Dungavenhooter

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Image © A Book of Creatures, accessed here

Taken from the Creature Codex

This creature looks like a crocodile with stout legs and a long, flexible tail. The tail ends in a massive bony club. Strangely, its jaws are fused shut, and two immense nostrils take up most of its snout.

Dungavenhooters are bizarre carnivorous beasts that are nevertheless incapable of devouring flesh. Their digestive systems are so finely tuned that they can extract nutrient from gases and vapors alone. Although a dungavenhooter can survive merely by smelling other creatures, it will be thin and peevish unless it inhales the entirety of a creature after reducing it to a gas.

A dungavenhooter is a solitary creature, and they rarely associate with each other except to mate. They are comfortable both on land and in the water, but they tend to remain near water sources. Their call is a whiffling snort, and the males with the loudest and sharpest calls tend to attract the attention of females. The females make nests out of rotting vegetation and guard their eggs, but abandon them shortly after they hatch.

A dungavenhooter grows between fifteen and twenty feet long, half of which is tail. They are heavyset beasts that weigh about 2500 pounds on average.

Dungavenhooter              CR 13

XP 25,600
N Large aberration
Init +5; Senses darkvision 60 ft., Perception +15, superior scent

Defense

AC 28, touch 10, flat-footed 27(-1 size, +1 Dex, +18 natural)
hp 
170 (20d8+80)
Fort 
+10, Ref +9, Will +14; +4 vs. inhaled gases and poisons
DR 
10/cold iron
Defensive Abilities 
filtration

Offense

Speed 30 ft., swim 40 ft.
Melee 
slam +22 (4d6+12/19-20 plus trip plus vaporizing strike)
Space 
10 ft.; Reach 10 ft.
Special Attacks snort

Statistics

Str 26, Dex 13, Con 18, Int 1, Wis14, Cha 7
Base Atk 
+15; CMB +24; CMD 35 (39 vs. trip)
Feats 
Cleave, Critical Focus, Great Cleave, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Staggering Critical, Vital Strike
Skills Perception +15, Stealth +16 (+24 in forest or underwater), Swim +16; Racial Modifiers +8 Stealth in forest or underwater
SQ
 hold breath

Ecology

Environment cold forests and freshwater
Organization 
solitary or pair
Treasure 
incidental

Special Abilities

  • Filtration (Ex) A dungavenhooter gains a +4 on all saves against inhaled gases, poisons and other effects that are vapors or gaseous.
  • Snort (Su) A dungavenhooter can inhale a gaseous creature, or the gases left behind by a vaporized creature, as a standard action. If it does, it gains the benefits of a heal spell with a CL equal to the HD of the inhaled creature. A gaseous creature can resist this effect with a DC 24 Fortitude save; if it fails, it is slain instantly. Creatures consumed by this effect can only be returned to life with a true resurrection, miracle or wish spell. The save DC is Constitution based.
  • Superior Scent (Ex) This functions as per the scent ability, but the dungavenhooter can detect creatures by scent up to 120 feet away and pinpoint their square up to 30 feet away. Even though a dungavenhooter cannot breathe water, it can use this ability underwater.
  • Vaporizing Strike (Su) A creature struck by a dungavenhooter’s slam attack must succeed a DC 24 Fortitude save or take 1d6 points of Str drain and 1d6 points of Con drain as parts of its body are vaporized. A creature reduced to 0 Str or Con by this ability is completely vaporized and slain—it can only be returned to life by a resurrection spell or a greater effect. The save DC is Constitution based.
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