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Lukwata

CR 11.00 Magical Beast N Huge HD 14
A long, spiny fin runs down the length of the dolphinlike body of this eel-headed predator.

Lukwatas slip through dark tropical waters, preying upon all who dare enter their deep jungle rivers and pools, including beasts typically considered apex predators. While scholars say the beasts favor the dark, light doesn't deter them in their relentless pursuit of prey. Their long, flat bodies are reminiscent of those of dolphins or large fish, but lukwatas' heads are distinctively eel-like. A lukwata's unusual ability to disrupt magical effects rises from the strange crystalline growths that line its throat and stomach—crystals that allow the lukwata to gain nutrients from magical items as efficiently as from flesh and blood. These same growths give the lukwata an unusually strong resistance to all manner of magic attacks.

Lukwatas hate crocodiles, their chief predatory rivals, and attack them on sight, even if the lukwata has recently fed. Most crocodilians are not large enough to pose a significant threat; however, some accounts exist of lukwatas and dire crocodiles crossing paths. These fights are renowned for inflicting great destruction, with the embattled creatures smashing to bits piers, flotillas, and even dams in their fury.

A lukwata is 20 feet long and weighs 4,000 pounds.

HP
147 (14d10+70)
AC
25, touch 12, flat-footed 21 (+4 Dex, +13 natural, -2 size)
Init
+4
Speed
swim 40 ft.
Fort
+14
Ref
+13
Will
+8
BAB
+14
CMB
+26 (+30 grapple)
CMD
40
Melee
bite +22 (4d10+15/19-20 plus grab)
Space
15 ft.
Reach
15 ft.
DR
10/nonmagical weapons
SR
27
str
30
+10
dex
19
+4
con
20
+5
int
2
-4
wis
15
+2
cha
11
+0

capsize (DC 25)

Digest Magic — A magic item swallowed by a lukwata must make a DC 22 Fortitude save after an hour or become permanently nonmagical. Artifacts are immune to this effect. The save DC is Constitution-based.

Dispelling Bite — When a lukwata scores a critical hit with its bite, the victim is affected as if targeted by a greater dispel magic spell. The caster level for this effect is equal to the lukwata's Hit Dice (CL 14th for most lukwatas).

Universal Monster Rules

Capsize (DC 25) Ex from Universal Monster Rule
A creature with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Digest Magic from text
A magic item swallowed by a lukwata must make a DC 22 Fortitude save after an hour or become permanently nonmagical. Artifacts are immune to this effect. The save DC is Constitution-based.
Dispelling Bite from text
When a lukwata scores a critical hit with its bite, the victim is affected as if targeted by a greater dispel magic spell. The caster level for this effect is equal to the lukwata's Hit Dice (CL 14th for most lukwatas).

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Bleeding Critical from Feat

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

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.

Perception +9, Stealth +0, Swim +30

Details
Type
Magical Beast
Alignment
N
Size
Huge
Environment
warm rivers, lakes, and swamps
Organization
solitary, pair, or school (3-8)
Treasure
standard
Senses
darkvision 60 ft., low-light vision, scent; Perception +9
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
6 House/Core 1 Recognized publisher
View references and cross-links for Lukwata

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