Kothogaz, Dance Of Disharmony
Level 21Attacks
Abilities
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
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.
300 feet. DC 41 will A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4.
Kothogaz is permanently Quickened. It can use this extra action to Stride or Strike.
120 feet. A creature that enters or begins its turn in the emanation must succeed at a DC 41 fortitude save or be Sickened 2 (sickened 3 on a critical failure).
Kothogaz gains 3 reactions each round.
120 feet. Kothogaz's heartbeat booms like a deity's drum. A creature that enters or begins its turn in the emanation must attempt a DC 41 will save. On a failure, its next two actions must be move actions to move at least half its Speed away from Kothogaz. A creature that critically succeeds is temporarily immune to tympanic heartbeat for 1 minute.
Kothogaz disappears, then bursts as a cacophonous sound from the throat of a creature within 240 feet. Kothogaz appears within reach of the creature and makes a melee Strike against it. The Strike deals an additional 2d12 sonic damage.
DC 44 fortitude Stage 1 Stupefied 2 Stage 2 stupefied 2 and Dazzled Stage 3 Stupefied 3, Confused, and Blinded Stage 4 if you die, at the next new moon, your body splits, and your viscera become an undead under Kothogaz's control.
Kothogaz raises a pustule from the ground within 120 feet, which erupts in a 10-foot cylinder, 200-foot-high cylinder of cloying filth. Creatures in the area must succeed at a DC 44 reflex save or take 6d10 poison damage. On a failure, they can't fly for 1 round (1 minute on a critical failure); flying creatures fall safely to the ground.
The earth festers in Kothogaz's wake. Kothogaz Strides up to its Speed. Squares through which Kothogaz passes are greater difficult terrain until the start of its next turn, and any creature that enters or begins its turn in those squares must succeed at a DC 44 reflex save or take 4d10 poison damage and 4d10 acid damage (on a critical failure, double damage and exposed to many-eyed blight).
Huge, 4d10+18 bludgeoning plus 2d12 sonic and Clumsy 1 while swallowed, Rupture 40 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.
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 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.