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There is a Legacy version here.

PFS StandardGuthallath

Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses.

Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms. They rely on tiny sensory whiskers that cover their snouts and allow them to detect subtle movements in the air and ground without the use of vision. When they detect suitable prey, shulns bite their target at the first opportunity, injecting it with a potent paralytic toxin present in their saliva. So strong is this poison that it's capable of subduing even the near-unstoppable cave worm, making shulns a valuable (if dangerous) companion to anyone making excursions into worm-infested regions of the Darklands. Shulns' notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not to occur make them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble.

Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from there. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells—but for all that, they still love the taste of cave worm.

Recall Knowledge - Construct (Arcana, Crafting): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak GuthallathCreature 18

Rare Gargantuan Construct 
Source Monster Core pg. 187 1.1
Perception +28; darkvision, truesight
Skills Acrobatics +23, Athletics +38
Str +10, Dex +2, Con +8, Int -4, Wis +0, Cha -1
AC 41; Fort +36, Ref +30, Will +28
HP 305; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 15 (except adamantine), spells 15 (except cold, earth, or water)
Erosion Aura (aura, primal) 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their Hardness and resistances reduced by 10. At the start of their turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage with a DC 37 basic Fortitude save.Immunity to Magic The guthallath is immune to spells of 6th rank or lower and activations of magic items of 13th level or lower.
Speed 40 feet, burrow 50 feet
Melee [one-action] fist +36 [+31/+26] (deadly 3d12, magical, reach 20 feet), Damage 4d12-2+18 bludgeoning plus Improved Grab or Improved Push 20 feetMelee [one-action] foot +36 [+31/+26] (deadly 3d12, magical, reach 20 feet), Damage 4d8-2+18 bludgeoning plus Improved KnockdownInnate Primal Spells DC 35 (-4 dmg); 3rd haste; Constant (8th) truesight
Annihilation Beams [two-actions] A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes 13d10 damage with a DC 39 basic Fortitude save. A creature reduced to 0 HP is reduced to a fine powder as the disintegrate spell. There is no additional effect on creatures in any area where the beams overlap. The guthallath can't use this ability again for 1d4 rounds.Deadly Throw [one-action] Requirements The guthallath has a creature grabbed or restrained; Effect The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 39 basic Reflex save.Powerful Blows If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.Trample [three-actions] Huge or smaller, foot, DC 43

Sidebar - Additional Lore Guthallath Slumber

Entire civilizations have been erased due to the guthallath's devastating rampage. Yet for those looking to survive its attack, there's one small hope. Usually after some time, the guthallath ends its massacre in a swift yet seemingly random way. The colossus then finds a remote location deep in the wilderness and buries itself, entering a deep slumber for years—if not centuries— before awakening and beginning the destructive cycle once more.