Melee Cannon Arm +38 (adamantine, chaotic, magical, reach 20), Damage 4d10+19 bludgeoning plus 1d6 spirit plus 1d6 fire
Melee Foot +40 (adamantine, magical, reach 20, unarmed), Damage 4d8+19 bludgeoning plus 1d6 spirit plus Knockdown
Ranged Arcane Cannon +29 (chaotic, magical, range increment 60 feet), Damage 6d8+12 fire plus 1d6 spirit
Adamantine Strikes
Chaos Gulgamodh's body—including the appendages it uses to make melee Strikes—is made of adamantine.
Cannon Fusillade
Chaos Gulgamodh unleashes a salvo of explosive blasts in a 30-foot cone. Creatures in the area take 10d10+20 fire damage (DC 43 basic Reflex save).
On a failed save, a creature is subjected to a Warpwave effect. On a critically failed save, a creature is Stunned 1.
Chaos Gulgamodh can't use Cannon Fusillade again for 1d4 rounds.
Trample
Huge or smaller, foot, DC 43 basic Reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.