Huge Animal
Hit Dice: 25d8+150 (262 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 24 (–2 size, +2 Agy, +14 natural), touch 10, flatfooted 22
Base Attack/Grapple: +18/+36 (+40 with bite)
Attack: Bite +27 melee (4d6+15/19–20)
Full Attack: Bite +27 melee (4d6+15/19–20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, locking jaws, savage, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +20, Ref +16, Will +10
Abilities: Str 31, Agy 14, Sta 22, Int 2, Spt 11, Cha 10
Skills: Listen +12, Spot +12, Survival +16
Feats: Bloodletter, Cleave, Improved Bull Rush, Improved Natural Attack* (bite), Improved Critical (bite), Iron Will, Power Attack, Skilled (Listen and Spot), Weapon Focus (bite)
Environment: Warm forest and marsh
Area: Sholazar Basin, Un’Goro Crater
Organization: Solitary, pair, or horde (3–6)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 26–32 HD (Huge); 33 — 45 HD (Gargantuan)
Level Adjustment:

  • This feat appears in Chapter 4: Monsters as Characters.

This giant lizard walks on two powerfully muscled hind legs. Its stunted yet sharp-clawed forelimbs stretch out before it, and rows of bloodstained teeth fill its maw. Mud spatters its pale green hide.

The devilsaur got its name from its vicious, relentless attacks, during which it savages its victims to death. The devilsaur uses its bite to assault its prey, and its powerful hind legs allow it to chase down almost anything.
Despite the ferocity of this ill-tempered beast, hunters prize its extraordinarily tough but supple hide and often seek it out. Some theorize that the devilsaur’s foul temper developed over years of people hunting and skinning its kind.
Devilsaurs grow to 30 feet tall and weigh almost 16 tons. Females tend to be smaller and lighter than males, but are even more aggressive. In a reversal of most creatures’ natural gender roles, a female devilsaur abandons her eggs as soon as she lays them; male devilsaurs can identify a clutch of eggs they fathered by scent, and protect that clutch until the eggs hatch.

The devilsaur uses its good speed to charge as soon as its enemies enter range. It targets the smallest creatures in a pack first, closing its powerful jaws over them and lifting them off the ground. The devilsaur savages it prey, biting and shaking until it or the enemy stops moving, swallows, and then moves on to the next target. Badly wounded devilsaurs flee, sometimes carrying opponents with them.
Improved Grab (Ex): To use this ability, a devilsaur must hit an opponent of up to Large size with its bite attack. If it wins the grapple check, it establishes a hold and can attempt to savage the following round.
Locking Jaws (Ex): A devilsaur’s powerful jaws grant it a +4 racial bonus on grapple checks made to hold and savage bitten opponents.
Savage (Ex): A devilsaur that makes a successful grapple check to deal damage to a held opponent deals double damage (8d6+30).
Swallow Whole (Ex): A devilsaur can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the devilsaur’s muscle movements and gizzard acids. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge devilsaur’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: A devilsaur has a +8 racial bonus on Survival checks.