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Div, Ghawwas

CR 10.00 Outsider NE Large HD 14
Bristling with spiny ridges, coral horns, and needle-sharp teeth, this menacing biped seems to have emerged from some poisoned sea.

Full of poison and treachery, ghawwas foul the seas and seek to bring ruin to those who dwell there. Ghawwas resemble a mixture of hulking humanoid, prehistoric fish, and poisonous bottom-feeder. While most ghawwas live in salt water, they sometimes teleport to oases to defile them or suck them dry. Although they see all mortals as enemies, ghawwas bear a particular grudge against peaceable, water-breathing creatures such as merfolk and locathah.

All ghawwas find the tolling of bells insufferable, the sound filling them with rage and driving them to seek out the source and destroy either the bell or those ringing it.

The typical ghawwas stands 12 feet tall and weighs close to 1,200 pounds.

HP
161 (14d10+84)
AC
26, touch 11, flat-footed 24 (+2 Dex, +15 natural, -1 size)
Init
+6
Speed
30 ft., swim 80 ft.
Fort
+10
Ref
+13
Will
+11
BAB
+14
CMB
+22
CMD
34
Melee
bite +21 (1d8+7/19–20), 2 claws +20 (1d6+7), sting +20 (1d6+7 plus poison) orspear +20/+15/+10 (2d6+10/x3 plus poison), bite +19 (1d8+3/19–20), sting +18 (1d6+3 plus poison)
Ranged
spear +15 (2d6+7/×3 plus poison)
Space
10 ft.
Reach
10 ft.
DR
10/cold iron and good
SR
21
Defensive Abilities
rough hide
str
24
+7
dex
15
+2
con
23
+6
int
12
+1
wis
15
+2
cha
14
+2

Weapons: Martial, Simple

Boiling Sea — As a standard action, a ghawwas can cause the waters around it to boil. Any creature within 50 feet of the ghawwas, within the same body of water, and at least half submerged takes 6d6 points of fire damage (DC 23 Fortitude save for half). The save DC is Constitution-based.

Universal Monster Rules

Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Poison (sting) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Boiling Sea from text
As a standard action, a ghawwas can cause the waters around it to boil. Any creature within 50 feet of the ghawwas, within the same body of water, and at least half submerged takes 6d6 points of fire damage (DC 23 Fortitude save for half). The save DC is Constitution-based.
Rough Hide from text

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (bite) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Bluff +19, Knowledge (geography and planes) +18, Perception +19, Stealth +15, Survival +19, Swim +32

spell-like abilities:
Constant—Detect Good, Constant—Detect Magic, At will—Control Water, At will—Curse Water (DC 13), At will—Deeper Darkness, At will—Dimension Door, 3/day—Hallucinatory Terrain (DC 16), 3/day—Stinking Cloud (DC 15), 3/day—Quench
Details
Type
Outsider
Alignment
NE
Size
Large
Environment
any (Abaddon)
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., detect good, detect magic, see in darkness; Perception +19
Languages
Abyssal, Aquan, Celestial, Infernal; telepathy 100 ft.
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
15 House/Core 1 Recognized publisher
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