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Ulgrem-LurannCreature 3


RareCNLargeAmphibiousBeast
Source Pathfinder Lost Omens: Monsters of Myth
Perception +12 (darkvision)
Languages Druidic, Can't Speak
Skills Athletics +10, Deception +8, Intimidation +11, Stealth +10
Str +4, Dex +3, Con +3, Int +1, Wis -2, Cha +2

AC 18; Fort +12; Reflex +10; Will +5;
HP 55
Speed 20 feet (swim 25 feet)
Resistances Electricity 5, Piercing 5

Jaws One Action +13 (+8, +3) to hit (reach 10) 1d8+6 Piercing
Tail One Action +13 (+9, +5) to hit (agile, reach 10) 1d6+6 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.

Bump in the River

An Ulgrem-Lurann can pretend to be a floating log while in water by attempting a Stealth check. It has a +2 circumstance bonus to its checks and DCs to do so. While using Stealth this way, creatures see the log but don't realize it's an Ulgrem-Lurann.

Attack of Opportunity Reaction

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.

Nurtured Loathing

An Ulgrem-Lurann gains a +1 circumstance bonus to attack and damage rolls against creatures with the undead trait.

Sparking Bite Two Actions (attack, electricity)

Requirements The Ulgrem-Lurann has a creature Grabbed with its jaws


Effect Electricity courses through its body and mouth, dealing an additional 1d4+6 electricity damage to the grabbed target with a DC 20 basic fortitude save.

Swallow Whole One Action (attack)

Small, 1d6 bludgeoning, Rupture 9

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.

Voltaic Blow One Action (electricity)

Requirements The Ulgrem-Lurann has a creature Grabbed with its jaws


Effect Electricity courses through its body and mouth, dealing an additional 1d4+6 electricity damage to the creature (DC 20 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

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.

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.