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SomnaluCreature 15


UniqueNEHugeAberrationDream
Source Pathfinder Lost Omens: Monsters of Myth
Perception +29 (greater darkvision, sleep scent (imprecise) 60 feet)
Languages Aklo, Can't Speak Any Language; Telepathy 60 Feet
Skills Arcana +27, Athletics +27, Lore +33, Occultism +30, Survival +25
Str +9, Dex +6, Con +6, Int +8, Wis +8, Cha +4

AC 37; Fort +25; Reflex +25; Will +29;
HP 290
Speed 30 feet (burrow 25 feet, climb 25 feet)
Immunities acid
Weaknesses Cold 15
Resistances Mental 10, Poison 15

Claw One Action +30 (+25, +20) to hit (reach 10) 3d12+17 Slashing
Tail Barbs One Action +30 (+26, +22) to hit (agile, reach 20) 3d8+17 Piercing

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

Baleful Gaze Reaction

Trigger A creature within 100 feet makes a ranged attack or uses an action that has the concentrate trait


Effect Somnalu fixes its central eye upon the triggering creature in an attempt to frighten it, jolting it and disrupting its action. The creature must attempt a DC 36 will save; on a failure, Somnalu disrupts the triggering action and the creature is Frightened 1.

Corrosive Wounds

The acid that coats the skin of Somnalu eats away at a weapon that Strikes it. As long as Digestive Secretions is active on Somnalu, whenever a creature hits Somnalu with a metal or wooden weapon, the creature must succeed at a DC 33 reflex save or else the weapon takes 2d8 acid damage (after dealing damage to Somnalu as normal). Thrown weapons and ammunition take this damage automatically with no saving throw.

Frightful Presence (aura, emotion, fear, mental)

30 feet Aura DC 33 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Sleep Scent (Imprecise) 60 feet

Somnalu can smell creatures that are asleep, as the scent ability.


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.

Acid Spew Two Actions

Somnalu jets acid from its skin, dousing all creatures in a 15-foot-wide, 60-foot-long line. Each creature in this area takes 10d8 acid damage (DC 33 basic reflex save). It can't use this ability again for 1d4 rounds.

Caustic Trench Three Actions

Somnalu Burrows three times. It digs a trench along its path, filling the trench with acid pumped from its skin. The trench is hazardous terrain, and any creature that moves into it takes 4d6 Persistent acid Damage. While Burrowing, if Somnalu would move through a space occupied by another creature, that creature must attempt a DC 36 reflex save to avoid falling into the trench and taking the acid damage. The acid remains for 1 minute.

Digestive Secretions One Action

Somnalu secretes acid for 1 round. Whenever it makes a melee Strike, it deals an additional 2d8 acid splash damage. Like most splash damage, this damage applies to the target and adjacent creatures and applies even on a failure, though not on a critical failure.

Drain Nutrients Two Actions

Somnalu targets a creature with a claw Strike. On a success, Somnalu drains the creature's life through its skin. The creature must succeed at a DC 36 fortitude save or become Drained 2 (Drained 1 on a success, no effect on a critical success). Somnalu gains temporary Hit Points equal to the amount of Hit Points the creature loses from this Strike.

Vent Fumes Three Actions

Somnalu blasts poison gas in a 30-foot radius. The gas lingers for 1 round, and all creatures that begin their turn in the gas or enter the gas take 4d8 poison damage (DC 36 basic fortitude save). Any creature in the gas is Concealed, and other creatures are concealed to all creatures in the gas. However, Somnalu can see through this concealment.

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 36, +28 to hit)

1st Level: Sleep (At Will)
2nd Level: Darkness (At Will), Silence (At Will)
5th Level: Strange Geometry
6th Level: Vibrant Pattern
8th Level: Hypnopompic Terrors


With its lithe, sinuous body and a flexible, twisting spine, Somnalu bears a resemblance to a giant lizard, save for its striking visage. Spiny frills run down the creature's mottled black back, interlaced with dull red stripes that streak from head to tail. Its two sets of forelimbs are bound to each other by small webs of skin. Its distinctive face lacks any visible mouth, nose, or ears, instead possessing only a huge red eye surrounded by six smaller, secondary eyes.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.