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RumindrolCreature 15


Rare​Gargantuan​Beast​
Source Pathfinder Howl of the Wild
Perception +28 (motion sense (precise) 120 feet)
Languages none
Skills Athletics +30, Deception +27, Survival +25
Str +9, Dex +6, Con +7, Int -1, Wis +5, Cha -1

AC 37; Fort +30; Reflex +26; Will +23;
HP 295
Speed 20 feet (burrow 60 feet)
Weaknesses Cold 10
Resistances Poison 15, Sonic 15

Jaws One Action +30 (+25, +20) to hit (reach 15, unarmed) 3d12+15 Piercing
Leg One Action +30 (+26, +22) to hit (agile, reach 15) 3d8+15 Slashing
Focused Resonance One Action +30 (+25, +20) to hit 3d10+15 Sonic

Motion Sense

A rumindrol can sense nearby motion through vibration and air movement.

Dreadful Resonance (auditory, aura, incapacitation)

60 feet. Each creature that enters or starts its turn in the emanation must succeed at a DC 36 fortitude save or become Enfeebled 1 (Enfeebled 2 on a critical failure) and take 3d8 sonic damage.

Enthralling Call (auditory, aura, emotion, mental)

1 mile. Each non-rumindrol creature that enters or starts its turn within the emanation must succeed at a DC 26 will save or become Fascinated. The creature then becomes temporarily immune to this effect for 1 day (1 hour on a critical failure). Any creature fascinated in this way will attempt to find the source of the rumindrol's cry, mindlessly wandering towards it.

Entropic Cry One Action (auditory, incapacitation)

The rumindrol focuses its sonic emanations on a creature it's aware of within the area of its enthralling call aura. The target must attempt a DC 31 fortitude save.


Critical Success The creature becomes temporarily immune to Entropic Cry for 1 hour.

Success The target is Sickened 1.

Failure The target is Sickened 2.

Critical Failure The target is sickened 2, Enfeebled 1, and Stupefied 1.

Fast Swallow Reaction

Trigger The rumindrol Grabs a creature


Effect The rumindrol uses Swallow Whole.

Inexorable

The rumindrol recovers from the Paralyzed, Slowed, and Stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the Immobilized condition, and it ignores difficult terrain and greater difficult terrain.

Swallow Whole One Action (attack)

Huge, (3d10+9) 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.

Thrash Two Actions (attack)

The rumindrol attempts individual Strikes against each creature in its reach. It can attempt up to one jaws Strike and any number of leg Strikes. Each attack counts toward the rumindrol's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks.

Trample Three Actions

Huge or smaller, leg, DC 36 reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

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


The elusive rumindrol, an apex predator of the Darklands, lives deep below the surface of Golarion. Capable of emitting siren-like calls that reverberate far and wide through the tunnel systems surrounding its lair, a rumindrol feasts on the giant subterranean worms drawn to its call—as well as shulns and other creatures that feed in the worms' wake—by building up sickening subsonic vibrations within its targets until they are unable to move.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.