Akuzhail

Level 10
Creature· beastUniqueHugeLegacy
AC
29
HP
195
Speed
25 ft.
Perception
+21
Fort
+21
Ref
+17
Will
+19
Resistances acid 10, poison 10
Languages chthonian
Senses darkvision, scent 30 ft. (imprecise)
Skills athletics +21, acrobatics +19
Recall Knowledge DC 37 (nature)

Attacks

Melee Vulture Beak +23, Damage 2d8+11 slashing plus 1d8 bleed
Melee Snake Fangs +23, Damage 2d12+11 piercing
Melee Centipede Mandibles +23, Damage 2d6 acid plus 2d6+11 piercing
Melee Claw +23 (agile, unarmed), Damage 2d8+11 slashing

Abilities

Attack of Opportunity
Life Bloom

When Akuzhail dies, its body explodes in a riot of seething vegetation and raw life. All living creatures within a 60-foot area are restored 12d6 healing 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;

Of Three Minds

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.

Bloom Venom

Saving Throw DC 29 fortitude

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◆◆

Akuzhail breathes a 60-foot area of venom from its snake mouth that deals 11d6 poison damage (DC 29 fortitude). Akuzhail can't use Breath Weapon for .

Frightening Rattle

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 29 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.

Lamashtu's Bloom

While some NPCs become afflicted by Lamashtu's bloom curse during Parts 1 and 2 of this chapter, during Part 3 the PCs may be exposed to it as well. While the bloom is itself a curse, it functions mechanically more like a disease, and as such features both of these affliction traits. As long as the curse persists, a creature cannot recover from the disease, and removing the curse does not automatically remove the disease element of the affliction. Both elements must be dealt with individually be

Three-Headed Strike◆◆

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.