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GraulCreature 4


UncommonLargeAberration
Source Pathfinder Lost Omens Highhelm
Perception +14 (blindsight (precise) 120 feet)
Languages Aklo
Skills Acrobatics +10, Athletics +10, Deception +10, Stealth +12
Str +5, Dex +3, Con +3, Int +2, Wis +3, Cha +2

AC 20; Fort +11; Reflex +8; Will +14;
HP 60
Speed 0 feet (fly 25 feet)

Jaws One Action +14 (+9, +4) to hit (unarmed) 2d8+5 Piercing
Tentacle One Action +14 (+10, +6) to hit (agile, reach 20, unarmed) 2d6+5 Bludgeoning

Darkvision Invisibility

The graul's rubbery flesh is saturated with a unique biochemical compound that renders it undetectable by any form of darkvision. In dim or bright light, the creature can be perceived normally by any kind of vision.

Oderless

The graul exudes no natural aroma, rendering it undetectable to creatures using the scent ability.

Paralysis (incapacitation, poison)

A living creature struck by a graul's jaws attack must succeed at a DC 20 fortitude save or become Paralyzed. It can attempt a new check at the end of each of its turns, and the DC cumulatively decreases by 1 on each such check. A creature paralyzed by this ability is also affected by the graul's darkvision invisibility for as long as the effect persists.

Seize One Action

Requirements The graul has a creature Grabbed with its tentacle


Effect The graul pulls the creature toward itself. The graul attempts an athletics check against the creature's Fortitude DC. With a success, the graul pulls the creature 15 feet closer to it.

Sound Mimicry One Action

The graul can perfectly imitate the sounds and speech of other creatures by attempting a deception check against a listener's Will DC. The graul doesn't need to understand the language it's mimicking, but when speaking a language it doesn't know, the creature can only repeat specific words and phrases it has heard in the past 24 hours. The graul can't use this ability to duplicate voice-based abilities or spells.

Tentacle Grab

A creature hit by the graul's tentacle becomes Grabbed by the graul. The creature isn't Immobilized, but it can't move beyond the reach of the graul's tentacle. A creature can sever the tentacle with a Strike against AC 18 that deals at least 10 slashing damage. This deals no damage to the graul but prevents it from using its tentacle Strike until it regrows the tentacle, which takes 1 round. The graul can move without ending the Grab as long as the creature remains within the tentacle's reach.


Primal Innate Spells (DC 18, +10 to hit)

1st Level: Illusory Object, Ventriloquism (At Will)


The labyrinthine caverns and tunnels beneath Highhelm are home to many dangers, with the insidious graul being one of the more notable native species. These highly specialized ambush predators possess a natural camouflage that renders them completely imperceptible to all forms of darkvision as they float silently through the darkness, allowing them to hunt creatures that rely on specialized senses to navigate their lightless domain. Surprisingly cunning, grauls are adept at using their magical talents for illusion and mimicry to separate potential prey from allies and light sources alike.


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.