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VenomfistCreature 22


Uniqueโ€‹Gargantuanโ€‹Amphibiousโ€‹Elementalโ€‹Unholyโ€‹Waterโ€‹
Source Pathfinder #206: Bring the House Down
Perception +40 (greater darkvision, truesight (precise) 60 feet, wavesense (precise) 120 feet)
Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic, Telepathy 100 Feet, Truespeech
Skills Lore +41, Athletics +43, Crafting +39, Diplomacy +36, Intimidation +38, Nature +38, Religion +40, Stealth +38
Str +11, Dex +8, Con +10, Int +9, Wis +8, Cha +6

AC 48; Fort +42; Reflex +34; Will +36;
HP 430
Speed 40 feet (swim 120 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Acid 20, Bludgeoning 20, Fire 20

Fist One Action +42 (+37, +32) to hit (magical, reach 20, unarmed) 4d6+21 Bludgeoning + 4d6 Poison

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Toxic Downpour (aura, primal)

Venomfist's presence alters the weather within 2 miles to heavy rainfall as long as they're located in a sizable body of water. When they become hostile, the rain in a 120-foot emanation from them becomes highly toxic and deals 8d8 poison damage (DC 42 fortitude half) to all creatures in the area.

Vortex (aura, water)

120 feet. Water in the area that is in the same body of water as Venomfist is difficult terrain for Swimming creatures that don't have the water trait.

Constrict One Action

4d6[bludgeoning],4d6 poison, DC 45 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Create Poison One Action

Frequency once per day


Effect Venomfist transforms a portion of their watery body into a single dose of any type of common poison of 20th level or lowerโ€”tears of death is their favorite. If they're holding a container, they can create the poison within that container, at which point the poison remains viable for 24 hours before it reverts to water. Alternatively, they can apply a contact or injury-created poison to their fist.

Surge Two Actions

Venomfist expands their space to fill the area of their vortex. Creatures within the aura take (6d12+6)[bludgeoning],(6d12+6) poison6d12+6 bludgeoning and 6d12+6 poison damage with a DC 45 fortitude save. A creature that fails this save is pushed 40 feet. Venomfist then retracts to their former space and cannot use Surge again for 1d4 rounds.

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.


Divine Innate Spells (DC 45, +37 to hit)

Cantrips (10th Level): Caustic Blast
1st Level: Hydraulic Push (At Will)
5th Level: Toxic Cloud, Truespeech (Constant)
6th Level: Truesight (Constant)
9th Level: Wrathful Storm
10th Level: Cataclysm



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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual โ€“2 penalty for being underwater.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

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.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.