Oma
Oma soar through gas giants and the vast gulfs between planets on magical electromagnetic fields, feeding on cosmic materials strained from planetary rings and atmospheres with their energy baleen. Anything ingested by an oma is eventually sequestered in a surprisingly habitable second stomach before being excreted, and some alien creatures use oma as living starships, using telepathy to guide the colossi through the void.
A typical oma is 150 feet long and weighs 250 tons.
- HP
- 290 (20d10+180)
- AC
- 30, touch 0, flat-footed 30 (–2 Dex, +30 natural, –8 size)
- Speed
- fly 200 ft. (average)
- Init
- –2
- Melee
- bite +33 (4d6+21 plus 2d6 electricity and grab), tail slap +28 (4d6+10)
- Space
- 30 ft.
- Reach
- 30 ft.
- BAB
- +20
- CMB
- +49 (+51 bull rush, +53 grapple)
- CMD
- 57 (59 vs. bull rush, can't be tripped)
- Fort
- +23
- Ref
- +10
- Will
- +7
Capsize — An oma can attempt to capsize a ship or other vehicle by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25, or the result of the captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the oma, the oma takes a cumulative -10 penalty on this combat maneuver check.
swallow whole (6d6 acid damage, AC 25, 29 hp)
Carrier — A creature swallowed whole by an oma can forgo attempts to cut itself out and instead attempt a DC 20 Reflex save on its turn. Success allows the creature to move into the creature's larger second stomach, where it can ride safely for an indefinite period without taking damage. When a passenger wishes to leave, it can cut its way free using the normal rules, or attempt an additional DC 20 Reflex save to be safely excreted in a square adjacent to the oma. An oma's carrier stomach can hold up to one Gargantuan creature (or twice as many creatures of the next smallest size: two Huge creatures, four Large, and so on). At its option, an oma can choose to forgo the normal bite damage of swallowing whole, but not the acid damage of the first stomach.
Starflight — An oma can survive in the void of outer space, and soars through vacuum at incredible speed. Although exact travel times vary, a trip between two planets within a solar system should take 3d20 days, while one to another system should take 3d20 weeks (or more, at the GM's discretion), provided the oma knows the way to its destination.
Awesome Blow, Critical Focus, Diehard, Endurance, Flyby Attack, Great Fortitude, Improved Bull Rush, 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"> When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.</p><p class="stat-block-2">When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.</p>
<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</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"> 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>
Fly –10, Perception +24
- Type
- Magical Beast
- Alignment
- N
- Size
- Colossal
- Environment
- gas giants or vacuum
- Organization
- solitary, pair, or pod (3–6)
- Treasure
- incidental
- Senses
- darkvision 60 ft., low-light vision; Perception +24
- Source
- Bestiary 4
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Diehard (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Endurance (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Staggering Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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