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LuscaCreature 17


UncommonCEGargantuanAberrationAquatic
Source Pathfinder #161: Belly of the Black Whale
Perception +31 (blood scent, darkvision, scent (imprecise) 100 feet)
Languages Aquan, Common
Skills Athletics +34, Intimidation +30, Survival +31
Str +9, Dex +5, Con +9, Int +0, Wis +6, Cha +5

AC 40; Fort +32; Reflex +26; Will +29;
HP 320
Speed 10 feet (swim 50 feet)
Immunities electricity

jaws One Action +35 (+30, +25) to hit (magical, reach 20) 3d12+17 Piercing
tentacle One Action +35 (+30, +25) to hit (magical, reach 40) 3d10+17 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.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Attack of Opportunity Reaction

The lusca gains 2 extra reactions at the start of each of its turns that it can use only to make an Attack of Opportunity with its jaws. It can't use more than one Attack of Opportunity triggered by the same action.

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Blood Scent

The lusca can smell blood in the water up to 1 mile away.

Storm Bringer (aura, evocation, primal)

When the lusca is near the surface for more than 1 hour, clouds appear and deliver a thunderstorm with a 2-mile radius centered on its location. The weather returns to normal 1 hour after the lusca departs.

Capsize One Action (attack)

The lusca tries to capsize an adjacent aquatic vessel of its size or smaller. It must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the lusca) or the pilot's Sailing Lore DC, whichever is higher.

Lusca Venom (poison)

Saving Throw DC 38 fortitude

Maximum Duration 6 rounds

Stage 1 4d6 poison damage and clumsy 1 (1 round)

Stage 2 6d6 poison damage and clumsy 2 (1 round)

Ravenous Jaws Two Actions

The lusca makes three jaws Strikes, each against a different target. These attacks count toward the lusca's multiple attack penalty, but the penalty doesn't increase until after the lusca makes all of these attacks. If the lusca subsequently uses the Grab action, it Grabs any number of creatures it hit with Ravenous Jaws.

Rend (jaws) One Action

Jaws


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Swallow Whole One Action (attack)

Huge, 4d12+9 bludgeoning, Rupture 38


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 38, +0 to hit)

8th Level: Punishing Winds
9th Level: Chain Lightning


A lusca is a predatory sea monster that resembles a three-headed shark with the body of an octopus. Ferocious electrical storms usually herald a lusca's arrival; such violent bursts of electricity result from the creature's superconductive flesh, which allows the lusca to store energy from lightning strikes that it can then discharge at foes.


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.