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Deghuun (Child of Mhar)Creature 18


UncommonHugeAberrationEvilUnholy
Source Pathfinder #156: The Apocalypse Prophet
Perception +30 (greater darkvision, smoke vision)
Languages Aklo, Telepathy 100 Feet
Skills Athletics +37
Str +9, Dex +6, Con +8, Int -1, Wis +0, Cha +4

AC 42; Fort +34; Reflex +30; Will +26;
HP 420
Speed 40 feet (climb 40 feet)
Immunities fire, poison
Weaknesses Cold 10, Holy 10
Resistances Physical 10

Tentacle One Action +35 (+31, +27) to hit (agile, reach 20, unarmed) 3d10+17 Bludgeoning
Lava Ball One Action +34 (+29, +24) to hit (brutal) 4d6+17 Bludgeoning + 3d6 Fire

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.

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Smoke Vision

The deghuun ignores the Concealed condition from smoke or smog, including from Sulfurous Plume.

Unfathomable Aspect

Anytime a deghuun attempts a Will save against an enchantment spell, the spell's caster must attempt a DC 38 will save or become Confused for up to the spell's duration.

Beak Crunch One Action

Requirements The deghuun has a creature Grabbed with its tentacles


Effect The creature takes (4d8+17) piercing damage.

Sulfurous Plume Two Actions (fire, poison)

The deghuun vents caustic smog for 1d4 rounds.

Any creature that ends its turn within 30 feet of the deghuun during this time takes 6d6 fire damage and is Sickened 1 (DC 38 fortitude; the creature avoids the sickened condition on a critical success, or is Sickened 2 on a critical failure).

While sickened in this way, a creature takes a -2 status penalty to its saving throw against the deghuun's Hallucination.

Any creature that's in the smog is Concealed and treats other creatures as concealed. Strong winds dissipate the smog.

Tentacle Assault One Action

The deghuun makes three tentacle Strikes, each against a different creature within reach. These attacks count toward its multiple attack penalty as normal.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 38, +30 to hit)

3rd Level: Earthbind
5th Level: Hallucination
8th Level: Earthquake


Mhar, an ancient evil deity of caverns, mountains, and volcanoes, belongs to the pantheon of the Great Old Ones-monstrous beings of alien intellect and unfathomable power. The so-called children of Mhar (known as deghuuns in the chaotic tongues of Mhar's enraptured cultists) physically resemble blue-gray octopods made of stone, mud, and molten iron. Venthole-like craters dot the surface of a deghuun's body, through which the creature can gaze out with a single golden eye that it can move from crater to crater.


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.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.