Bearsharktopus Size/Type:Large Magical Beast (aquatic) Hit Dice: 8d10 + 40 (84 hp) Initiative: +6 Speed: 40ft, swim 60ft Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +8/+20 Attack: Tentacle +15 melee (1d4+8) Full Attack: 2 tentacles +15 melee (1d4+8) and Bite +10 melee (1d8+4) Space/Reach:10 ft./5 ft. Special Attacks:Improved grab, constrict Special Qualities:Low-light vision, keen scent, blindsense, amphibious, regeneration 5 Saves: Fort +11, Will +3, Ref +4 Abilities:Str 27, Dex 15, Con 21, Int 2, Wis 12, Cha 6 Skills: Listen +5, Spot +8, Swim +13 Feats: Endurance, Track, Improved Initiative Environment: Cold Aquatic, Cold Forests Organization: Solitary, Pair, or Shiver (3-7) Challenge Rating: 7 Advancement: 9-13 HD (Large), 14-21 HD (huge) Level Adjustment: -
A combination of all the most deadly elements of a bear, shark, and octopus.
The Bearsharktopus is thought to be related to the Owlbear in many ways. It is half bear, half shark, and half octopus, and all deadly. Bearsharktopi are a constant danger to anyone who travels near forests and oceans. The mauled and crushed remains of its victims are often the only evidence of a Bearsharktopus on the prowl.
Bearsharktopi are tireless trackers, combining a shark's sense of smell with a bear's endurance and tenacity.
In combat Bearsharktopi are relentless foes, fighting until either them or their prey is dead. They prefer to crush the nearest target in a tentacular bearhug while they tear at them with their vicious teeth.
A bearsharktopus can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex):
A bearsharktopus can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
A bearsharktopus deals 2d8+6 points of damage with a successful grapple check.
Fire and acid deal normal damage to a bearsharktopus. If a bearsharktopus loses a limb or body part, the lost portion regrows in 3d6 minutes.
Improved Grab (Ex):
To use this ability, a bearsharktopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
A bearsharktopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
First of all, I disbelieve that it's a magical beast. I say aberration! Secondly, I think it should have an ability called Abomination. Any who behold the horror that is the Bearsharktopus must make a Will save (DC 12) or be paralyzed with sheer horror for 1d4 rounds!
Edit: Oh, and the bite attack should have a +10 to attack. Not having Multiattack only gives a -5 to your secondary attacks.
Edit: And it should actually have 84 hp.
Originally Posted by MammonAzrael
Causing Hideous laughter is an Extraordinary ability of 20th level monks.
At least, it should be.
Proud Supporter of Vorpal Tribble's Monster Competition
Last edited by Schylerwalker : 02-06-2010 at 05:34 PM.
Aside from the average hp being very slightly off (8*5.5 + 40 = 84) and you putting an erroneous apostrophe in the description paragraph ("...remains of it's victims...") this looks great. I think my wizard's going to figure out how to make a couple to guard his estate just for the WTF factor.
Amusing. Now for a quick note about grammar and etymology. Octopus is from Greek, not Latin. So the plural isn't "Octopus" it is either "Octopuses" or "Octopodes." See here. Thus, more than one Bearshaktopus may be "bearsharktopodes" although "Bearsharktopuses" is also reasonable.
Shiversleuthtopuses? You can have a a shiver of sharks, a sleuth of bears, but unfortunately, there is no collective form of octopuses. "Octopi "is referenced second in most dictionaries, so it appears that "octopuses" is the preferred plural. Just thought I'd mention it.
Also, standard AC is wrong; it should be 17. (-1, +2 Dex, +6 natural) . Touch and Flat-footed are correct.
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
Kudos to you! For the record, I'll be springing this on a low-lvl party in the near future in my aberration-controlled campaign world, to make them fully understand the Horror of the world. They will probbly be forced to flee. I will be changing their creature type to Aberration. And yes, the AC should be 17 (error originally mentioned by DebiHuman) .