Actions/Abilities/Traits: (D&D 5e)
Action
Drown
The berberoka can submerge along with any grappled or restrained targets. It then engages in a Strength ability contest with its grappled or restrained targets to force the air from their lungs. If the berberoka succeeds, the target begins drowning (see rules for suffocation). Contests against grappled opponents are normal, but the berberoka has advantage on contests against targets that are grappled and restrained.
Action
Fist
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage. Target is grappled (Escape DC 14). If both fist attacks hit, target is also restrained.
Action
Multiattack
Berberoka make two Fist attacks.
Special
Amphibious
Berberoka can breathe air and water.
Special
Aquatic Stealth
Berberoka have advantage on stealth checks made while in water.
Special
Fisherman's Friend
Berberoka secrete a substance that attracts fish and when in water draw all fish of Intelligence 1 within a 100-yard radius to their location. A slain berberoka yields 3d6 doses of fisherman's friend (as it is commonly called), and each dose sells for 100 gp.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
Consume Lake
(manipulate) The berberoka drinks a prolific amount from an adjacent water source. If the water source is equal to or greater in volume than themself, the berberoka consumes up to 1,500 gallons of water per minute and becomes waterlogged. They can release water at the same rate. While waterlogged, the berberoka can use Spray Water, their size grows to Gargantuan, and their Speed is reduced to 15 feet.
Ability
Critical Success
The berberoka is unaffected.
Ability
Deep Breath
A berberoka can hold their breath for 2 hours.
Ability
Failure
The berberoka gains the fleeing condition for 1 round and is frightened 4.
Ability
Fear of Crabs
(emotion, fear, mental) If a berberoka sees a crab or crab-like creature, the berberoka must attempt a DC 33 Will save. They then becomes immune to the sight of that creature for 10 minutes.
Ability
Greater Constrict
2d12+12 bludgeoning, DC 33
Ability
Spray Water
Circumstance: The berberoka is waterlogged;
The berberoka sprays a blast of water in a 60-foot line. All creatures in the line take 6d8 bludgeoning damage (DC 35 basic Reflex save). On a failed save, a creature is knocked prone and pushed back 5 feet (10 feet on a critically failed save).
Ability
Success
The berberoka becomes frightened 2.
Offense
Melee
Circumstance: combat round (melee)
fist +31 [+26/+21] (reach 15 feet), Damage 3d12+16 bludgeoning plus Grab
Trait
Giant
Giants are massive humanoid creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Language
Common
Jotun
Perception
darkvision
scent (imprecise) 60 feet
Weakness
fear of crabs