Juvenile
Source: Alien Archive 4
CR: 3 XP: 800
N Medium vermin (aquatic)
Init.: +4 Senses: darkvision 120 ft., sense through (vision [fog only]) 60 ft. Perception: +8
Defense
HP: 40
EAC: 14 KAC: 16
Fort: +7 Ref: +5 Will: +2
Offense
Speed: 20 ft., swim 30 ft., fly 30 ft. (Ex, clumsy or average)
Melee: claw +8 (1d6+4 B)
Ranged: sonic snap +11 (1d4+3 So; critical staggered [DC 12])
Offensive Abilities: atmospheric enhancement, sonic snap
Statistics
Str: +1 Dex: +4 Con: +2 Wis: +0 Int: — Cha: -1
Skills: Acrobatics +13 (+5 to fly in normal atmosphere), Athletics +8 (+16 to swim)
Ecology
Environment: warm or temperate hills or water
Organization: solitary, pair, or cacophony (3–7)
Special Abilities
<p><b>Aerial Buoyancy (Ex)</b> An atlapak can inflate its lightweight body and flap its gills to swim through the air. In normal atmosphere, the atlapak moves at half speed with clumsy maneuverability. In thick atmosphere, the atlapak flies at full speed with average maneuverability. It’s unable to fly in environments with thin atmosphere or no atmosphere.<br/> <b>Atmospheric Enhancement (Ex)</b> An atlapak’s sonic snap ability becomes increasingly effective the denser its surroundings. In normal and thicker atmospheric conditions, the range increment increases to 100 feet, and the DC to resist the atlapak’s critical hit effect increases by 2. In thick atmosphere or underwater, the sonic snap gains the sniper (250 ft.) weapon property.<br/> <b>Sonic Snap (Ex)</b> By cocking and then snapping shut its specialized claw as a standard action, an atlapak can create a sonic burst as a ranged attack. This attack has a range increment of 50 feet, targets EAC, and has the penetrating special property, ignoring 3 points of its target’s hardness. This ability doesn’t function in environments with no atmosphere.</p>