Zvucni CR 1

Loping forward on two hind legs supported by forelimbs that end in wicked bone talons, the patterns on the skull of this hideous freakish blue-black beast illuminate a disconcerting yellow light.

XP 400
N Large ooze (aquatic)
Init +2; Senses blindsight 50 ft., scent; Perception +5


AC 12, touch 11, flat-footed 10 (+2 Dex, +1 natural, –1 size)
hp 15 (2d8+6)
Fort +3, Ref +2, Will +1; +2 vs. disease, poison, spells, and spell-like abilities
Immune ooze traits


Speed 25 ft., swim 30 ft.
Melee two talons +2 (1d6+2)
Ranged stunning bark +2 touch (1d10 sonic, Range 100 ft.)
Special Attacks stunning bark (1d10 sonic and Fort DC 14 or stunned 1 round)


Before Combat Zvucni attempt to hide somewhere within range of a point they can make a charge attack to after stunning their prey.

During Combat Zvucni make talon attacks, relying on their stunning bark for opponents that are difficult to hit.

Morale Zvucni instinctively flee when reduced to 5 hp or less.


Str 14, Dex 15, Con 16, Int 3, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 16
Feats Skill Focus (Perception)
Skills Perception +5, Stealth –1
SQ amphibious, compression


Stunning Bark (Ex)

A zvucni can, as a standard action (that does not provoke attacks of opportunity), let out a sonic cry as a ranged touch attack that deals 1d10 sonic damage to a target within 100 feet. A creature that takes damage from a zvucni’s stunning bark makes a DC 14 Fortitude save or is stunned for 1 round. This is a sonic effect and the save DC is Constitution-based.


Environment underground
Organization solitary, pair, or pack (6–18)
Treasure none

When vestraadi come upon a recently drowned corpse, sometimes their mystics use their strange and enigmatic songs to bond the carcass with an ooze in an hour long ritual. What results is a zvucni, often made to be mounts for excursions out of the water and kept as watchdogs in their aquatic settlements.


Size Large; Senses blindsight 25 ft.; Speed 20 ft., swim 20 ft.; AC +1 natural armor; Attack 2 talons (1d4); Ability Score Modifiers Str 12, Dex 13, Con 14, Int 3, Wis 10, Cha 5; Special Qualities amphibious, compression

4th-Level Advancement

Senses blindsight 40 ft., scent; Speed speed 25 ft., swim 25 ft.; Ability Score Modifiers Str +2, Con +2; Special Attacks stunning bark (1d6 sonic); Special Qualities combat trained (see the Handle Animal skill)

7th-Level Advancement

Senses blindsight 50 ft.; Speed swim 30 ft.; Attack 2 talons (1d6); Ability Score Modifiers Dex +2, Wis +2, Cha +2; Special Attacks stunning bark (1d10 sonic)

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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