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Kukulcan

KukulcanThis red anacondaur-like creature likes to weaken her enemies with Heaven’s Cataract first. Then strike them down while they’re weak.

Kukulcan (CR 12)

XP 19,200
N Large Magical Beast (Reptilian)
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +22

DEFENSE

AC 25, touch 13, flat-footed 21 (+4 dex, +12 natural, -1 size)
hp 156 [240] (15d10+90)
Fort +15, Ref +13, Will +11
Immune Sonic, Petrify; Resist Lightning 15, Earth 10; SR 23
Weakness Water

OFFENSE

Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +21 (2d6+7), 2 Claws +21 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Heaven’s Cataract, Petrify, Rend (2 claws, 1d8+10), Sonic Tail

STATISTICS

Str 24, Dex 18, Con 22, Int 3, Wis 22, Cha 7
Base Atk +15; CMB +23; CMD 37 (40 vs trip)
Feats Cockatrice Strike, Feral Combat Training, Gorgon’s Fist, Improved Initiative, Improved Unarmed Strike, Medusa’s WrathScorpion Style, Weapon Focus (Claw)
Skills Climb +21, Perception +22, Stealth +18, Swim +21; Racial Modifiers +2 Perception, +4 Stealth

SPECIAL ABILITIES

Heaven’s Cataract (Su)

3/day and once every 1d4 rounds, a kukulcan creates an eerie sound affecting anyone within a 30-ft. radius from her. Those caught in the eerie waves takes 12d4 points of non-elemental damage and must make a Will save (DC 23) to negate the status effect and reduce the damage by half. The status effect reduces all enemies’ resistance to saving throws versus spells by 2 and deflection bonus to Armor Class by 2 for 1d6 rounds. Anyone that cannot hear is immune to this effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).

Petrify (Su)

A kukulcan can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify status (Fortitude save DC 23 to negate). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Sonic Tail (Su)

A kukulcan will vibrate its tail sending out sonic waves around itself and those within a 20-ft. radius around himself. Anyone caught in the sonic waves takes 5d4 points of non-elemental damage and are Dazed for 1 round unless they make a Reflex save (DC 23) to take half of the damage and negate the status effect. This ability can also shatter anyone who is already petrified unless they make a Fortitude save (DC 23). Anyone who cannot hear is immune to this effect. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).