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KunCreature 14


UncommonNEGargantuanColdAquaticBeast
Source Pathfinder #167: Ready? Fight!
Perception +27 (darkvision, light blindness, wavesense 60 feet)
Languages Aquan, (can't Speak Any Languages)
Skills Acrobatics +25, Athletics +29, Intimidation +22, Survival +25
Str +8, Dex +4, Con +7, Int +1, Wis +5, Cha +4

AC 36; Fort +29; Reflex +24; Will +23;
HP 230
Speed 0 feet (swim 40 feet)
Weaknesses Good 10
Resistances Cold 10

Jaws One Action +30 (+25, +20) to hit (reach 15) 3d12+14 Piercing
Tail One Action +28 (+23, +18) to hit (reach 20, sweep) 3d12+14 Bludgeoning

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.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Wavesense 60ft

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.

At-Will Spells

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

Spite Reaction

Trigger A creature within reach of the kun's tail uses an action to attack or heal another creature (including the kun)


Effect The kun bats the triggering creature away with their tail, making a tail Strike against the creature. On a hit, the action is disrupted and the creature is pushed 10 feet.

Funnel Two Actions (cold, evocation, primal, water)

The kun inhales violently, sucking in heat and all creatures in the water in a 60-foot cone. Creatures in the area must succeed at a DC 33 fortitude save or take 10d8 cold damage. The kun can't Funnel again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is pulled 30 feet toward the kun.

Critical Failure The creature takes double damage and is pulled 60 feet toward the kun.

Heart of Darkness

Whenever the kun makes an attack from within an area of darkness, their attack deals an additional 2d6 evil damage.

Swallow Whole One Action (attack)

Huge, 3d12+7 bludgeoning damage, Rupture 30


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.


Innate Primal Spells (DC 32, +24 to hit)

2nd Level: Darkness (at will)
5th Level: Control Water (at will), Wall of Ice


Hungry and resentful, the malevolent kun is a mythological fish monster that dwells in the remotest, coldest depths of the ocean. This massively powerful creatures could easily rule a subaquatic domain if they cared to, but kuns are also famous for their total self-absorption and complete ambivalence toward other forms of life. A kun remains as far away from other creatures as they can, subsisting on only their own icy hatred. They can consume and digest prey, but such feedings are incidental. Most kuns remain ignorant and uncaring, keeping themselves in the dark, disregarding any signs of life around them except to occasionally lash out with a spiteful attack.


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.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.