
Anacondaur (CR 8)
XP 4,800
N Large Magical Beast (Reptilian)
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 22, touch 12, flat-footed 19 (+3 dex, +10 natural, -1 size)
hp 105 [150] (10d10+50)
Fort +12, Ref +10, Will +7
Immune Deafness, Petrify; Resist Lightning 10, Earth 5
Weakness Water
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +15 (2d6+6), 2 Claws +15 (1d8+6)
Space 10 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks Petrify, Rend (2 claws, 1d8+9), Sonic Tail
STATISTICS
Str 22, Dex 17, Con 20, Int 3, Wis 18, Cha 7
Base Atk +10; CMB +17; CMD 30 (34 vs trip)
Feats Feral Combat Training, Gorgon’s Fist, Improved Unarmed Strike, Scorpion Style, Weapon Focus (Claw)
Skills Climb +15, Perception +15, Stealth +12, Swim +15; Racial Modifiers +2 Perception, +4 Stealth
SPECIAL ABILITIES
Petrify (Su)
3/day, an anacondaur can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify status (Fortitude save DC 19 to negate). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Sonic Tail (Su)
An anacondaur will vibrate its tail sending out sonic waves around itself and those within a 20-ft. radius around himself. Anyone caught in the sonic waves takes 5d4 points of non-elemental damage and are Dazed for 1 round unless they make a Reflex save (DC 19) to take half of the damage and negate the status effect. This ability can also shatter anyone who is already petrified unless they make a Fortitude save (DC 19). Anyone who cannot hear is immune to this effect. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
