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Shuln

Creature 12 (uncommon) — beast

CrasherSnareLANDSUBTERRANEANbeastpoison

Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws a

Source: pathfinder-monster-core

Perception +20; scent (imprecise) 30 feet, tremorsense (imprecise) 60 feet
Skills athletics +25, survival +22
Str
+7
Dex
+4
Con
+6
Int
-3
Wis
+4
Cha
+1
AC 33 Fort +25 Ref +19 Will +21
HP 195
Resistances physical (except adamantine, bludgeoning) 10, poison 15
Speed 40 feet, burrow 20 feet (unstoppable burrow)

Offense

Melee Adamantine Claw (adamantine, agile, reach-15) +25, Damage 3d8+10 slashing
Melee Adamantine Fangs (adamantine, reach-15) +25, Damage 3d10+10 piercing plus Shuln Saliva

Abilities

Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Armor-Rending Strikes — Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target's armor, bypassing any Hardness lower than 10, like adamantine.
Shuln Saliva (incapacitation, poison) — Saving Throw DC 32 Fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Slowed 1 (1 round)

Stage 2 3d6 poison damage, and slowed 1 (1 round)

Stage 3 4d6 poison damage and Paralyzed for 2d6 hours. Shuln saliva overcomes the inexorable ability.
Unstoppable Burrow — Shulns can burrow into solid rock and any metal with a hardness less than that of adamantine like it is soil or loose rubble, leaving a tunnel 10 feet in diameter.

WORKS WELL WITH

AnvilLANDA durable frontline draws attention above ground while this beast uses its burrow to strike from an unexpected angle.
SniperLANDA ranged attacker keeps pressure on targets who are Slowed or Paralyzed by the beast's escalating venom.
WeaverLANDA caster stacking additional debuffs compounds the tempo loss from a target already staggered by venom stages.

PUNISHES

✖ low Fortitude✖ melee reliance✖ ignoring burrow ambush
Pairing with air-only allies wastes its burrow-based ambush advantage; it needs ground-capable partners to exploit terrain.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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