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ShulnCreature 12


RareNHugeBeast
Source Pathfinder Bestiary
Perception +20 (scent 30 feet, tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +25, Survival +22
Str +7, Dex +4, Con +6, Int -3, Wis +4, Cha +1

AC 33; Fort +25; Reflex +19; Will +21;
HP 195
Speed 40 feet (burrow 20 feet)
Resistances Physical 10, Poison 15

Adamantine Claw One Action +25 (+21, +17) to hit (agile, reach 15) 3d8+10 Slashing
Adamantine Fangs One Action +25 (+20, +15) to hit (reach 15) 3d10+10 Piercing

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Scent 30 feet

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.

Armor-Rending

Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target's armor, bypassing any Hardness lower than 10, like adamantine.

Shuln Saliva (incapacitation, poison)

Saving Throw DC 32 fortitude


Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Slowed 1 (1 round)

Stage 2 3d6 poison damage, and slowed 1 (1 round)

Stage 3 4d6 poison damage and Paralyzed for 2d6 hours. Shuln saliva overcomes the inexorable ability.

Unstoppable Burrow

Shulns can burrow into solid rock and any metal with a hardness less than that of adamantine like it is soil or loose rubble, leaving a tunnel 10 feet in diameter.


Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses.

Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms. They rely on tiny sensory whiskers that cover their snoutfland allow them to detect subtle movements in the air and ground without the use of vision. When it detects suitable prey, a shuln bites the target at the first opportunity, injecting it with a potent paralytic toxin present in its saliva. So strong is this poison that it is capable of subduing even the near-unstoppable purple worm, making the shuln a valuable companion to have for anyone making excursions into worm-infested regions of the Darklands. Shulns' notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not occur makes them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble.

Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from that place. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells-but for all that, they still love the taste of cave worm.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.