Julunggali
Description
A julunggali is a semidivine entity. It watches over sacred and mystical places of the world, as well as the remote tribes that respect these locations. Young tribal warriors present themselves to the julunggali for its blessing, a vision quest, or other rite of passage necessary to become an adult in the community.
A julunggali is wise and can be entreated to perform helpful tasks, such as carving new river channels or pulling water into dry wells. But it is also vengeful, and has been known to punish those who break social taboos or intrude upon sacred places without permission. Those who have undergone rites of passage chosen for them by the julunggali face the harshest repercussions if they act wrongly.
Combat Stats
- Melee
- bite +29 (4d8+14 plus grab and poison and pull or push), slam +29 (4d6+14)
- Space
- 30 ft.
- Reach
- 30 ft.
- DR
- 10/epic and magic
- SR
- 32
- Defensive Abilities
- mythic saving throws
- Aura
- fascination (DC 26, 100 feet)
Ability Scores
Special Attacks
amazing initiative
constrict (4d8+21)
mythic power (8/day, surge +1d10)
pull (bite, 30 ft.)
push (bite, 30 ft.)
swallow whole (4d8 acid damage, AC 26, 39 hp)
Special Qualities
Feats
Cleave, Combat Reflexes, Combat Reflexes, Mythic, Great Cleave, Improved Initiative, Improved Initiative, Mythic, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Lightning Reflexes, Mythic, Power Attack, Power Attack, Mythic, Weapon Focus (gore), Weapon Focus (gore)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you've already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving.
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Whenever you roll a Reflex saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Fly –7, Handle Animal +16, Heal +27, Intimidate +27, Knowledge (nature) +26, Knowledge (religion) +15, Perception +30, Sense Motive +27, Swim +22
Spells
- Type
- Magical Beast
- Alignment
- N
- Size
- Colossal
- Environment
- any land or water
- Organization
- solitary
- Treasure
- standard
- Senses
- blindsense 60 ft., darkvision 60 ft., low-light vision, scent, see in darkness; Perception +30
- Aura
- fascination (DC 26, 100 feet)
- Languages
- Celestial, Druidic, Sylvan; telepathy 100 ft.
- Source
- Bestiary 4