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Megafauna, Megalania

CR 7.00 Animal N Huge HD 10
This gigantic lizard has short but powerful limbs, a muscular tail, and a spiny crest that runs the length of its body.

The immense megalania is often mistaken for a dragon or dinosaur. Certainly the lizard's aggressive attitude and deep, rumbling roars only encourage such misidentifications. Large enough to catch and eat rhinos and elephants, a megalania prefers hunting much smaller prey that it can gulp down in one greedy swallow. Humanoids are among its favorite meals.

A megalania is 20 feet long and weighs 2,000 pounds.

HP
85 (10d8+40)
AC
21, touch 9, flat-footed 20 (+1 Dex, +12 natural, -2 size)
Init
+1
Speed
30 ft., swim 30 ft.
Fort
+11
Ref
+8
Will
+7
BAB
+7
CMB
+17
CMD
28 (32 vs. trip)
Melee
bite +14 (2d8+12 plus grab and poison)
Space
15 ft.
Reach
10 ft.
Racial Modifiers
+4 Stealth (+8 in rocks or undergrowth)
str
27
+8
dex
13
+1
con
19
+4
int
2
-4
wis
14
+2
cha
6
-2

swallow whole (2d8+12 bludgeoning damage, AC 16, 8 hp)

Universal Monster Rules

Grab
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.
Swallow Whole (2d8+12 bludgeoning damage, AC 16, 8 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Feats, Traits & Items

Iron Will from Feat

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

Calculated: +2 Will
Lunge from Feat

You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Skill Focus (Stealth) from Feat

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.

Calculated: +3 Skill Bonus
Skill Focus (Stealth) from Feat

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.

Calculated: +3 Skill Bonus
Weapon Focus (bite) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Climb +12, Perception +10, Stealth +10 (+14 in rocks or undergrowth), Swim +16

Details
Type
Animal
Alignment
N
Size
Huge
Environment
warm forests or plains
Organization
solitary, pair, or pack (3-12)
Treasure
none
Senses
low-light vision, scent; Perception +10
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
5 House/Core
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lunge (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
View references and cross-links for Megafauna, Megalania

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