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Hunting Horror

Languages Aklo; telepathy 300 ft.
SQ shared consciousness
ECO LO GY

Environment any
Organization solitary, pair, or pack (3–5)
Treasure none

What You See
Flowing down directly from the
sky, like black lightning, this wormlike creature appears before you,
reeking of ancient rot. From between
its armored plates seeps a grotesque
mucus falling constantly like an
unholy rain. Its many eyes stare at
you with vile hatred.


CR 16

XP 76,800
CE Huge aberration
Init +11; Senses scent, see in darkness; Perception +30
Aura mucus (10 ft.)
DEFENSE

AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16
natural, –2 size)
hp 237 (19d8+152); fast healing 10


Fort +14, Ref +15, Will +19
Defensive Abilities amorphous, DR 10/—; Immune cold,
electricity, mind-affecting effects; SR 27
Weaknesses sunlight powerlessness
OFFENSE

Speed 40 ft., fly 80 ft. (perfect)
Melee bite +26 (6d8+14/19–20 plus grab), tail slap +24
(4d6+7 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tail slap)
Special Attacks constrict (4d6+14), fast swallow, swallow
whole (4d6 acid and 4d6 bludgeoning damage, AC 18, 23
hp), telepathic assault
Spell-Like Abilities (CL 15th; concentration +22)
At will—greater teleport (self only), plane shift (self only)
S TAT I S T I C S

348

Str 38, Dex 25, Con 27, Int 19, Wis 26, Cha 24
Base Atk +14; CMB +30; CMD 48 (can’t be tripped)
Feats Combat Reflexes, Dodge, Flyby Attack, Improved
Critical (bite), Improved Initiative, Lightning Reflexes,
Multiattack, Power Attack, Snatch, Vital Strike
Skills Acrobatics +29, Fly +33, Knowledge (geography) +23,
Knowledge (planes) +23, Profession (Yog-Sothothery
philosopher) +26, Perception +30, Stealth +21, Survival
+30

SPECIAL ABILITIES


Mucus (Su) A hunting horror’s “flesh” constantly weeps
thick foul mucus, seemingly melting off its serpentine
frame as swiftly as it rebuilds and restores its shape. When
a hunting horror lands on a surface, the mucus swiftly
spreads out in a ten-foot radius around the creature and
hardens into a thick mud-like consistency. This area is
treated as difficult terrain by all save hunting horrors.
Each round a creature other than a hunting horror begins
its turn within this area, it must make a successful DC 27
Reflex save or become entangled for as long as it remains
within the area. The save DC is Constitution-based.
Shared Consciousness (Ex) All hunting horrors are
branches of the same immense organism that has spread
throughout several dimensions across the reaches of
space, and anything one hunting horror experiences is
experienced by all. When multiple hunting horrors are
encountered, none of them are considered flat-footed
unless all of them are.
Swallow Whole (Ex) A hunting horror’s body constantly
reforms and repairs itself. The hole created when a
creature cuts its way out of a hunting horror instantly
seals as soon as the escaping creature exits.
Telepathic Assault (Su) As it attacks, a hunting horror
bombards its prey’s consciousness with its mind, sending
grisly and horrific images into the victim’s thoughts in
an attempt to undermine the potential meal’s defenses
and to flavor the flesh with the tang of fear and despair.
Whenever a hunting horror attacks a creature, regardless
of whether the attack successfully hits or not, that

creature must make a successful DC 26 Will save or
be staggered for 1 round by despair and horror at the
images projected by the hunting horror. An alreadystaggered creature that fails this saving throw is also
stunned for 1 round. This is a mind-affecting fear effect.
The save DC is Charisma-based.

Hunting horrors flow down directly from the sky
like black lightning. They are very large, and their
serpentine bodies act like tentacles to grip victims
while their mouths grow impossibly wide to swallow
foes whole. An individual hunting horror usually has a
wingspan of 20+ feet, and an even longer body length.
It weighs from 3000–6000 pounds, and could never
fly if it was restricted to normal laws of physics.



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