Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Vemerak

Edit Page Content

Huge and otherworldly, the vemerak is a monster known as much for its disturbing appearance as its violent and cruel disposition.

A vemerak is 10 feet tall and 20 feet long, its tentacle-like tails adding a further 15 feet to its length. It weighs just over 6 tons. Caverns that serve as lairs to these creatures invariably possess disturbing shrines where the creatures offer up portions of every meal to dark gods that dwell deep below the sane world—as a result, many believe that vemeraks exist as the physical manifestation of the will of a particularly violent and insane deity.

Special Abilities

Breath Weapon (Su) A vemerak's acidic Breath weapon Has no effect on inorganic or Undead Material. If the Breath weapon Deals damage to a living fleshy creature, the acid creates a transparent cloud of foul-smelling vapor that fills that creature's space and persists for 1 round. Any creature in or passing through the cloud must make a DC 24 Fortitude save or be nauseated for 1d4 rounds. This cloud is a Poison Effect. The save DCs are Constitution-based.

Earthquake (Su) As a full-round action, a vemerak can burrow its tentacles, legs, and mouth into the ground—this action does not provoke attacks of opportunity. At the start of the next round, it creates an effect identical to an Earthquake Spell (CL 17th). A vemerak can maintain this zone of trembling Earth Indefinitely, as long as it continues to take full-round actions to maintain the effect.

Spore Cloud (Su) A unique form of magic-resistant mold grows upon the body of a vemerak. This mold is the source of the vemerak's spell Resistance . When the vemerak moves, the mold exudes a cloud of spores in a 30-foot radius that acts as a targeted Greater dispel magic (CL 17th) against the highest caster level magical effect the cloud touches as part of the vemerak's move that turn.

Attributes

AC
29, Touch 11, Flat-footed 26 (+3 Dex, +18 Natural, -2 Size)
Alignment
Ce
Aura
Spore Cloud (30 Ft.)
Base Atk
+12
CMB
+25 (+29 Grapple)
CMD
38 (50 Vs. Trip)
CR
CR 14
Cha
22
Con
23
Creature Type
Aberration
DR
5/—
Dex
17
Environment
Any Underground
Feats
Awesome Blow , Great Fortitude , Improved Bull Rush , Improved Initiative , Multiattack , Power Attack , Toughness , Weapon Focus (Bite), Weapon Focus (Claws)
Fort
+13
HP
195 (17d8+119)
Immune
Acid, Electricity, Disease , Mind-affecting, Poison
Init
Ce Huge Aberration +7
Int
5
Languages
Aklo
Melee
Bite +22 (2d6+11), 2 Claws +22 (1d8+11 Plus Grab ), 3 Tentacles +19 (1d6+5 Plus Grab )
Organization
Solitary
Reach
15 Ft.
Ref
+8
Resist
Sonic 20
Senses
Darkvision 60 Ft., Tremorsense 30 Ft.; Perception +23
Size
Huge
Skills
Climb +19, Perception +23
Space
15 Ft.
Special Attacks
Breath Weapon (90-foot Line, 14d8 Acid Damage, Dc 24 Half, Once Every 1d4 Rounds), Constrict (Tentacles 1d6+5 Or Claws 1d8+11), Earthquake
Speed
40 Ft., Burrow 20 Ft., Climb 40 Ft.
Spell Resistance
25
Str
32
Treasure
Standard
Will
+13
Wis
16
XP
38,400
Advertisement Create a free account