Sisiutl

Huge Magical Beast (Aquatic) — CR 9

()Updated 3.5

Sisiutl is a D&D 3.5 monster from —. CR 9, HD 10d10+70 (125 hp).

Hit Dice
10d10+70 (125 hp)
Initiative
+3
Speed
swim 50 ft, Swim 50 ft.
Base Attack / Grapple
+10/+23
Attack
Bite +13 melee
Full Attack
2 bites +13 melee
STR
21
DEX
17
CON
25
INT
10
WIS
18
CHA
19
Fort / Ref / Will
+14 / +10 / +9
Challenge Rating
9
Alignment
Usually lawful neutral
Organization
Solitary
Treasure
None
Level Adjustment
+6

Special Abilities

ConstrictImproved GrabPetrifying GazeAlternate Form

Feats

A sisiutl challenges intruders before attacking. If the answer is unsatisfactory, it fixes the offending creatures with its deadly gaze. Any who resist petrification come under attack by its twin jaws. A favored tactic is to grab and hold an opponent in one set of jaws, then latch on to the same target with the other jaws and dispatch it quickly. If its target's companions join in the attack, the sisiutl typically withdraws with its chosen prey (taking advantage of its Huge size and superior swim speed), then returns for another attack once it has dealt with the first opponent. Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Description

A sisiutl challenges intruders before attacking. If the answer is unsatisfactory, it fixes the offending creatures with its deadly gaze. Any who resist petrification come under attack by its twin jaws. A favored tactic is to grab and hold an opponent in one set of jaws, then latch on to the same target with the other jaws and dispatch it quickly. If its target's companions join in the attack, the sisiutl typically withdraws with its chosen prey (taking advantage of its Huge size and superior swim speed), then returns for another attack once it has dealt with the first opponent. Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.