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UmonleeCreature 15


UncommonNHugeAmphibiousBeastCold
Source Pathfinder Bestiary 2
Perception +25 (darkvision, tremorsense (imprecise) 80 feet)
Languages Aklo
Skills Athletics +31, Stealth +24
Str +8, Dex +3, Con +7, Int -3, Wis +2, Cha +3

AC 39; Fort +28; Reflex +26; Will +23; +1 status to all saves vs. mental
HP 320
Speed 50 feet (burrow 25 feet, swim 40 feet)
Immunities cold
Weaknesses Fire 15
Resistances Mental 10

Jaws One Action +31 (+26, +21) to hit (reach 10) 3d6 Cold + 3d6+16 Piercing
Pincers One Action +31 (+27, +23) to hit (agile, reach 15) 3d8+16 Slashing

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.

Tremorsense

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.

+2 Status to All Saves vs. MentalFreezing Breath Two Actions (cold, evocation, incapacitation, primal)

The umonlee breathes a cone of extremely cold air that damages its prey and can freeze them to the ground. Its breath deals 12d8 cold damage to creatures in the 50-foot cone (DC 38 reflex save).

The umonlee can't use Freezing Breath again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Slowed 1 for 1 round.

Failure The creature takes full damage and is Slowed 1 for 1 round. If the creature is standing on the ground, it's Immobilized as thick ice forms around it, and it can't recover from being slowed. The creature remains immobilized and slowed 1 until it manages to Escape (DC 36) or deal 30 damage to the ice, which has weakness 10 to fire.

Critical Failure As failure, except the creature takes double damage and the ice holding it in place requires 60 damage to break.

Greater Constrict One Action

2d10+8 bludgeoning damage, DC 36


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

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.


Those who dwell in the coldest climates of Golarion tell of a brutal beast that swims through the ice and snow and can devastate entire villages in minutes. Ancient Erutaki who made their homes in the frozen polar expanse called the Crown of the World named this monster the umonlee.

Umonlees are bestial predators who constantly hunt, rarely resting in service of a hunger that is never fully sated. Despite this animalistic drive, umonlees are semi-intelligent creatures who often select and stalk their prey. However, they are not terribly bright and often keep their hunting grounds in sparsely-trafficked areas. It is rare for an umonlee to attack a village, but one might attack a sparse group, such as a hunting or scouting party. Many caravans traversing the Path of Aganhei-the trade route between the continents of Avistan and Tian Xia that crosses the Crown of the World-have had their expeditions abruptly ended by an encounter with one of these monstrosities.

Those who study monsters posit that umonlees are related to chuuls, as the creatures exhibit some similarities. Both are semi-intelligent, crustacean predators that use ambush tactics to kill and eat their prey. Even though they can talk, umonlees typically only speak Aklo, which also gives credence to this theory. This would also lend to the theory that chuuls are products of alghollthu manipulation, meaning that umonlees are also the results of these alien designs. However, the fact that these creatures aren't evil argues well against such a theory.


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.

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.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.