Julunggali
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.
- HP
- 399 (22d10+278); fast healing 10
- AC
- 38, touch 5, flat-footed 37 (+1 Dex, +2 insight, +33 natural, –8 size)
- Speed
- 40 ft., burrow 40 ft., fly 20 ft. (average), swim 90 ft.
- Init
- +21M
- Melee
- bite +29 (4d8+14 plus grab and poison and pull or push), slam +29 (4d6+14)
- Space
- 30 ft.
- Reach
- 30 ft.
- BAB
- +22
- CMB
- +44 (+48 grapple)
- CMD
- 57 (can't be tripped)
- Fort
- +22
- Ref
- +18
- Will
- +14
- DR
- 10/epic and magic
- SR
- 32
- Defensive Abilities
- mythic saving throws
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)
Cleave, Combat ReflexesM, Great Cleave, Improved InitiativeM, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning ReflexesM, Power AttackM, Weapon Focus (gore), Weapon Focus (gore)
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Fly –7, Handle Animal +16, Heal +27, Intimidate +27, Knowledge (nature) +26, Knowledge (religion) +15, Perception +30, Sense Motive +27, Swim +22
- 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
- Languages
- Celestial, Druidic, Sylvan; telepathy 100 ft.
- Source
- Bestiary 4
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Foresight (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bestow Curse (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bless (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Create Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Move Earth (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Neutralize Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prayer (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Water Breathing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Antipathy (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Baleful Polymorph (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Weather (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Haste (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Polymorph (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prismatic Wall (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Raise Dead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Slow (Spell)House/Core — covered by the site's Section 15.
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