Ahuizotl
A carnage-hungry denizen of swamps, the ahuizotl is a ferocious-looking predator, even before one takes into consideration its most distinctive feature—a long tail that ends in a clawed but all-too-humanoid hand. Whether from the entrance of its aquatic home (typically a sunken mass of trees or a flooded cavern) or the thick reeds and flora that grow at the water's edge, an ahuizotl remains watchful for any intruder that might trespass into its territory. Upon sighting such prey, the beast uses its uncanny ability to mimic the sound of a humanoid in distress to lure victims near, so it can snatch them with its tail claw. Ahuizotls are particularly fond of feasting upon a victim's eyes, and their tail claws are particularly adept at swiping away such organs for the beasts to feed upon. Teeth and fingernails are another of the creature's favorite meals, and the appearance of mutilated bodies missing eyes, teeth, and nails along a river's banks is sure evidence of an ahuizotl attack.
Despite its preference for cruelty, an ahuizotl might come to mutually advantageous arrangements with other pernicious denizens of the swamps. Will-o'-wisps and ahuizotls often find themselves in such cooperative relationships, with the will-o'-wisp coaxing creatures near the ahuizotl's lair and then lingering to feed upon the victims' fear as the ahuizotl drags them into the depths. Some wily humanoids who fall into an ahuizotl's clutches—typically lizardfolk, boggards, or swamp-dwelling humans—have successfully managed to bargain away the lives of others in exchange for their own. Such arrangements always lead to a series of vicarious murders, as the aquatic predator's proxy coaxes new victims into the swamp for its fearsome partner to dine upon.
Ahuizotls are exceptionally long-lived, and a single individual might live and feed in a particular area for several human generations. An ahuizotl is 9 feet long and weighs 1,200 pounds.
- HP
- 68 (8d10+24)
- AC
- 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
- Speed
- 30 ft., swim 50 ft.
- Init
- +7
- Melee
- bite +12 (2d6+5), claw +12 (1d8+5/19-20 plus grab)
- Space
- 10 ft.
- Reach
- 5 ft. (10 ft. with tail)
- BAB
- +8
- CMB
- +14 (+18 grapple)
- CMD
- 27 (31 vs. trip)
- Fort
- +9
- Ref
- +9
- Will
- +4
- Racial Modifiers
- +6 Bluff
rake (2 claws +12, 1d4+12)
Tenacious Grapple — An ahuizotl does not gain the grappled condition when it grapples a foe.
Voice Mimicry — An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard. When mimicking a voice, an ahuizotl must make a Bluff check opposed by its listener's Sense Motive check. If the listener has never heard the voice the ahuizotl is attempting to mimic, the listener takes a –8 penalty on the Sense Motive check.
Blinding Critical, Combat Reflexes, Improved Critical (claw), Improved Initiative, Skill Focus (Stealth), Stand Still
<p class="stat-block-1"> Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by <i>heal</i>, <i>regeneration</i>, <i>remove blindness</i>, or similar abilities.</p>
<p class="stat-block-1"> 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.</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 +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.</p>
Bluff +9, Stealth +9, Swim +20
- Type
- Magical Beast
- Alignment
- NE
- Size
- Large
- Environment
- warm lakes, rivers, or swamps
- Organization
- solitary
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision; Perception +2
- Languages
- Common
- Source
- Bestiary 3
-
Uses feat: Blinding Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Stand Still (Feat)House/Core — covered by the site's Section 15.
Loading references...