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Akuzhail

This creature did not include a description.

Recall Knowledge - Beast (Arcana, Nature): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

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 AkuzhailCreature 9

Legacy Content

Unique CE Huge Beast Mutant 
Source Kingmaker Adventure Path pg. 247
Variant chimera
Perception +21; darkvision, scent (imprecise) 30 feet
Languages Abyssal
Skills Acrobatics +17, Athletics +19
Str +7, Dex +3, Con +5, Int -3, Wis +5, Cha +0
AC 27; Fort +19, Ref +15, Will +17
HP 175; Resistances acid 10, poison 10
Life Bloom (conjuration, death, primal When Akuzhail dies, its body explodes in a riot of seething vegetation and raw life. All living creatures within a 60-foot radius are restored 12d6 Hit Points from this energy. A fully grown bloom of Lamashtu emerges from the carcass, but it can take no actions on this round. Next round, this bloom of Lamashtu enters combat at the same point in the turn during which Akuzhail perished on the previous round, but the bloom is slowed 1. At the end of the bloom's turn, it attempts a DC 11 flat check) on a success it loses the slowed 1 condition at the start of its next turn.Of Three Minds [reaction] Trigger Akuzhail fails or critically fails a Will save Effect Akuzhail rerolls the Will save with a –4 penalty. If it fails this second save, it may make a third attempt but with a –8 penalty. It cannot make a third attempt if its second attempt was a critical failure.Three Headed Any ability that would sever a chimera's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon.Triple Opportunity A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.Attack of Opportunity [reaction]
Speed 25 feet, fly 40 feet, bloom stride
Melee [one-action] vulture beak +21 [+16/+11], Damage 2d8-2+11 slashing plus1d8 bleedMelee [one-action] snake fangs +21 [+16/+11], Damage 2d12-2+11 piercing plus bloom venomMelee [one-action] centipede mandibles +21 [+16/+11], Damage 2d6-2+11 piercing plus 2d6-2 acidMelee [one-action] claw +21 [+17/+13] (agile), Damage 2d8-2+11 slashingBloom Stride Akuzhail can move through the undergrowth in area C10 without issue and does not treat this cavern as difficult terrain.Bloom Venom (poison, primal) Saving Throw Fortitude DC 27; Maximum Duration 6 rounds; Stage 1 2d6 poison and enfeebled 1; Stage 2 2d6 poison and enfeebled 2; Stage 3 2d10 poison, enfeebled 2, and exposure to Lamashtu's bloom.Breath Weapon [two-actions] (primal, evocation) Akuzhail breathes a 60-foot line of venom from its snake mouth that deals 11d6 poison damage (DC 27 basic Fortitude save). Akuzhail can't use Breath Weapon for 1d4 rounds.Frightening Rattle [one-action] (emotion, enchantment, fear, mental, primal, sonic) Akuzhail shakes the rattle at the end of its tail to distract and frighten its enemies. Any creature within 30 feet must succeed at a DC 27 Will save or become frightened 1 (frightened 2 on a critical failure). On a critical success, a creature is temporarily immune to Akuzhail's Frightening Rattle for 24 hours.Three-Headed Strike [two-actions] Akuzhail makes a Strike with its vulture beak, snake fangs, and centipede mandibles, each at a –2 penalty and targeting a different creature. These Strikes count as only one attack for its multiple attack penalty, and the penalty doesn't increase until it has made all three attacks.