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Ulgrem-AxaanCreature 7


UniqueCELargeAmphibiousBeastUndead
Source Pathfinder Lost Omens: Monsters of Myth
Perception +18 (darkvision, wavesense (imprecise) 60 feet)
Languages Druidic, Necril, (can't Speak Any Language)
Skills Athletics +17, Deception +15, Intimidation +17, Stealth +16
Str +6, Dex +4, Con +4, Int -2, Wis -1, Cha +4

AC 24; Fort +18; Reflex +15; Will +12; +2 status to all non-primal emotion effects
HP 130 (negative healing)
Speed 25 feet (burrow 10 feet, swim 30 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 5
Resistances Cold 10, Electricity 5, Piercing 5

Jaws One Action +18 (+13, +8) to hit (reach 10) 2d12+8 Piercing
Tail One Action +18 (+14, +10) to hit (agile, reach 10) 2d8+8 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.

Frozen Contemplation

Being frozen stops the constant pain Ulgrem-Axaan has experienced since its death. Ulgrem-Axaan has fast healing 5 while in severe cold or colder environments, or for 1 round after taking cold damage.

Wavesense (Imprecise) 60 feet

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.

+2 Status to All Saves vs. Non-primal Emotion EffectsNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Baleful Glare (aura, emotion, fear, visual)

15 feet Aura


Creatures entering or starting their turn in the emanation that can see Ulgrem-Axaan must succeed at a DC 22 will save or be Frightened 1 (Frightened 2 on a critical failure). A creature that succeeds at its save is temporarily immune to baleful glare for 1 minute.

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Territorial Rage Reaction

Trigger A creature comes within melee reach of Ulgrem-Axaan while it's burrowed underground or underwater


Effect Ulgrem-Axaan lunges and makes a jaws Strike against the creature, which is Flat-Footed against the attack and takes an additional 1d6 damage on a hit.

Aquatic Ambush One Action

30 feet

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.


Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Swallow Whole One Action (attack)

Medium, 1d12+8 bludgeoning, Rupture 18

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.

Unnatural Vengeance

Ulgrem-Axaan gains a +1 circumstance bonus to attack and damage rolls against undead.

Voltaic Blow One Action (electricity)

Requirements Ulgrem-Axaan has a creature Grabbed with its tail


Effect An electric shock passes through Ulgrem-Axaan's tail, dealing 2d4+8 electricity damage to the creature (DC 25 basic fortitude save).

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.



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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.