Bakekujira
Description
Sometimes, a whale that dies after days of anger and pain arises as an undead monstrosity known as a bakekujira.
A bakekujira weighs about 50 tons, and measures from 50 to 60 feet long.
Combat Stats
- Melee
- bite +27 (6d6+16/19–20), tail slap +21 (4d6+8)
- Space
- 30 ft.
- Reach
- 30 ft.
- DR
- 15/bludgeoning
- Defensive Abilities
- channel resistance +4
- Aura
- undead parasites (30 ft., DC 28)
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Leviathan's Call — The tone of a bakekujira's eerie song varies from that of a wistful memory to a burning hatred. As a standard action, a bakekujira can sing. Living creatures within a 120-foot radius of a singing bakekujira must succeed at a DC 28 Will save or become fascinated or frightened (bakekujira's choice) for 1 round. Any creature that succeeds at this save cannot be affected by the same bakekujira's leviathan's call ability for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Resonant Song — As a standard action every 1d4 rounds, the bakekujira can release a damaging resonance, dealing 12d8 points of sonic damage to creatures in a 60-foot cone (Fortitude DC 28 for half). The save DC is Charisma-based.
Smashing Breach — As a full-round action, a swimming bakekujira can make a special charge attack against a creature on the water's surface. At the end of its charge, the whale breaches, slamming down with incredible force. Any Huge or smaller creatures in the bakekujira's space must succeed at a DC 28 Reflex save or take 4d8+24 points of bludgeoning damage and be forced into the nearest empty square adjacent to the bakekujira. Humanoid creatures killed by this ability rise as draugr (Pathfinder RPG Bestiary 2 110) in 1d6 hours. A bakekujira can use its capsize special attack in conjunction with this ability. The save DC is Charisma-based.
Feats
Awesome Blow, Combat Reflexes, Critical Focus, Greater Bull Rush, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Power Attack, Staggering Critical, Stunning Critical, Weapon Focus (bite)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
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 receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
When using the weapon you selected, your threat range is doubled.
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.
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.
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Intimidate +16, Perception +20, Swim +28
- Type
- Undead
- Alignment
- NE
- Size
- Colossal
- Environment
- any oceans
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 60 ft.; Perception +20
- Aura
- undead parasites (30 ft., DC 28)
- Source
- Bestiary 4