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Sleeperjaw - Creature 3
UNCOMMONNLARGEANIMAL

Cousins of the more common Marsh Alligators, Sleeperjaws are exceptionally dangerous predators that dwell in the marshes, rivers, and other standing water in the Lizard Fens of the Feywood. Like their cousins, they can be found on the riverbanks, lurking in swamps, or floating in pools of water. They will also be found basking in the few regions of the fens where the sun shines through the tree canopy, They are usually are indistinguishable from logs when viewed from afar—at least until they attack. They are indistinguishable from common Marsh Alligators until they unleash their poison jet attack intended to incapacitate prey from a distance before they strike with their jaws.
Perception +7, Low-light vision
Skills Athletics+8, Stealth+7 (+11 in water)

STR +4 , DEX +1 , CON +3 , INT -5 , WIS +1 , CHA -4

AC 18
Saving Throws Fort +9, Ref +7, Will +5
HP30
Melee [one-action] Jaws +10, Damage 1d10+4 piercing plus Grab
[one-action] Tail +10 (agile), Damage 1d6+4 bludgeoning
Ranged [one-action] Spit Poison +7, range 10 feet, Damage: Sleeperjaw Venom
Special Abilities Aquatic Ambush [one-action] 35 feet
Requirements The sleeperjaw is hiding in water and a creature that hasn’t detected it is within the listed number of feet.
Effect The sleeperjaw moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the sleeperjaw makes a Strike against it. The creature is flat-footed against this Strike.

Death Roll [one-action] (attack)
Requirement The sleeperjaw must have a creature grabbed.
Effect The sleeperjaw tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature.

Grab [one-action]
Requirements The sleeperjaw’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The sleeperjaw automatically Grabs the target until the end of the sleeperjaw’s next turn. The creature is grabbed by whichever body part the sleeperjaw attacked with, and that body part can’t be used to Strike creatures until the grab is ended.
Using Grab extends the duration of the sleeperjaw’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the sleeperjaw moves away from it.
Deep Breath
The sleeperjaw can hold its breath for about 2 hours.

Sleeperjaw Venom (poison) Saving Throw DC18 Fortitude
Sleeperjaw venom does no permanent damage to its victims and causes no lasting effects. It is an ingestion poison, but since the Sleeperjaw's attack is aimed at the targets face, ingestion can be assumed if the attack is successful. If it were not for the fact that the victim of a sleeperjaw venom attack is likely seconds away from being eaten by an alligator, it could be considered harmless. Collected samples have been known to be used as a practical joke to induce "instant drunkenness" on unwitting victims.
Maximum Duration 10 minutes
Onset 1 round
Stage 1 Stupefied 1 (1 round)
Stage 2 Slowed 1, Clumsy 2, Stupefied 2 (1 round)
Stage 3 Slowed 2, Clumsy 3, Stupefied 3 (1d10 minutes)

Created by

RPGDinosaurBob.

System

Pathfinder 2e

Statblock Type

Monster / NPC

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