Trench NewtThis inky figure appears to be a giant newt with a crustaceous shell and lobster-like tail. It lurches forward on six strong, stubby legs, as the mess of tentacles jutting from its forelimbs creep toward you.
Trench Newt CR 5XP 1,600
CE Large aberration (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +12
AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
hp 53 (7d8+21)
Fort +5, Ref +3, Will +7
Defensive Ability form of shadow, thicket of tentacles; Resist acid 5, cold 5
Weakness light confusion
Speed 30 ft., swim 60 ft.
Melee bite +9 (1d8+5), 2 tentacles +7 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-foot cone, 4d6 acid damage, Reflex DC 16 for half, usable every 1d4 rounds), rake (2 tentacles +7, 1d6+2)
Spell-Like Abilities (CL 7th)
3/day—acid arrow, darkness
Str 20, Dex 9, Con 16, Int 13, Wis 14, Cha 15
Base Atk +5; CMB +11 (+15 grapple); CMD 20
Feats Improved Initiative, Lightning Reflexes, Multiattack
Skills Knowledge (any one) +11, Perception +12, Stealth +12, Survival +12, Swim +23; Racial Modifiers +4 Stealth
Languages Aquan, Undercommon
Environment any aquatic
Organization solitary, pair, or clutch (3–6)
Form of Shadow (Su) The trench newt’s dark form is difficult to pick out except in the brightest light. In areas of normal light, attacks targeting the trench newt suffer a 20% miss chance. This increases to a 50% miss chance in areas of dim light (instead of the normal 20% miss chance).
Light Confusion (Ex) Bright light overwhelms the trench newt’s senses, causing it to twitch irritably at best or lash out at the nearest creature at worst. While in an area of bright light the trench newt is confused (as per the confusion spell).
Thicket of Tentacles (Ex) The trench newt has numerous feeler tentacles that it extends into nearby squares, impeding the movement of its foes. Enemies of the trench newt treat its threatened area as difficult terrain.
Trench newts are hideous creatures warped by centuries of life at the bottom of the ocean's deepest trenches (hence their name). While, thankfully, they usually stay far from land, occasionally overzealous fishermen will unwittingly deplete a trench newt's hunting ground and cause it to reach further out for prey, sometime even venturing into ports. Some remoter port towns actually welcome this, trading humanoid sacrifices to a trench newt for the use of its corrupt connection to the gods, its commune spell-like ability, to gain divine wisdom. No one is sure why trench newts are able to communicate with the gods, though some say they made a pact with an archaic god of secrets and then had the god killed.
Trench Newt LoreKnowledge (Dungeoneering) DC 15 The creature that stands before you is a trench newt, a vile aquatic creature known for strangling its foes with its tentacles and for its ability to spray acid. This also reveals the trench newt's energy resistances.
Knowledge (Religion) DC 15 This is a trench newt, a creature whispered about for its corrupt connection to the divine after some ancient pact with a long-dead god of secrets.
Knowledge (Dungeoneering) DC 20 Trench newts are extremely dangerous in areas of darkness, where they blend in seamlessly so as to become nearly invisible, but are susceptible to bright light, which causes them to become extremely agitated and confused.