TEXT: WATER BEAST
  Evil Robot Games
  
  1
  Water Beast
  Swirling patterns on the massive amphibian before you make it almost impossible to distinguish from the wa-
  ter, save for its gaping maw: an abyss of razor-sharp teeth from which nothing returns.
  WATER BEAST CR 5, XP 1,600 
  N Large animal
  Init +6 
  Senses darkvision 60 ft. low light vision, scent; Perception +17
  DEFENSE
  HP 75
  EAC 17; KAC 19
  Fort +7 Ref +7 
  Will +5
  Stability Water Beasts gain +4 bonus to KAC against bull rush and trip combat maneuvers.
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +14 (2d6+12 plus clutch), 2 claws +11 (1d8+12)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +11, 1d8+12)
  STATISTICS
  Str +7; Dex +2; Con +3; Int -4; Wis +1; Cha -2
  Feats Improved Initiative, Skill Focus (Stealth)
  Skills Athletics +12, Perception +17, Stealth +17, Survival +12
  ECOLOGY
  Environment 
  warm rivers and marshes
  Organization 
  solitary, pair, pack (3–6), tribe (7-12)
  Treasure 
  none
  SPECIAL ABILITIES
  Clutch (Ex) A Water Beast that hits with a bite attack automatically initiates a grapple combat maneuver against its target (this does not 
  take an action). If successful, the Water Beast remains attached to the target until the end of the Water Beast’s next turn, unless it succeeds at 
  another grapple combat maneuver (with a +4 bonus) during its next turn. The target can break the clutch with a successful DC 29 Acrobatics 
  check to escape. The Water Beast can’t use its bite attack while it is clutching a target, and the target can’t regain Stamina Points while a Water 
  Beast is clutching it.
  Hold Breath (Ex) A Water Beast can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
  Pounce (Ex) When the Water Beast makes a charge, it can make a full attack.
  Rake (Ex) When a Water Beast succeeds at a grapple combat maneuver while clutching a target, it can make two claw attacks against that 
  target as a move action.
  WATER BEAST LIFE SCIENCE/MYSTICISM CHECK DC’S
  DC 10
  A Water Beast is a 12-foot long blue amphibian with spotted coloring. Reveal Animal Traits. Despite mainly being a solitarty 
  ambush predator, Water Beasts regularly live in groups, called tribes. 
  DC 15
  Water Beasts live near rivers or marshes, and can hold their breath for a long time without risk of drowning
  DC 20
  Water Beasts hunt by lying in wait, creeping close to their prey, then making a quick, fatal pounce attack
  DC 25
  Water Beasts will attempt to rake their prey once they have latched on with a bite.
  
  2
  Water Beast, Dire
  Larger and meaner than others of its ilk, the alpha beast bellows at you, rows of teeth sliding into place as it 
  opens its vast jaws in challenge.
  WATER BEAST CR 9, XP 6,400 
  N Large animal
  Init +6 
  Senses darkvision 60 ft. low light vision, scent; Perception +22
  DEFENSE
  HP 145
  EAC 24; KAC 25
  Fort +7 Ref +7 
  Will +5
  Stability Water Beasts gain +4 bonus to KAC against bull rush and trip combat maneuvers.
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +22 (2d6+17 plus grab), 2 claws +19 (1d8+17 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +19, 1d8+17)
  STATISTICS
  Str +8; Dex +2; Con +3; Int -4; Wis +1; Cha +0
  Feats Improved Initiative, Skill Focus (Stealth)
  Skills Athletics +17, Perception +22, Stealth +22, Survival +17
  ECOLOGY
  Environment 
  warm rivers and marshes
  Organization 
  solitary, pair, pack (3–6), tribe (7-12)
  Treasure 
  none
  SPECIAL ABILITIES
  Clutch (Ex) A Water Beast that hits with a bite attack automatically initiates a grapple combat maneuver against its target (this does not 
  take an action). If successful, the Water Beast remains attached to the target until the end of the Water Beast’s next turn, unless it succeeds at 
  another grapple combat maneuver (with a +4 bonus) during its next turn. The target can break the clutch with a successful DC 35 Acrobatics 
  check to escape. The Water Beast can’t use its bite attack while it is clutching a target, and the target can’t regain Stamina Points while a Water 
  Beast is clutching it.
  Hold Breath (Ex) A Water Beast can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
  Pounce (Ex) When the Water Beast makes a charge, it can make a full attack.
  Rake (Ex) When a Water Beast succeeds at a grapple combat maneuver while clutching a target, it can make two claw attacks against that 
  target as a move action.
  LIFE SCIENCE/MYSTICISM CHECK DC’S
  DC 10
  A Dire Water Beast is a 16-foot long blue amphibian with spotted coloring. Reveal Animal Traits. Despite mainly being a solitarty 
  ambush predator, Water Beasts regularly live in groups, called tribes. 
  DC 15
  Water Beasts live near rivers or marshes, and can hold their breath for a long time without risk of drowning
  DC 20
  Water Beasts hunt by lying in wait, creeping close to their prey, then making a quick, fatal pounce attack
  DC 25
  Water Beasts will attempt to rake their prey once they have latched on with a bite.
  
  3
  Water Beast Ecology
  The original homeworld of these aggressive creatures 
  is unknown: they live near the rivers, streams, and 
  lakes of numerous worlds, where they are the kings of 
  their untamed territories. It is possible that they were 
  spread across the worlds of Civilized Space by travel-
  ers seeking to keep down native grazing animals or 
  other prey. Because of their predatory nature, some 
  Zoologists believe they were spread as sport hunting 
  beasts by an unknown civilization. Regardless, where 
  there is water, you will likely find a tribe of these dan-
  gerous predators. Scientists have also noted cascade 
  effects on the ecosystems where Water Beasts have 
  been introduced, by displacing smaller predators and 
  dominant prey animals they affect flora, fauna and 
  even the course of rivers. 
   A Water Beast is an expert at camouflaging itself 
  while in water, where its mottled blue skin grants it 
  superior stealth and ambush abilities. Adults can 
  measure up to 16 feet long and weigh as much as 
  2600 pounds, and even the smallest beasts are at 
  least 12 feet long and 600 pounds in weight. Although 
  the creatures live in groups in the waters of lakes and 
  large bodies of water, solitary and mated pairs fre-
  quently prowl and patrol rivers, and will forage and 
  hunt at all hours of the day or night.
  While most never make it past half of this age due 
  injuries sustained in the aggressive defense of their 
  territory, these creatures can live for up to 26 stan-
  dard years, and are sexually mature at the age of 4. 
  Breeding typically takes place in the fall, as the colder 
  months help the fertilized eggs develop to maturity. 
  Newly hatched Water Beasts emerge from the spawn-
  ing pools in the spring. The beasts typically breed ev-
  ery two to three years, with the females laying a few 
  dozen eggs in a clutch. They do not spawn in captivity.
  Habitat & Society
  Water Beast tribes are often found in lakes and enour-
  mous river systems. They are infrequently found in 
  swamps, though this is not unheard of. When a tribe 
  becomes established, its members become increas-
  ingly territorial, attacking all intruders into their do-
  main. Strangely, Water Beasts do not prey on other 
  waterborne creatures for food: they will often peace-
  fully coexist with common prey animals, although 
  they will keep them away from their eggs and spawn-
  ing pools. If they have not claimed new territory as 
  solitary hunters, young beasts will return to the pool 
  where they were spawned when they reach adulth-
  od. Water Beasts will always move to intercept and 
  actively antagonize any predators that enter their ter-
  ritory, whether on land or in the water.
  Campaign Role
  In addition to a natural role of culling the old and weak 
  from herds, the water beasts also add the occasional 
  unwary explorer to their diet. They are both ambush 
  predators and stalk their prey.
  Predation
  Water beasts hunt their prey either by ambush (in 
  which case the prey is very close when they attack), or 
  by tracking the prey until it is close enough to Pounce 
  on them. Whenever the beast attacks, it will lead with 
  its bite attack, if sucessful its Clutch ability grants it a 
  free grapple check. If it succeeds on the first grapple 
  and then maintains the grapple on its next turn then 
  it gets to use its Rake ability.
  Water Beasts have a powerful bite force for their 
  size, though it is mainly for capturing prey, which will 
  more than likely be disemboweled by their raking 
  claws. Sometimes a Water Beast simply grapples its 
  prey underwater and waits for it to suffocate.
  Emergent Behaviors
  Water Beasts are highly territorial: they defend their 
  tribe’s nesting grounds in coordinated teams. Solitary 
  or mated pairs living in rivers and streams will use hit-
  and-run tactics until such time as they have a terrain 
  or visibility advantage, then press their attack.
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Evil Robot/Galaxy Pirates - Adversaries - Water Beast.pdf