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Bul-GaeCreature 14


UncommonMediumBeastColdFire
Source Pathfinder Lost Omens Tian Xia World Guide
Perception +26 (greater darkvision, scent (imprecise) 60 feet)
Languages Tien
Skills Athletics +28, Intimidation +23, Stealth +23, Survival +25
Str +8, Dex +4, Con +7, Int +5, Wis +6, Cha +4

AC 33; Fort +28; Reflex +22; Will +25;
HP 255
Speed 40 feet
Resistances Cold 15, Fire 15

Jaws One Action +27 (+23, +19) to hit (agile, unarmed) 2d6 Cold + 2d8+12 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. A creature with greater darkvision can see through even forms of magical darkness.

Scent (Imprecise) 60 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.

Eclipse Aura (aura, darkness, occult)

100 feet.

Light and shadows morph strangely around the bul-gae. Non-magical bright light is reduced to dim light within the aura. When a creature attempts an action within the aura that has the light trait, it must attempt a DC 34 will save. On a failure, the action is disrupted.

Solar Flare Reaction (fire, occult)

Trigger The bul-gae takes damage


Effect The bul-gae releases a solar flare in a 30-foot emanation. Each creature in the area takes 6d8 fire damage (DC 34 reflex save). On a critical failure, a creature also takes 2d10 persistent,fire damage. After using this ability, the bul-gae's flames cool, and they can't use Solar Flare again until after they've used their Lunar Burst ability.

Lunar Burst Two Actions (cold, occult)

The bul-gae releases a blast of otherworldly frost that deals 6d8 cold damage to each creature in a 10-foot emanation (DC 34 reflex save). On a critical failure, a creature also becomes Slowed 2 for 1 round. After using this ability, the bul-gae's flames heat up and they can't use Lunar Burst again until after they've used their Solar Flare reaction.

Shadow Leap One Action (occult, shadow, teleportation)

Requirements The bul-gae is in dim light or darkness


Effect The bul-gae dives into a shadow and reappears from a shadow within 40 feet.

Thermal Mastery

The bul-gae has total control over the powers of cold and fire. Each time it attacks with its jaws, it can choose to have the additional damage be either cold damage or fire damage.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Bul-gaes are manifestations of the eclipsed sun and moon. They look like large canines, though their coloration and features change as they exercise their powers over heat and cold. Depending on whether they've most recently unleashed their lunar or solar powers, bul-gaes resemble either a crimson hound wreathed in flames or a cerulean, frostbitten fox, respectively.

Legends say that the first bul-gae attempted to steal the sun from the sky. As they bit down on the burning sphere, though, the bul-gae was badly burned. Having failed, they then tried to retrieve the moon, but when they touched the moon, the bul-gae froze solid and fell to the ground. The descendants of that bul-gae forever hone their powers of flame and ice so that they might one day succeed where their ancestor failed.

Tales say that bul-gaes serve as faithful companions to the ancient, shadowy master of the first bul-gae. These stories purport that the shadow master can see through the distorted light of all bul-gaes and use the hounds as a means to watch the universe for unknown purposes.


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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Cold

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

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.