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Velicarn's HeadCreature 9


UniqueLargeUndeadUnholy
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +17 (darkvision)
Languages Common, Necril, Can't Speak Any Language
Skills Acrobatics +17, Athletics +21, Survival +17
Str +6, Dex +4, Con +4, Int +0, Wis +2, Cha +0

AC 28; Fort +21; Reflex +17; Will +15;
HP 170 (void healing)
Speed 15 feet (fly 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Holy 10, Vitality 10

Jaws One Action +21 (+16, +11) to hit (unarmed) 2d12+9 Piercing
Talon One Action +21 (+17, +13) to hit (agile, unarmed) 2d8+9 Slashing

Void Healing

A 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.

Rupturing Shriek Two Actions (auditory, curse, divine, emotion, fear, mental)

Velicarn's head unleashes a horrific howl that causes blood to leak out of those who hear it and into his gaping open mouth. All creatures within 30 feet must succeed at a DC 28 fortitude save or become Drained 1 (Drained 2 on a critical failure) as some of their blood runs from their bodies into Velicarn's maw. Creatures currently taking persistent bleed damage take a –2 circumstance penalty to this saving throw. Velicarn's head regains 5 healing Hit Points for every creature in the area, to a maximum of 25 healing Hit Points, and he can't use Rupturing Shriek again for 1d4 rounds.

Snatch

Velicarn's head can Fly at half Speed while he has a Medium or smaller creature Grabbed or Restrained in his talons, carrying that creature along with him.

Swallow Whole One Action (attack)

Medium, (2d8+9) bludgeoning, Rupture 24


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.

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.



Traits

Unique

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.

Undead

Once 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.

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.