Umonlee
Creature 15 (uncommon) — amphibious, beast, cold
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAQUATICSUBTERRANEANbeastcold
Those who dwell in the coldest climates of Golarion tell of a brutal beast that swims through the ice and snow and can devastate entire villages in minutes. Ancient Erutaki who made their homes in the frozen polar expanse called the Crown of the World named this monster the umonlee. Umonlees are bestial predators who constantly hunt, rarely resting in service of a hunger that is never fully sated. Despite this animalistic drive, umonlees are semi-intelligent creatures who often select and stalk
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +25; darkvision, tremorsense (imprecise) 80 feet
Languages aklo
Skills athletics +31, stealth +24
Str
+8
Dex
+3
Con
+7
Int
-3
Wis
+2
Cha
+3
AC 39
Fort +28
Ref +26
Will +23
+1 status to all saves vs. mental
HP 320
Immunities cold
Resistances mental 10
Weaknesses fire 15
Speed 50 feet, burrow 25 feet, swim 40 feet
Offense
Melee Jaws (reach-10, unarmed) +31, Damage 3d6+16 piercing plus 3d6 cold
Melee Pincers (agile, reach-15) +31, Damage 3d8+16 slashing plus Improved Grab
Abilities
Tremorsense 80 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.
+1 Status to All Saves vs. Mental —
Freezing Breath (cold, incapacitation, primal) — The umonlee breathes a cone of extremely cold air that damages its prey and can freeze them to the ground. Its breath deals 12d8 cold damage to creatures in the 50-foot cone (DC 38 Reflex save).
The umonlee can't use Freezing Breath again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Slowed 1 for 1 round.
Failure The creature takes full damage and is Slowed 1 for 1 round. If the creature is standing on the ground, it's Immobilized as thick ice forms around it, and it can't recover from being slowed. The creature remains immobilized and slowed 1 until it manages to Escape or deal 30 damage to the ice, which has weakness 10 to fire.
Critical Failure As failure, except the creature takes double damage and the ice holding it in place requires 60 damage to break.
The umonlee can't use Freezing Breath again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Slowed 1 for 1 round.
Failure The creature takes full damage and is Slowed 1 for 1 round. If the creature is standing on the ground, it's Immobilized as thick ice forms around it, and it can't recover from being slowed. The creature remains immobilized and slowed 1 until it manages to Escape or deal 30 damage to the ice, which has weakness 10 to fire.
Critical Failure As failure, except the creature takes double damage and the ice holding it in place requires 60 damage to break.
Greater Constrict — 2d10+8 bludgeoning, DC 36 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. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
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. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Improved Grab —
WORKS WELL WITH
SniperLAND / AQUATIC / SUBTERRANEANCan target enemies grappled by the umonlee while staying safely behind its bulk.
WeaverLAND / AQUATIC / SUBTERRANEANCan control enemy movement into reach and debuff saves against Freezing Breath.
MenderLAND / AQUATIC / SUBTERRANEANCan sustain the umonlee through its fire weakness while it locks down threats.
PUNISHES
✖ clumping✖ low Fortitude✖ standing still
same-role Anvil stacking slows party tempo and invites kiting
Works well with · Punishes · Pairing advice
Unlock with Tactics
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