Bunyip

Bunyip

Creature 3

Perception +10; blood scent, darkvision, scent (imprecise) 100 feet

Skills Athletics +11, Stealth +10, Survival +8

Str +4, Dex +3, Con +4, Int –4, Wis +1, Cha –1

Blood Scent The bunyip can smell blood in the water from up to 1 mile away.

AC 19; Fort +9, Ref +12, Will +6

HP 45

Aquatic Opportunity As Attack of Opportunity, but both the bunyip and the triggering creature must be in water.

Speed 10 feet, swim 40 feet

Melee jaws +11, Damage 1d10+4 piercing plus 1d6 persistent bleed

Melee tail +11 (agile), Damage 1d8+4 bludgeoning

Blood Frenzy Requirements The bunyip is not fatigued or already in a frenzy. Trigger The bunyip deals bleed damage to a living creature. Effect The bunyip flies into a frenzy that lasts 1 minute. While frenzied, the bunyip gains a +4 status bonus to damage rolls with its jaws, gains 8 temporary HP that go away at the end of the frenzy, and takes a –2 penalty to AC.

Roar (auditory, concentrate, emotion, enchantment, fear, mental, primal) The bunyip lets out a loud and horrifying roar. Other creatures within 100 feet must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure, frightened 1 on a success, or unaffected on a critical success). No matter the result, the creature is temporarily immune to the effect for 1 minute.

Shift Form (morph, primal, transmutation) A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. When it does, its teeth shrink and its jaws Strike doesn’t deal the 1d6 persistent bleed damage. It can choose to gain either a long snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the bunyip can return to normal or switch between a long tail or crocodile legs.