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CamarachCreature 17


UncommonCNGargantuanMonitor
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +27 (darkvision, thoughtsense (imprecise) 120 feet)
Languages Abyssal, Celestial, Infernal, Protean, Telepathy 100 Feet, Tongues
Skills Athletics +33, Deception +36, Intimidation +30, Religion +31, Stealth +28, Survival +31
Str +10, Dex +5, Con +6, Int +6, Wis +6, Cha +9

AC 40; Fort +31; Reflex +26; Will +29;
HP 320
Speed 0 feet (fly 60 feet, swim 60 feet)
Weaknesses Lawful 15
Resistances Physical 15

Jaws One Action +35 (+30, +25) to hit (magical, reach 20) 3d10+18 Piercing

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.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Thoughtsense (Imprecise) 120 feet (mental, divination, occult)

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Disgorge Portal Two Actions (evocation, light, occult)

The camarach vomits a spray of coruscating light. This has the effect of a DC 42 Prismatic Spray, except that each creature is affected by one violet beam and one other beam (roll 1d6 instead of 1d8 to determine which other beam).

The camarach can't Disgorge a Portal again for 1d4 rounds.

Exile One Action (conjuration, occult, teleportation)

The camarach shunts one creature within its body through an inner portal to send it away.

The target must attempt a DC 38 will save.


Critical Success The creature is teleported to an open space it chooses within 30 feet of the camarach.

Success The creature isn't teleported.

Failure The creature is teleported to a random open space 1 mile from the camarach.

Critical Failure The creature is teleported to a random other plane, as Plane Shift.

Fast Swallow Reaction

Trigger The camarach Grabs a creature


Effect The camarach uses Swallow Whole.

Project False Image

When the camarach casts project image, its illusory image can be another creature of its size or a structure of its size that features a large portal (such as a freestanding archway or a large hut with an open doorway).

Swallow Whole One Action (attack)

Huge, 3d10+9 bludgeoning damage, Rupture 34


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.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Occult Innate Spells (DC 43, +35 to hit)

5th Level: Mind Probe
7th Level: Tongues (Constant)
8th Level: Hallucination
9th Level: Project Image (At Will) (See Project False Image)



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.