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Vemerak

A vemerak looks like a mishmash between a burrowing insect and a grotesque sea creature, stretched and warped to a titanic scale. When it first bursts from a half-buried hidey-hole or scuttles down a narrow tunnel, its form is obscured by a tangle of spidery legs and tentacles. Only when an unfortunate witness views the creature up close is the vemerak’s immense, ant-like body revealed. At one end of the beast, glittering eyes blink above short, wriggling tentacles and serrated mouthparts, while three tail-like tentacles wave and slap at the other. Blue-green mold flakes from the vemerak’s flanks, and wherever the mold lands, magic around it fades.

With its clicking pincers and corrosive bile, the vemerak is often mistaken for a mindless predator like a scorpion or spider, but it has enough wit to speak to its intended prey. A vemerak’s words are often cruel, focused on the pain it plans to inflict on its victims.

Though most often encountered in the Darklands, in ages past vemeraks roamed Golarion’s surface, leaving chaos and suffering in their wake. The creatures have even been encountered on other planets in Golarion’s solar system, such as the distant Triaxus.

Elite | Normal | Weak
Proficiency without Level

VemerakCreature 14

Rare Huge Aberration 
Source Pathfinder #225: Vaultlines pg. 240
Recall Knowledge DC 37 (includes +5 from Rare) • Aberration (Occultism)
Perception +14; darkvision, tremorsense (imprecise) 60 feet
Languages Sakvroth
Skills Athletics +17, Occultism +6, Stealth +11
Str +9, Dex +5, Con +7, Int -1, Wis +2, Cha +3
AC 21; Fort +14, Ref +7, Will +10
HP 300; Resistances acid 15, electricity 15, poison 15, sonic 15
Dispelling Spores (aura, occult) 30 feet. The vemerak's body exudes antimagic spores. When an ongoing spell effect enters the aura, the vemerak automatically attempts to counteract it (+28 counteract modifier, 7th rank). The spell effect is then temporarily immune to the vemerak's dispelling spores for 24 hours.
Speed 40 feet, burrow 20 feet, climb 40 feet
Melee [one-action] jaws +15 [+10/+5] (reach 10 feet), Damage 3d10+14 piercingMelee [one-action] claw +15 [+11/+7] (agile, reach 10 feet), Damage 3d8+14 slashing plus Improved GrabMelee [one-action] tentacle +15 [+10/+5] (reach 20 feet), Damage 3d6+14 bludgeoning plus Improved GrabBile Spray [two-actions] (acid, occult) The vemerak breathes a blast of pale blue corrosive bile that deals 14d6 acid damage in a 90-foot line (DC 20 basic Reflex save). A creature that fails its save is also sickened 1 (sickened 2 on a critical failure). The vemerak can't use Bile Spray again for 1d4 rounds.Constrict [one-action] 1d6+14 bludgeoning, DC 20Earthquake [three-actions] (earth, occult) The vemerak digs its tentacles into the earth or stone beneath it. At the start of the vemerak's next turn, if the vemerak hasn't been moved or knocked prone and is able to take actions, it creates the effects of an earthquake spell, centered on the vemerak, without using an action to do so. The vemerak ignores difficult terrain and the penalty to attack rolls, AC, and skill checks created by shaking ground, and it can exclude itself from any other effects created by the earthquake.

Sidebar - Additional Lore Rovagug's Pets

Though in its natural state a vemerak is hardly more intelligent than a predatory animal, its mind is linked to the urges and drives of the god Rovagug. When slaughter is in the offing, a vemerak becomes capable of laying traps with cunning and foresight, and its otherwise limited vocabulary grows poetic as it threatens foes with suffering and death. The farther a vemerak travels from Golarion's depths, the more tenuous its link to Rovagug becomes. Vemeraks found in the shallower parts of the Darklands are as mindless as cave worms or giant insects.

Shelyn's Corner

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