Galvo
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.
- 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
Varied Attack — A galvo's slam attack deals both bludgeoning and slashing damage since the creature is formed completely of biting eels.
Blind-Fight, Combat Reflexes, Dodge, Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, Weapon Finesse
<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>
<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"> 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>
<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>
<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 can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.</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"> 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
- 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
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Point-Blank Shot (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: Precise Shot (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 Finesse (Feat)House/Core — covered by the site's Section 15.
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