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Shimmernewt

Native to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side of their bodies. Random arrays of spots, stripes, and other patterns decorate their flanks, and it's said no two shimmernewts have the same coloration. Originally, shimmernewts were ordinary (if oversized) amphibians, living their lives between brackish coastal lakes or tidal pools and the steamy jungles nearby. Over time, the ambient chaotic energies flowing through Holomog magically altered their evolution. The shimmernewts of today barely resemble their ancestors.

Their inherent chaotic nature has resulted in shimmernewts operating on different cycles from one another. Some are diurnal, some are nocturnal, but most are crepuscular. Shimmernewts that live close to peaceful humanoid settlements are often docile, but wild populations, whether deep in the jungle or in proximity to more violent settlements, can be quite aggressive. When provoked, all shimmernewts can inflate their gills in impressive displays to appear more attractive to mates or more intimidating to rivals. The capricious amphibians lack any natural predators, and conservation-minded locals are trying to prevent them from migrating further inland.

Some underground rings host shimmernewt fights, an unsavory form of entertainment made alluring by lucrative betting. Strolling down the docks of any port town in Holomog for a few minutes provokes whispered invitations to these fights. Though many locals decry these fights as inhumane, each time a ring is shut down, another group pops up sooner or later.

Recall Knowledge - Beast (Arcana, Nature): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

ShimmernewtCreature 6

Legacy Content

Rare CN Medium Amphibious Beast 
Source Pathfinder #183: Field of Maidens pg. 85
Perception +14; darkvision
Skills Acrobatics +12, Athletics +15
Str +5, Dex +2, Con +4, Int -4, Wis +0, Cha -2
AC 22; Fort +16, Ref +14, Will +12
HP 120
Speed 25 feet, swim 35 feet
Melee [one-action] jaws +17 [+12/+7], Damage 2d10+8 piercing plus GrabMelee [one-action] tail +17 [+12/+7] (reach 10 feet), Damage 2d8+8 bludgeoning plus TripGaping Chomp [one-action] The shimmernewt chews on a creature that it has grabbed or restrained. The target creature must attempt a DC 24 Fortitude save.
Critical Success The creature takes no damage.
Success The creature takes 1d10 piercing damage.
Failure The creature takes 2d10 piercing damage and 1d6 persistent bleed damage.
Critical Failure The creature takes 4d10 piercing damage, 1d6 persistent bleed damage, and is sickened 2 by the pain of the chomp.
Shimmer Step [two-actions] (conjuration, primal, teleportation) The shimmernewt surges forward so quickly it slips through space, teleporting to a target for an unexpected attack. The shimmernewt teleports to an empty space adjacent to a creature it can see within 60 feet, then attempts a jaws Strike against the creature. The target creature is flat-footed against this Strike.

Sidebar - Related Creatures Mutant Shimmernewts

The chaotic energies that have infused the shimmernewt can sometimes manifest in dramatic ways. These shimmernewts gain the mutant trait and the elite adjustment to their statistics and typically have an additional magical ability or defense, such as resistance 5 to two energy damage types, a fly Speed of 40 feet, or the ability to spit blobs of fire or acid.