Somnalu

Level 15
Creature· aberrationUniqueHugeLegacy
AC 37
HP 290
Speed 30 ft.
Fort +25
Ref +25
Will +29
Perc +29
Size Huge
Unique
Immunities acid
Resistances mental 10, poison 15
Weaknesses cold 15
Spells
Languages aklo
Senses greater-darkvision, scent 60 ft. (imprecise)
Speeds 30 ft., burrow 25 ft., climb 25 ft.
Skills occultism +30, arcana +27, athletics +27, survival +25
Recall Knowledge occultism DC 44

Attacks

Melee Claw +30/+25/+20(reach 10 ft., unarmed)
Damage: 3d12+17 slashing
Effect: improved grab
Melee Tail Barbs +30/+26/+22(agile, reach 20 ft.)
Damage: 3d8+17 piercing

Abilities

Greater Darkvisioninteraction

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Baleful Gazedefensive

Trigger A creature within 100 feet makes a ranged attack or uses an action that has the concentrate trait Effect Somnalu fixes its central eye upon the triggering creature in an attempt to frighten it, jolting it and disrupting its action. The creature must attempt a DC 36 will save; on a failure, Somnalu disrupts the triggering action and the creature is Frightened 1.

Corrosive Woundsdefensive

The acid that coats the skin of Somnalu eats away at a weapon that Strikes it. As long as Digestive Secretions is active on Somnalu, whenever a creature hits Somnalu with a metal or wooden weapon, the creature must succeed at a DC 33 reflex save or else the weapon takes 2d8 acid damage (after dealing damage to Somnalu as normal). Thrown weapons and ammunition take this damage automatically with no saving throw.

Frightful Presencedefensive(aura, emotion, fear, mental)

30 feet. DC 33 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.

Sleep Scent (Imprecise) 60 feetdefensive

Somnalu can smell creatures that are asleep, as the scent ability. Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma). If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Acid Spew◆◆offensive

Somnalu jets acid from its skin, dousing all creatures in a 60-foot line. Each creature in this area takes 10d8 acid damage (DC 33 reflex save). It can't use this ability again for 1d4 rounds.

Caustic Trench◆◆◆offensive

Somnalu Burrows three times. It digs a trench along its path, filling the trench with acid pumped from its skin. The trench is hazardous terrain, and any creature that moves into it takes 4d6 persistent acid damage. While Burrowing, if Somnalu would move through a space occupied by another creature, that creature must attempt a DC 36 reflex save to avoid falling into the trench and taking the acid damage. The acid remains for 1 minute.

Digestive Secretionsoffensive

Somnalu secretes acid for 1 round. Whenever it makes a melee Strike, it deals an additional 2d8 acid splash damage. Like most splash damage, this damage applies to the target and adjacent creatures and applies even on a failure, though not on a critical failure.

Drain Nutrients◆◆offensive

Somnalu targets a creature with a claw Strike. On a success, Somnalu drains the creature's life through its skin. The creature must succeed at a DC 36 fortitude save or become Drained 2 (Drained 1 on a success, no effect on a critical success). Somnalu gains temporary Hit Points equal to the amount of Hit Points the creature loses from this Strike.

Vent Fumes◆◆◆offensive

Somnalu blasts poison gas in a 30-foot burst. The gas lingers for 1 round, and all creatures that begin their turn in the gas or enter the gas take 4d8 poison damage (DC 36 fortitude save). Any creature in the gas is Concealed, and other creatures are concealed to all creatures in the gas. However, Somnalu can see through this concealment.

Improved Graboffensive

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.

Description

With its lithe, sinuous body and a flexible, twisting spine, Somnalu bears a resemblance to a giant lizard, save for its striking visage. Spiny frills run down the creature's mottled black back, interlaced with dull red stripes that streak from head to tail. Its two sets of forelimbs are bound to each other by small webs of skin. Its distinctive face lacks any visible mouth, nose, or ears, instead possessing only a huge red eye surrounded by six smaller, secondary eyes.

Traits