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Alchemical HorrorCreature 21


NEHugeAberration
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +35 (darkvision, wavesense (imprecise) 60 feet)
Languages none
Skills Athletics +39
Str +10, Dex +5, Con +9, Int -3, Wis +0, Cha +0

AC 46; Fort +37; Reflex +32; Will +27;
HP 400
Speed 20 feet (swim 50 feet)
Immunities disease, poison, sickened
Resistances Acid 20, Precision 20

Jaws One Action +39 (+34, +29) to hit (acid, magical, reach 10) 2d6 Acid + 4d8+18 Bludgeoning
Pseudopod One Action +37 (+32, +27) to hit (acid, magical, reach 15) 4d10+18 Bludgeoning + 2d6 Acid

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Alchemical Reaction Reaction

Trigger The alchemical horror takes damage from an alchemical bomb


Effect The volatile substances that compose the alchemical horror froth outward as they react with the bomb. The bomb's full effects affect creatures in every space within 15 feet of the alchemical horror, and splash damage affects creatures 5 feet beyond that.

Wavesense (Imprecise) 30 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Alchemical Torrent Two Actions (acid, evocation, primal)

The alchemical horror spews a torrent of alchemical fluids in a 30-foot cone that deals 20d6 acid damage to creatures in the area (DC 43 basic reflex save).

The alchemical horror can't use this ability again for 1d4 rounds.

Swallow Whole One Action (attack)

Large, 4d12+18 bludgeoning damage, Rupture 40


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.