Library / Bestiary

Galvo

CR 9.00 Magical Beast NE Medium
This creature is composed of dozens of electric eels tightly knotted into a slithering, humanoid shape, crackling with energy.

In sunless ocean trenches, aberrant fleshcrafters created the first galvos to serve as soldiers in their war against the sahuagin and skum. Since those days, galvos have moved beyond their darkened trenches, breeding and expanding into shallower, warmer waters. In recent years, they have come closer to civilizations, preying on coastal communities.

A galvo can live both in the water and on land, and frightening stories tell of galvos springing up from the water to strike at prey both on ships and on beaches. A true horror to look upon, a galvo averages 7 feet tall and weighs around 300 pounds.

STR
17
DEX
19
CON
16
INT
7
WIS
12
CHA
8
HP
127 (15d10+45)
AC
23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
Speed
30 ft., swim 30 ft.
Init
+4
Melee
bite +19 (1d6+3 plus 2d6 electricity), 2 slams +19 (1d6+3 plus 2d6 electricity)
Ranged
eel dart +19 touch (1d6+3 plus 1d6 electricity)
Space
5 ft.
Reach
5 ft. (10 ft. with slam)
BAB
+15
CMB
+18
CMD
33 (can't be tripped)
Fort
+12
Ref
+13
Will
+6
DR
10/slashing
Defensive Abilities
swarmlike

amphibious

compression

Varied Attack — A galvo's slam attack deals both bludgeoning and slashing damage since the creature is formed completely of biting eels.

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Reflexes from Feat

<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>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Point-Blank Shot from Feat

<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Precise Shot from Feat

<p class="stat-block-1"> You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard &ndash;4 penalty on your attack roll.</p>

Vital Strike from Feat

<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>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Perception +10, Stealth +15, Swim +15

Details
Type
Magical Beast
Alignment
NE
Size
Medium
Environment
any water
Organization
solitary, pair, or tangle (3–9)
Treasure
none
Senses
blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +10
Languages
Aquan (can't speak)
Source
Bestiary 4
Sources Used in This Record
8 House/Core
  • Uses feat: Blind-Fight (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: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Point-Blank Shot (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Precise Shot (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.