Shoctibear

Shoctibear


CR6
N Magical Beast
Init: +1, Senses Listen +4, Spot +4, Low-Light Vision, Scent
Languages: - -

AC: 15 (-1 size, +1 Dex, +5 natural); t: 10, ff: 14
Hp: 61 (6HD)
Immune: - -
Fort +9, Ref +6, Will +3

Spd: 30’ (6 squares)
Melee +13 2 Tentacles: 1d6+8 plus Improved Grab (15’ reach) and Melee +11 Bite: 1d8+4
Combat Gear: - -
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 4

SA: Constrict; Improved Grab
SQ: Hold Breath, Low-Light Vision, Scent

Feats: Endurance, Multiattack, Toughness
Skills: Listen +4, Spot +4, Swim +12

A horrid amalgamation of great white shark, giant octopus and grizzly bear, this abomination stalks out of the river towards you.

The shoctibear is a magically created hybrid first intended to serve as a semi-amphibious guardian to the wizard Meme of the Trolls.  Several of the beasts escaped his control and spread rapidly.  They prefer to lurk near rivers and lakes if inland or in sea caves if near the coastline of an ocean.  They can eat almost anything organic but have a strong preference for meat. 

Combat:

Shoctibears are ambush predators, waiting underwater in the shallows for animals to come and drink.  When a suitable creature appears, the shoctibear lashes out with a tentacle and attempts to drag its prey under the surface where it will quickly drown.

• Constrict (Ex): A shoctibear inflicts 2d8+12 points of damage with a successful grapple check.
• Improved Grab (Ex): To use this ability, the shoctibear must hit with a tentacle attack.  It can then start a grapple as a free action without provoking an attack of opportunity.
• Hold Breath (Ex): A shoctibear can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Environment: Temperate to Cold Forests and Aquatic
Organization: Solitary or Pair
Treasure: Incidental
Advancement: 7-12 HD (Huge)

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