Hit Dice: 15d12+105 (202 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 22 (+1 Dex, +11 natural), touch 11, f latfooted
21
Base Attack/Grapple: +15/+19
Attack: Bite +14 melee (2d6+9/19–20 plus poison)*
Full Attack: Bite +14 melee (2d6+9/19–20 plus poison)* and
2 claws +9 melee (1d8+7)*
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, poison, spell-like abilities
Special Qualities: Blindsense 60 ft., damage reduction
10/magic, darkvision 60 ft., immunity to magic sleep
effects, poison, and paralysis, low-light vision, scent, spell
resistance 18
Saves: Fort +16, Ref +10, Will +8
Abilities: Str 19, Dex 12, Con 24, Int 9, Wis 8, Cha 12
Skills: Bluff +19, Diplomacy +5, Disguise +1 (+3 acting),
Intimidate +3, Jump +8, Listen +17, Sense Motive +17,
Spot +17, Survival +17, Swim +12
Feats: Cleave, Combat Refl exes, Improved Critical (bite),
Improved Natural Weapon (bite), Improved Natural
Weapon (claw), Power Attack
Environment: Temperate marshes
Organization: Solitary, pair, or clutch (3–5)
Challenge Rating: 10
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 16–20 HD (Medium); 21–30 HD (Large);
31–45 HD (Huge)
Level Adjustment: —
*Includes adjustments for Power Attack feat.