Razortail (CR 2)
Alignment: Always neutral
Initiative: +5 (Dex); Senses: blindsight and Listen +3
AC: 15 (+5 Dex), touch 15, flat-footed 10
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +8, Will +1
Speed: 30 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: 4 tails +3 melee, bite -2 melee
Full Attack: 4 tails +3 melee, bite -2 melee
Damage: Tail, 1d4+2, bite 1d8+1
Special Attacks/Actions: Bloodfrenzy, radiation beam
Abilities: Str 14, Dex 20, Con 12, Int 2, Wis 12, Cha 14
Special Qualities: fast healing 3, fire resistance 10
Skills: Listen +3 and Move Silently +5
Advancement: 3-6 HD (Large)
Climate/Terrain: Warm marsh
Organization: Solitary or pack (3-12)
A razortail prefers to attack with a flurry of swipes from its clawed tails, but it doesn't hesitate to make biting attacks if the opportunity presents itself. Although not that strong, they are fast swimmers and prefer to take advantage of this fact by preying on land-based creatures in shallow water.
Bloodfrenzy (Ex): The scent fresh blood drives a razortail into a crazed frenzy. If any creature within 30 feet of a razortail is wounded with a piercing or slashing weapon, the razortail becomes frantic with hunger and gains a +2 morale bonus to its attack and damage rolls. (Note that creatures without blood such as constructs, elementals, oozes, plants, undead, and creatures in gaseous form, don't trigger the bloodfrenzy when injured.) It also obtains the ability to take an additional partial action each round. The bloodfrenzy persists for 3 rounds after which the razortail becomes fatigued (see the DUNGEON MASTER'S Guide, page 84). A fatigued razortail cannot enter a blood frenzy.
Radiation Beam (Ex): A razortail absorbs radioactive energy at a phenomenal rate; this is, in fact, the source of its unusual glowing qualities. Once per minute, as a standard action, a razortail can redirect its stored radioactivity into a narrow beam of intense heat. This beam is emitted from its mouth and has a range of 50 feet. The razortail must make a ranged touch attack (it has a bonus to ranged attacks) to hit a single target with this beam. Any creature hit by the beam takes 3d6 points of fire damage.
Blindsight (Ex): A razortail has no visual organs but can ascertain all foes within 120 feet using sound-, scent-, and vibration-detecting organs. Razortails can detect other creatures whether are in or out of the water.
Fast Healing (Ex): A razortail's rapid metabolism affords it rapid healing. It heals 3 points of damage per round as long as it has at least 1 hit point. If reduced to 0 hit points or less, its healing rate drops to 1 of damage per hour until it reaches 1 hit point again.