The weakest of the bulette family, this armor-plated creature roams in packs of two to four.
Baretta (CR 5)
N Large Animal
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +6
AC 21, touch 11; flat-footed 19 (+2 dex, +10 natural, -1 size)
hp 50 (6d8+24)
Fort +9, Ref +7, Will +5
Defensive Abilities Spines; Resist Earth 5
Speed 30 ft.
Melee 2 Claws +8 (1d8+5), Bite +9 (2d6+7/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks Leap, Savage Bite
Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 22 (26 vs. trip)
Feats Improved Initiative, Iron Will, Weapon Focus (Bite)
Skills Acrobatics +7 (+15 jumping), Perception +6, Racial Modifiers +8 on Acrobatics checks made to jump
A baretta can perform a special kind of pounce attack by jumping into combat. When a baretta charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.
Savage Bite (Ex)
A baretta’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.
A baretta has large spines that jut from between its armor plates; any creature attacking it with natural attacks or unarmed strikes take 1d6 damage and must make a DC 16 Reflex save or have the quill break off and embed in its flesh. Lodged quills impose a –1 penalty on attacks, saves, and skill checks per quill. The save DC is Dexterity-based.