Div, Ghawwas
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)
- Speed
- 30 ft., swim 80 ft.
- Init
- +6
- 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.
- BAB
- +14
- CMB
- +22
- CMD
- 34
- Fort
- +10
- Ref
- +13
- Will
- +11
- DR
- 10/cold iron and good
- SR
- 21
- Defensive Abilities
- rough hide
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.
Combat Reflexes, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (bite)
<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 +2 bonus on all Reflex 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"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Bluff +19, Knowledge (geography and planes) +18, Perception +19, Stealth +15, Survival +19, Swim +32
- 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
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Uses feat: Combat Reflexes (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: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (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: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Good (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (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: Curse Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Deeper Darkness (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hallucinatory Terrain (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stinking Cloud (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Quench (Spell)House/Core — covered by the site's Section 15.
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