Skrimsl…CR 13…魔法兽类(水栖)

      

Four gleamingyellow eyes leer above the tooth–rimmed maw of this massiveblue–scaled and eellike creature.

Skrimsl CR 13

Source Bestiary 6 pg. 253

XP 25,600

N Huge magical beastaquatic

先攻 +8感官 darkvision 60 尺,low–light vision;察觉 +26

防御

AC 28touch 12flat–footed 24+4 敏捷+16 natural–2 size

HP 17817d10+85

强韧 +15 反射 +14 意志 +13

防御能力 absorb lightningelusive免疫 coldelectricity抗性 fire 20

进攻

速度 20 尺,swim 50

近战 bite +254d6+10/19–20 plus 2d6 electricity and grab),tail slap +202d10+5 plus 2d6 electricity

占据 15 尺, 触及 15

特殊攻击 electricity fieldswallow whole3d6+10 bludgeoning plus 2d6 electricity damageAC 1817 HP

类法术能力CL 12thconcentration +16

3/—lightning boltDC 171/—chain lightningDC 20

属性

力量 31 敏捷 18 体质 21 智力 4 感知 23 魅力 18

Base Atk +17CMB +29+33 sunder);CMD 4345 vs. sunder

专长 Combat Casting Critical Focus Greater SunderImproved Criticalbite), Improved Initiative Improved Sunder 钢铁意志 Power Attack Staggering Critical

技能 察觉 +26Swim +18

语言 Aquancannot speak

生态

环境 cold oceans

组织 solitarypairor pod3–9

宝物 none

特殊能力

Absorb LightningSuA skrimsl is immune to electricity damage. Howeverif it is subjected to an electricity attacknot including skrimsls' electricity attacks),it regains 2d6 hit points and gains a bonus use of its lightning bolt spell–like ability. This bonus lightning bolt lasts for 24 hours and functions as if under the effects of Empower Spell–Like Ability when used. A skrimsl can have only one bonus lightning bolt stored up in this manner at any one time.

Electricity FieldSuAs a swift actiona skrimsl can generate a field of electricity that deals 2d6 points of electricity damage to all creatures within a 10–foot radius at the start of the skrimsl's turnno save. At the start of the skrimsl's turn on the 4th round after the field is activatedit discharges this field. All creatures within a 10–foot radius of the skrimsl that fail a DC 23 Fortitude save take 12d6 points of electricity damage and become stunned for 1d3 rounds. Creatures that successfully save take half the electricity damage and negate the stun effect. Once the electricity field discharges in this mannerthe skrimsl must wait 10 rounds before activating it again. The save DC is Constitution–based.

ElusiveSuSkrimsls are rarely discovered except by their own choice. As a full round action while in watera skrimsl can swim at a speed of up to 200 feet per round without leaving any trace of its passageidentical in effect to pass without trace. An elusive skrimsl gains a +40 circumstance bonus on its Stealth checks. In additionwhen not in combata skrimsl is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.

Skrimsls are mysterious eellike creatures that dwell in the world's most frigid remote watersparticularly the deep waters of fjords. They prefer to avoid contact with humanoidsbut communities near the lakes and fjords where skrimsls make their homes have no doubt that these beasts are very real and should be given proper respect. Skrimsls have a glimmer of intelligence and remember those who have wronged them as well as those who have treated them well.

Skrimsls resemble massive eels with blue scales matching the coldclear waters they live in. They can be found in the deepest freshwater lakes and the salt waters of the seaand are capable of thriving in both environs. The creatures use their electricity fields and spell–like abilities both for defense and to catch prey. They also have a dangerous bite and powerful tailwhich they use to destroy oarsweaponsand other implements used by land–dwelling foes.

A typical adult skrimsl measures 45 feet long and weighs 4,000 pounds.