Unrisen SlithermawCreature 18
Source Pathfinder #211: The Secret of Deathstalk Tower
Perception +32 (darkvision, lifesense (precise) 30 feet)
Languages Chthonian, Necril, Can't Speak Any Language
Skills Athletics +35
Str +9, Dex +5, Con +6, Int -1, Wis +8, Cha +6
AC 41; Fort +30; Reflex +27; Will +32;
HP 350 (meant to live, void healing)
Speed 20 feet
Immunities death effects, disease, paralyzed, unconscious, bleed
Jaws
+34 (+29, +24) to hit (deadly d10, magical, unarmed) 2d6 Poison + 3d10+17 PiercingLifesense 30 feet
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Meant to Live (occult)Whenever an unrisen would take damage from vitality energy, it instead heals half that number of Hit Points.
Reactive Strike (Special)
The unrisen Slithermaw gains 12 extra reactions per round beyond its first, which it can only use to make Reactive Strikes. He can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares on the same triggering action.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Resurrection VulnerabilityA creature with a prepared or spontaneous spell that can restore the dead to life (such as Breath of Life or Raise Dead) can expend an appropriate spell slot as a 2-action activity to destroy an unrisen within 30 feet. The attempt fails if the unrisen succeeds at a will save against the creature's spell DC.
Rise Again (occult)If the unrisen Slithermaw is reduced to 0 Hit Points by means other than fire damage, disintegration, damage caused by a character wearing Slithermaw's Bane, or his resurrection vulnerability, he returns to unlife at the start of his next turn. He has 150 Hit Points and is Prone in the space in which he was destroyed. He can't be returned to unlife by this ability again for 1 hour.
Slithermaw's BaneIf a PC wears Slithermaw's Bane, the unrisen Slithermaw focuses his attacks on that PC. A PC who wears Slithermaw's Bane is immune to all poison damage caused by the unrisen Slithermaw. Whenever such a PC scores a critical hit on the unrisen Slithermaw, the undead hydra becomes Frightened 2. The unrisen Slithermaw is not immune to poison inflicted by Slithermaw's Bane when Calistria's Sting is activated and in fact has weakness 15 to this poison damage.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Awful Approach
The unrisen reshapes its grotesque form to move swiftly. It Strides twice. Any living creature that can see the unrisen during this movement must succeed at a DC 37 fortitude save or be Sickened 1 (Sickened 2 on a critical failure). This is a mental and visual effect. The unrisen can't use Awful Approach again for 1d4 rounds.
Death Grip
(curse, occult)Requirements The unrisen has a living creature Grabbed or Restrained
Effect The unrisen attempts to destroy its victim's life force to share the unrisen's fate. The creature must succeed at a DC 40 fortitude save or become Doomed 1. While the curse lasts, the creature regains only half as many HP from vitality healing effects; if it dies, any attempt to raise it from the dead causes it to return as an unrisen. The curse ends automatically if the creature's doomed value is reduced to 0.
Poisonous Breath
(occult, poison)The unrisen Slithermaw breathes out a toxic cloud of foul vapor from its heads in all directions at once. Creatures within a 30-foot emanation take 15d8 poison damage (DC 40 fortitude save). The unrisen Slithermaw can't use Poisonous Breath again for 1d4 rounds.
Storm of Jaws
The unrisen Slithermaw makes up to 12 jaws Strikes, each against a different target. These attacks count toward his multiple attack penalty, but the multiple attack penalty doesn't increase until after he makes all of his attacks.
Grab
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.
An unrisen is a mangled conglomeration of splintered bones, decaying organs, and rotting flesh, created when a ritual such as resurrect goes catastrophically wrong. Immense care must be taken, for if the ritual is a critical failure, an unrisen can be the resultโas many a ritualist has learned to their horror.
Unrisen are barely intelligent, aware only of the agony constantly inflicted by their flawed creation and their resentment for the living. They tend to attack the casters involved in the botched ritual first before lashing out at everyone else around them. Though an unrisen's twisted form is unrecognizable as the intended target of the resurrection, its wordless howls are often disturbingly similar to the deceased's voice. If an unrisen is destroyed before it can rise again, it's reduced to a handful of metallic blue-green salts referred to as essential salts.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects 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.