Megafauna, Basilosaurus
Despite their saurian name, basilosauruses are in fact oceanic mammals, and at 60 feet in length are highly formidable beasts of the sea. In appearance, they resemble greatly elongated whales, but with long, toothed jaws resembling an alligator's. Inexperienced observers often confuse a basilosaurus with a sea serpent or water orm—and in all fairness, in the aftermath of a basilosaurus attack on an unsuspecting ship, such distinctions are largely academic anyway.
A basilosaurus relies as much on vision as echolocation to find prey, but sometimes mistakes smaller ships for food. Basilosauruses have few natural predators; only supernatural monsters like krakens, thalassic behemoths, and the largest of sea serpents can truly threaten a fully grown one.
- HP
- 161 (17d8+85)
- AC
- 27, touch 7, flat-footed 26 (+1 Dex, +20 natural, -4 size)
- Speed
- swim 40 ft.
- Init
- +5
- Melee
- bite +23 (4d6+15/19-20 plus grab), tail slap +18 (2d8+7)
- Space
- 20 ft.
- Reach
- 20 ft.
- BAB
- +12
- CMB
- +31
- CMD
- 42
- Fort
- +17
- Ref
- +11
- Will
- +7
- Racial Modifiers
- +4 Perception
swallow whole (4d6+15 bludgeoning damage, AC 20, 16 hp)
Diehard, Endurance, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
<p class="stat-block-1"> When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.</p><p class="stat-block-2">When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.</p>
<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</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 Will 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 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 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>
Perception +25, Swim +31
- Type
- Animal
- Alignment
- N
- Size
- Gargantuan
- Environment
- any oceans
- Organization
- solitary, pair, or pod (3-10)
- Treasure
- none
- Senses
- blindsense 60 ft., low-light vision; Perception +25
- Source
- Bestiary 3
-
Uses feat: Diehard (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Endurance (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Great Fortitude (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: Iron Will (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: Skill Focus (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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