Size:
Medium
Type:
Magical Beast
Form:
shark
Temper:
hostile, predatory, territorial
# App:
1, 2
Lair:
Diet:
carnivore
Combat Dice: 0
Hit Points: 12 + 1d6
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: soldier
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 28 (5d10 + 1) piercing damage.
Action
Horrifying roar
A bunyip's roar is supernaturally loud and horrifying. When a bunyip roars, all hearing creatures within a 100-foot spread must succeed on a DC 14 Wisdom saving throw to avoid being deafened and frightened. A deafened creature can attempt a DC 14 Constitution saving throw at the end of each of its turns to end the effect. A frightened creature can attempt a DC 14 Wisdom saving throw at the end of each of its turns to end the effect. Whether or not the initial saving throw is successful, creatures in the area are immune to the roar of that bunyip for 24 hours.
Special
Blood Frenzy
If a creature takes piercing or slashing damage within 30 feet of the bunyip while they are both swimming, or if the bunyip is damaged, the bunyip goes into a frenzy for 1 minute, gaining advantage on all attack rolls.
Special
Water Breathing
The bunyip can only breathe underwater.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
8 (2d6+3)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Bleed|Blood Rage|Roar
You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
Special
|Bleed|Blood Rage|Roar
When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4 bonus on Constitution and Strength checks, but attacks made against it gain +4 bonus.. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Special
|Bleed|Blood Rage|Roar
A bunyip's roar is supernaturally loud and horrifying. When a bunyip roars, all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a Paralysis save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours.
Special
|Bleed|Blood Rage|Roar
This is a sonic, mind-affecting fear effect.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Improved Critical (bite)B
Action
Feat 2
Skill Focus (Perception)
Action
Feat 3
Skill Focus (Stealth)
Action
Feat 4
Weapon Focus (bite)
Action
Melee 1
bite +7 (1d8+1/19-20 plus bleed)
Special
A bunyip's blood rage ability activates whenever it detects blood in the water using its keen scent, but otherwise functions as the universal monster rule of the same name.
Special
Roar (Su)
A bunyip's roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Constitution-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Aquatic Opportunity
As Attack of Opportunity, but both the bunyip and the triggering creature must be in water.
Ability
Blood Frenzy
2 penalty to AC.
Ability
Blood Scent
The bunyip can smell blood in the water from up to 1 mile away.
Ability
Roar
(auditory, concentrate, emotion, enchantment, fear, mental, primal) The bunyip lets out a loud and horrifying roar. Other creatures within 100 feet must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure, frightened 1 on a success, or unaffected on a critical success). No matter the result, the creature is temporarily immune to the effect for 1 minute.
Ability
Shift Form
(morph, primal, transmutation) A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn't deal the 1d6 persistent bleed damage. It can choose to gain either a long snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the bunyip can return to normal or switch between a long tail or crocodile legs.
Offense
Melee
Circumstance: combat round (melee)
jaws +11 [+6/+1], Damage 1d10+4 piercing plus 1d6 persistent bleed damage
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Perception
blood scent
darkvision
scent (imprecise) 100 feet
The bunyip is a fierce and avid hunter, possessing a primal ruthlessness that seems almost evil in its rapacity. A bunyip typically inhabits large freshwater inlets, marshy sloughs and bayous, or sheltered coastal sea caves where food is plentiful-the bunyip is equally at home in fresh or saltwater.
It prefers feeding on animals of Small size or larger, though it isn't averse to eating humanoids when presented the opportunity. Bunyips are quite territorial, and readily attack when intruders threaten their hunting grounds. Bunyips mate annually, during the late spring. During this period, bunyips become even more aggressive. After mating, couples split, with the female wandering off to find a place to birth a small litter of four to six pups. Females watch their pups for a few days, until they become independent enough for the mothers to move on.
Adaptable. Reports of bunyip sightings come from every end of the map. Though the accuracy of all such reports remains doubtful, enough reliable accounts exist to confirm their widespread adaptability. The species thrives in numerous ecological climes, from frigid polar fjords to idyllic tropical lagoons. The bunyip is not a deep-sea creature, and even avoids larger freshwater lakes, as it prefers to lurk near shorelines where its favorite food is more common.
Bunyips vary in appearance as much as they do in their habitat. All possess a similar physical structures to a large seal, with an oversized mouth filled with sharp fangs. All bunyips have at least a thin layer of hair, generally longer and shaggier in freshwater bunyips, and usually in shades of pale gray, brown, or black.
While bunyips can survive equally well in fresh or saltwater, those dwelling in the ocean have developed somewhat differently from their cousins that live close to land.
Oceangoing bunyips usually have a thick, muscular tail ending in wide flukes and jaws that seem almost shark-like.
Their flippered forelimbs are strong and sharp-edged, while their rear flippers are vestigial and weak.
Freshwater bunyips by contrast have vaguely canine heads, often with large fangs or even tusks. Their tails are long but much slimmer, with very small flukes sometimes covered in a tuft of hair. However, they retain four strong flippered limbs, splayed like webbed fingers and tipped with stubby claws, and have proven to be surprisingly clever and dextrous in using them.
5e SRD