Dopefish

Huge Magical Beast (aquatic)
Hit Dice: 12d10+72 (138 hp)
Initiative: +2
Speed: Swim 40 ft.
Armor Class: 18 (+2 dex, +8 natural, -2 size), touch 10, flat-footed 16
Base Attack/Grapple: +12/+40
Attack: Bite +30 melee (4d6+15)
Full attack: Bite +30 melee (4d6+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Swallow whole, swift rush
Special Qualities: Darkvision 60 ft., heroic appetite, low-light vision, mindless
Saves: Fort +14, Ref +10, Will -1
Abilities: Str 31, Dex 14, Con 22, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Any aquatic
Organization: Solitary, Stupidity (2-16)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-19 HD (Gargantuan), 20-28 HD (Colossal)
Level Adjustment: -

The second dumbest creature in the universe, the dopefish appears as a round bodied, whale-sized fish with huge buckteeth, bulging eyes and a powerful tail. Its thought patterns go, "swim swim hungry, swim swim hungry."


Combat:
A dopefish snaps at anything that passes before it, or if the prey is swift the dopefish swims forward in an attempt to gulp it down. They will eat anything alive and moving near them, though they prefer heroes.

Heroic Appetite (Su):
A dopefish can sense the presense of a hero within 200 feet, but cannot pinpoint the exact location until within 20 feet. Against heroes dopefish gain a +2 bonus to attack and damage rolls as their hunger intensifies drastically.

Mindless: A dopefish has no intelligence score, and so has immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Swallow Whole (Ex): A dopefish can try to swallow a swift rushed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the dope's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the dopefish's digestive tract (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A dopefish's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Swift Rush (Ex):
If a dopefish charges a foe, it can attempt to swallow whole its prey as it moves along with mouth wide open. To escape being engulfed the victim must make a DC 26 reflex save. If the dopefish misses it takes 1d4 rounds for it to notice and for that time takes no actions at all and is flat-footed. The save DC is strength based.