Athletics +17, Perception +22, Stealth +22, Survival +17

ECOLOGY
Environment warm rivers and marshes
Organization solitary, pair, pack (3–6), tribe (7-12)
Treasure none

SPECIAL ABILITIES
Clutch (Ex) A Water Beast that hits with a bite attack automatically initiates a grapple combat maneuver against its target (this
does not take an action). If successful, the Water Beast remains attached to the target until the end of the Water Beast’s next turn,
unless it succeeds at another grapple combat maneuver (with a +4 bonus) during its next turn. The target can break the clutch with
a successful DC 35 Acrobatics check to escape. The Water Beast can’t use its bite attack while it is clutching a target, and the target
can’t regain Stamina Points while a Water Beast is clutching it.
Hold Breath (Ex) A Water Beast can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks
drowning.
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack.
Rake (Ex) When a Water Beast succeeds at a grapple combat maneuver while clutching a target, it can make two claw attacks
against that target as a move action.

WATER BEAST – LARGE ANIMAL LIFE SCIENCE/MYSTICISM CHECK DC’S


DC 10 A Water Beast is a 12-foot long blue amphibian with spotted coloring. Reveal Animal Traits. Despite mainly being a
solitarty ambush predator, Water Beasts regularly live in groups, called tribes.
DC 15 Water Beasts live near rivers or marshes, and can hold their breath for a long time without risk of drowning.
DC 20 Water Beasts hunt by lying in wait, creeping close to their prey, then making a quick, fatal pounce attack
DC 25 Water Beasts will attempt to rake their prey once they have latched on with a bite.

2 Galaxy Pirates
Water Beast Ecology attack, or by tracking the prey until it is close
No one knows where the Water Beasts evolved enough to Pounce on them. Whenever the beast
originally, they live near rivers, streams, lakes and attacks, it will lead with its bite attack, if sucessful
other watering holes. They may have been spread its Clutch ability grants it a free grapple check. If it
from world to world by space travellers to keep succeeds on the first grapple and then maintains
down the populations of grazing animals and the grapple on its next turn then it gets to use its
other prey. What is known is that they are often Rake ability.
found on worlds with vast amounts of untamed Water Beasts have a powerful bite force even
wilderness. for their size, though it is mainly for capturing
A Water Beast has mottled blue skin all over its prey which will more than likely be disemboweled
12-16 foot-long body, and weighs about 600-2600 by their raking claws. Sometimes a water beast
pounds. While solitary and mated hunters prowl simply grapples its prey underwater and waits for
rivers and streams, lake dwelling Water Beasts it to suffocate.
tend to live in groups.
Water Beasts live for up to twenty six standard Emergent Behaviors
years, though many only last half that long de- Water Beasts are territorial, they defend their
fending their territory. Beasts are mature at 4 tribe’s nesting grounds as solitary hunters defend-
years and begin to spawn in the fall. During the ing their rivers and streams.
colder months their fertilized eggs develop finally
emerging from their spawning pools in the spring.
Beasts will breed every two to three years and
lay few dozen eggs in a clutch only a few normal-
ly survive until maturity. They do not spawn in
captivity.

Habitat & Society


Water Beast tribes are often found in lakes,
and enourmous river systems, and sometimes
swamps. When a tribe becomes established,
its members become territorial. The beasts will
attack intruders into their territory. The beasts do
not prey on other waterborne creatures for food,
other creatures may be found coexisting in a Wa-
ter Beast tribe’s territory, but they will keep them
away from their eggs and spawning pools. If they
have not claimed new territory as solitary hunters,
young beasts will return to the pool where they
were spawned when they reach adulthod.

Campaign Role
In addition to a natural role of culling the old
and weak from herds, the water beasts also add
the occasional unwary explorer to their diet. They
are both ambush predators and stalk their prey.

Predation
Water beasts hunt their prey either by ambush
in which case the prey is very close when they
WATER BEAST 3
WATER BEAST
Authors •
Cover Artist •
Paul Fields and Jim Milligan
Ben Wooten
Interior Artist • N/A
Layout and Production • Jim Milligan for Atomic Rocket Games
Product Identity: The following items are hereby identified as Product Iden- license with the exact terms of this License to Use, the Open Game Content.
tity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open 5. Representation of Authority to Contribute: If You are contributing original
Content: All trademarks, registered trademarks, proper names (characters, dei- material as Open Game Content, You represent that Your Contributions are Your
ties, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade original creation and/or You have sufficient rights to grant the rights conveyed
dress. (Elements that have previously been designated as Open Game Content by this License.
are not included in this declaration.) 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Content: Except for material designated as Product Identity (see above), Open Game Content You are copying, modifying or distributing, and You must
the game mechanics of this Evil Robot Games product are Open Game Content, add the title, the copyright date, and the copyright holder’s name to the COPY-
as defined in the Open Game License version 1.0a Section 1(d). No portion of this RIGHT NOTICE of any original Open Game Content you Distribute.
work other than the material designated as Open Game Content may be repro- 7. Use of Product Identity: You agree not to Use any Product Identity, including
duced in any form without written permission. as an indication as to compatibility, except as expressly licensed in another, in-
dependent Agreement with the owner of each element of that Product Identity.
OPEN GAME LICENSE Version 1.0a You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
The following text is the property of Wizards of the Coast, Inc. and is Copyright except as expressly licensed in another, independent Agreement with the owner
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that
1. Definitions: (a) “Contributors” means the copyright and/or trademark own- Product Identity. The owner of any Product Identity used in Open Game Content
ers who have contributed Open Game Content; (b) “Derivative Material” means shall retain all rights, title and interest in and to that Product Identity.
copyrighted material including derivative works and translations (including into 8. Identification: If you distribute Open Game Content You must clearly indi-
other computer languages), potation, modification, correction, addition, exten- cate which portions of the work that you are distributing are Open Game Con-
sion, upgrade, improvement, compilation, abridgment or other form in which tent.
an existing work may be recast, transformed or adapted; (c) “Distribute” means 9. Updating the License: Wizards or its designated Agents may publish updat-
to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or ed versions of this License. You may use any authorized version of this License to
otherwise distribute; (d) “Open Game Content” means the game mechanic and copy, modify and distribute any Open Game Content originally distributed under
includes the methods, procedures, processes and routines to the extent such any version of this License.
content does not embody the Product Identity and is an enhancement over 10. Copy of this License: You MUST include a copy of this License with every
the prior art and any additional content clearly identified as Open Game Con- copy of the Open Game Content You distribute.
tent by the Contributor, and means any work covered by this License, including 11. Use of Contributor Credits: You may not market or advertise the Open
translations and derivative works under copyright law, but specifically excludes Game Content using the name of any Contributor unless You have written per-
Product Identity. (e) “Product Identity” means product and product line names, mission from the Contributor to do so.
logos and identifying marks including trade dress; artifacts, creatures, characters, 12. Inability to Comply: If it is impossible for You to comply with any of the
stories, storylines, plots, thematic elements, dialogue, incidents, language, art- terms of this License with respect to some or all of the Open Game Content due
work, symbols, designs, depictions, likenesses, formats, poses, concepts, themes to statute, judicial order, or governmental regulation then You may not Use any
and graphic, photographic and other visual or audio representations; names and Open Game Material so affected.
descriptions of characters, spells, enchantments, personalities, teams, perso- 13. Termination: This License will terminate automatically if You fail to comply
nas, likenesses and special abilities; places, locations, environments, creatures, with all terms herein and fail to cure such breach within 30 days of becoming
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic aware of the breach. All sublicenses shall survive the termination of this License.
designs; and any other trademark or registered trademark clearly identified as 14. Reformation: If any provision of this License is held to be unenforceable,
Product identity by the owner of the Product Identity, and which specifically ex- such provision shall be reformed only to the extent necessary to make it enforce-
cludes the Open Game Content; (f) “Trademark” means the logos, names, mark, able.
sign, motto, designs that are used by a Contributor to identify itself or its prod- 15. COPYRIGHT NOTICE
ucts or the associated products contributed to the Open Game License by the Open Game License v 1.0. © 2000, Wizards of the Coast, Inc.
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, for-
mat, modify, translate and otherwise create Derivative Material of Open Game Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason
Content. (h) “You” or “Your” means the licensee in terms of this agreement. Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Rad-
2. The License: This License applies to any Open Game Content that contains ney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Al-
a notice indicating that the Open Game Content may only be Used under and in exander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa
terms of this License. You must affix such a notice to any Open Game Content Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley
that you Use. No terms may be added to or subtracted from this License except Schneider, Amber E. Scott, and Josh Vogt.
as described by the License itself. No other terms or conditions may be applied to Starfinder: First Contact © 2017, Paizo Inc; Authors: John Compton, Jason
any Open Game Content distributed using this License. Keeley, Robert G. McCreary, and James L. Sutter.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo
acceptance of the terms of this License. Inc.; Authors: Robert G. McCreary, with Jason Keeley, Owen K.C. Stephens,
4. Grant and Consideration: In consideration for agreeing to use this License, and James L. Sutter.
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive

Evil Robot Games


Evilrobotgames.com
4

You might also like