Abaia
Originally from the primal world of the fey, an abaia protects lakes and their surroundings from exploitation, in particular by magic and overfishing. It favors waters with a mystical nature or supernatural properties. An abaia ignores creatures that take only what they need from the lake and otherwise show proper respect to the waters. Those that abuse an abaia's lake risk capsized boats, floods, torrential rains, and even direct attacks. After sinking a vessel, an abaia searches the wreckage for magical treasure.
- HP
- 147 (14d10+70)
- AC
- 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, -2 size)
- Speed
- 20 ft., swim 80 ft.
- Init
- +3
- Melee
- bite +21 (3d6+8/19–20 plus grab), tail slap +15 (2d6+4 plus grab)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +14
- CMB
- +24 (+28 grapple)
- CMD
- 37 (can't be tripped)
- Fort
- +14
- Ref
- +12
- Will
- +8
- SR
- 21 (in water only)
- Racial Modifiers
- +12 Stealth in water
constrict (2d6+12)
Endless Coils — As a full-round action, an abaia can attempt a single combat maneuver check to grapple up to two Large or four Medium or smaller creatures within its reach. Any targets successfully grabbed take constrict damage. The abaia only needs to succeed at one grapple check to maintain a grapple against multiple opponents.
Eldritch Gizzard — An abaia can activate arcane spell trigger items as if it were a 14th-level sorcerer. It can store items in a special compartment within its stomach and activate them as if it were holding them. It can swallow or regurgitate an item as a standard action.
Wave Rider — An abaia moving onto land brings a sheath of water with it, allowing it to swim on land. Its swim speed drops by 10 feet at the start of its turn if it is out of the water, and the sheath dissipates entirely when the abaia's swim speed reaches 20 feet. An abaia wave riding on land retains its spell resistance but loses its bonus to Stealth.
Critical Focus, Improved Critical (bite), Iron Will, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (bite)
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Knowledge (arcana) +17, Knowledge (nature) +17, Perception +19, Spellcraft +17, Stealth +12 (+24 in water), Swim +16
- Type
- Magical Beast
- Alignment
- N
- Size
- Huge
- Environment
- warm lakes
- Organization
- solitary
- Treasure
- standard (particularly staves and wands)
- Senses
- arcane sight, darkvision 60 ft., low-light vision; Perception +19
- Languages
- Aquan, Sylvan; speak with animals
- Source
- Bestiary 4
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Staggering Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Arcane Sight (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Animals (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hydraulic Torrent (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Rainbow Pattern (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Weather (Spell)House/Core — covered by the site's Section 15.
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