Kun
Creature 14 (uncommon) — aquatic, beast, cold, unholy
Pre-Remaster content. May include legacy alignment.
CrasherSnareAQUATICaquaticbeastcoldunholy
Hungry and resentful, the malevolent kun is a mythological fish monster that dwells in the remotest, coldest depths of the ocean. This massively powerful creatures could easily rule a subaquatic domain if they cared to, but kuns are also famous for their total self-absorption and complete ambivalence toward other forms of life. A kun remains as far away from other creatures as they can, subsisting on only their own icy hatred. They can consume and digest prey, but such feedings are incidental. M
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +27; darkvision, wavesense (imprecise) 60 feet; light blindness
Languages thalassic; (can't speak any language)
Skills acrobatics +25, athletics +29, intimidation +22, survival +25
Str
+8
Dex
+4
Con
+7
Int
+1
Wis
+5
Cha
+4
AC 36
Fort +29
Ref +24
Will +23
HP 230
Resistances cold 10
Weaknesses holy 10
Speed 0 feet, swim 40 feet
Offense
Melee Jaws (reach-15, unarmed) +30, Damage 3d12+14 piercing plus Grab
Melee Tail (reach-20, sweep) +28, Damage 3d12+14 bludgeoning
Abilities
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Wavesense 60ft — This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
Spite —
Funnel (cold, primal, water) — The kun inhales violently, sucking in heat and all creatures in the water in a 60-foot cone. Creatures in the area must succeed at a DC 33 Fortitude save or take 10d8 cold damage. The kun can't Funnel again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pulled 30 feet toward the kun.
Critical Failure The creature takes double damage and is pulled 60 feet toward the kun.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pulled 30 feet toward the kun.
Critical Failure The creature takes double damage and is pulled 60 feet toward the kun.
Heart of Darkness — Whenever the kun makes an attack from within an area of darkness, their attack deals an additional 2d6 spirit damage.
Swallow Whole (attack) — Huge, 3d12+7 bludgeoning damage, Rupture 30
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Grab —
Primal Innate Spells DC 32, attack +24
5th Control Water (At Will), Wall of Ice
2nd Darkness (At Will)
WORKS WELL WITH
ShadeAQUATICDarkness creation triggers bonus spirit damage on every strike.
WeaverAQUATICFortitude debuffs before funnel force failed saves against mass cold damage.
AnvilAQUATICHolds enemy attention while this creature isolates and swallows priority targets.
PUNISHES
✖ clumping✖ melee reliance✖ light dependence
Water-locked; demands AQUATIC partners only
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Kun in the encounter builder — free, no install.
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