Bhole
Known on some worlds as dholes, bholes are among the largest of living creatures, wormlike leviathans of such size that few can claim to have seen one wholly from head to tail, and those who do suffer from madness or other afflictions that cause others to doubt these tales. The coloration of these creature ranges widely, from dark blues and purples to pale grays, yellows, or white. A bhole's cavernous mouth consists of long, bony jaws that extend and unfold from the creature's head when it feeds.
Bholes are incredibly long-lived—those that exist in remote worlds or in other dimensions have done so for countless eons. The bholes themselves seem to have no interest in their history, perhaps as a result of their limited intellect, but they can live forever, barring death by violence.
Regions inhabited by bholes are always wastelands. Bholes seem able to eat and digest anything and everything, and in time can reduce a huge area to just a honeycombed network of immense tunnels. These regions swiftly collapse in on themselves, leaving rubble-filled pits of terrifying size.
- HP
- 290 (20d10+180)
- AC
- 33, touch 1, flat-footed 33 (–1 Dex, +32 natural, –8 size)
- Speed
- 50 ft., burrow 50 ft.
- Init
- +3
- Melee
- bite +29 (6d6+25/19–20 plus grab), slam +29 (3d8+25/19–20)
- Space
- 30 ft.
- Reach
- 60 ft.
- BAB
- +20; CMB +45 (+47 bull rush, +49 grapple)
- CMD
- 54 (56 vs. bull rush, can't be tripped)
- Fort
- +21
- Ref
- +13
- Will
- +11
- DR
- 10/-
- SR
- 28
Breath Weapon — Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a DC 29 Fortitude save or be stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a DC 29 Reflex save or be entangled by the slime. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty. The save DC is Constitution-based.
Overwhelming Strength — A bhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks.
swallow whole (20d6 acid damage, AC 26, 29 hp)
trample (DC 37)
Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (slam), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Perception +28
- Type
- Magical Beast
- Alignment
- CN
- Size
- Colossal
- Environment
- any underground
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +28
- Languages
- Aklo (rarely speaks)
- Source
- Bestiary 4
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Staggering Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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