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From Pathfinder Lost Omens High Seas, which isn't enabled.

Coral Juggernaut

CREATURE 9

Fashioned from vibrant coral reefs and ancient sediment, coral juggernauts are crafted for both formidable strength and striking appearance. With the inspiration for their design drawing from the ocean's fluidity and chaos, these constructs can resemble anything from graceful aquatic creatures to monstrous amalgamations of coral and rock. Adorned with sharp coral spikes and flowing tendrils of plant life, they possess a mesmerizing yet terrifying presence.


Perception +15; darkvision
Skills Athletics +20
Str +6, Dex +0, Con +4, Int -5, Wis +0, Cha -5

AC 27; Fort +21, Ref +15, Will +15
HP 155; Resistances physical 5 (except adamantine, or bludgeoning), spells 10 (except acid, or fire)
Fast Healing 5 (While Underwater)

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Bioluminescent Mucus (aura, poison, primal)
Trigger The coral juggernaut rolls initiative while in water

Effect The vampire squids within the juggernaut's body are startled, causing them to exude a cloud of bioluminescent mucus in a 15-foot emanation that lasts for 1 minute. Non-squid creatures (other than the coral juggernaut) who end their turn within the cloud must succeed at a DC 23 Fortitude save or become Sickened 1 (or Sickened 2 on a critical failure). The creature is then temporarily immune for 24 hours.
Shattered Coral

Once the coral juggernaut is reduced to fewer than half its Hit Points, its resistance to physical damage is reduced by 5 and it gains a +10-foot circumstance bonus to its Speeds.


Speed 20 feet, swim 25 feet
Melee Claw +21 (agile, magical, reach 10), Damage 2d10+8 slashing plus Improved Grab
Constrict

1d10+8 bludgeoning, DC 25 basic Fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Electric Eel Shock (electricity, incapacitation)
Requirements The coral juggernaut has a creature Grabbed or Restrained

Effect The electric eels that live within the coral juggernaut unleash jolting waves of electricity. The required creature takes 4d8 electricity damage and must attempt a DC 28 basic Fortitude save. On a failure the creature is also Stunned 1 for 1 round (Stunned 2 for 1 round on a critical failure).
Riptide Silt

The coral juggernaut unleashes a powerful wave of silt and water that rises from the ground 30 feet away and surges back toward the juggernaut in a straight line. Each creature in the wave's path must attempt a DC 25 Reflex save.


Critical Success The creature avoids the wave and is unaffected.

Success The creature is Off-Guard until the end of its next turn due to the wave's force.

Failure The creature is swept into a square adjacent to the juggernaut and is off-guard until the end of its next turn.

Critical Failure As failure, and the creature is also slammed against the juggernaut, taking 2d6 bludgeoning damage, and falls Prone.

Symbiotic Assault
Requirements The coral juggernaut has a creature Grabbed or Restrained

Effect The staghorn corals growing on the outer edge of the coral juggernaut start walking from place to place, dragging their stony branches against the required creature. The creature takes 5d10 slashing plus 1d8 bleed damage (DC 25 basic Reflex save).
Improved Grab

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Lost Omens High SeasORC