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KunCreature 14


UncommonGargantuanAquaticBeastColdUnholy
Source Pathfinder Lost Omens Tian Xia World Guide
Perception +27 (darkvision, wavesense (imprecise) 60 feet, light blindness)
Languages Thalassic, (can't Speak Any Languages)
Skills Acrobatics +25, Athletics +29, Intimidation +22, Survival +25
Str +8, Dex +4, Con +7, Int +1, Wis +5, Cha +4

AC 36; Fort +29; Reflex +24; Will +23;
HP 230
Speed 0 feet (swim 40 feet)
Weaknesses Holy 10
Resistances Cold 10

Jaws One Action +28 (+23, +18) to hit (reach 15, unarmed) 3d12+14 Piercing
Tail One Action +28 (+23, +18) to hit (reach 20, sweep) 3d12+14 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-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Wavesense (Imprecise) 60 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Spite Reaction

Trigger A creature within reach of the kun's tail uses an action to heal or help anyone else


Effect The kun bats the triggering creature away with their tail, making a tail Strike against the creature. On a hit, the action is disrupted and the creature is pushed 10 feet.

Funnel Two Actions (cold, primal, water)

The kun inhales violently, sucking in heat and all creatures in the water in a 60-foot cone. Creatures take 10d8 cold damage and must attempt a DC 33 fortitude save. The kun can't Funnel again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is pulled 30 feet toward the kun.

Critical Failure The creature takes double damage and is pulled 60 feet toward the kun.

Heart of Darkness

Whenever the kun makes a jaws Strike from within an area of darkness, their jaws deals an additional 2d6 spirit damage and gains the unholy trait.

Swallow Whole One Action (attack)

Huge, (3d12+7) bludgeoning, Rupture 30


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained 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 Off-Guard 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.

Effect: Engulf and Swallow Whole

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.


Primal Innate Spells (DC 32, +24 to hit)

2nd Level: Darkness (At Will)
5th Level: Control Water (At Will), Wall of Ice


Hungry and resentful, the malevolent kuns are mythological fish monsters that dwell in the remotest, coldest depths of the ocean. These massively powerful creatures could easily rule a subaquatic domain if they cared to, but kuns are also famous for their total self-absorption and complete ambivalence toward other forms of life. Kuns remain as far away from other creatures as they can, subsisting on only their own icy hatred. They can consume and digest prey, but such feedings are incidental or driven more by spite than any physical need. Most kuns remain ignorant and uncaring, keeping themselves in the dark and disregarding any signs of life around them except to occasionally lash out when disturbed.

The kun hunts at the bottom of the cold, dark sea. But if shown the light of the sun, a kun begins to understand that it dwells within a different, bigger world. When flocks of birds or schools of fish cast their dappled shadows upon a kun, they might grow weary of their solitude or become curious about the realm above.


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.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

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.

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.