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AnacondaurThis black anacondaur petrifies his foes and strikes them down with his two long extended claws. Watch out for his sonic tail which can daze anyone nearby him.

Anacondaur (CR 8)

XP 4,800
N Large Magical Beast (Reptilian)
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +15


AC 22, touch 12, flat-footed 19 (+3 dex, +10 natural, -1 size)
hp 105 [150] (10d10+50)
Fort +12, Ref +10, Will +7
Immune Sonic, Petrify; Resist Lightning 10, Earth 5
Weakness Water


Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +15 (2d6+6), 2 Claws +15 (1d8+6)
Space 10 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks Petrify, Rend (2 claws, 1d8+9), Sonic Tail


Str 22, Dex 17, Con 20, Int 3, Wis 18, Cha 7
Base Atk +10; CMB +17; CMD 30 (34 vs trip)
Feats Feral Combat Training, Gorgon’s Fist, Improved Unarmed Strike, Scorpion Style, Weapon Focus (Claw)
Skills Climb +15, Perception +15, Stealth +12, Swim +15; Racial Modifiers +2 Perception, +4 Stealth


Petrify (Su)

3/day, an anacondaur can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify status (Fortitude save DC 19 to negate). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Sonic Tail (Su)

An anacondaur will vibrate its tail sending out sonic waves around itself and those within a 20-ft. radius around himself. Anyone caught in the sonic waves takes 5d4 points of non-elemental damage and are Dazed for 1 round unless they make a Reflex save (DC 19) to take half of the damage and negate the status effect. This ability can also shatter anyone who is already petrified unless they make a Fortitude save (DC 19). Anyone who cannot hear is immune to this effect. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).