Qallupilluk
A qallupilluk is a sinister and much-dreaded haglike denizen of cold seas. An ambush predator, she waits near gaps and weak points in the ice and listens for the footsteps of creatures above, sometimes humming or tapping on the ice like a trapped seal in the hope of drawing the curious within range of her alluring scent.
When one grabs a victim, she either drowns her prey, saving the body to eat later, or transforms her prey into a monstrous servant that she treats as her own child—and eventually, as a mate. All qallupilluks are female, but they can reproduce with other aquatic monsters. Their offspring are always qallupilluks.
Qallupilluks may craft hovels or lodges from stone or coral on the seabed. A few craft semipermanent homes in the submerged recesses of icebergs. They often know fragments of ancient and obscure natural secrets.
- HP
- 76 (8d10+32)
- AC
- 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
- Speed
- 30 ft., swim 40 ft.
- Init
- +2
- Melee
- bite +13 (1d6+5), 2 claws +13 (1d6+5 plus grab)
- Ranged
- javelin +10 (1d6+4)
- BAB
- +8
- CMB
- +13 (+17 grapple)
- CMD
- 25
- Fort
- +6
- Ref
- +10
- Will
- +8
- DR
- 5/cold iron
Weapons: Simple
Curse of Scales — If a qallupilluk grapples a Medium or Small humanoid opponent, her target begins transforming into an aquatic monster. Starting on the third consecutive round of grappling, the grappled target must succeed at a DC 18 Fortitude save every round or fully transform into a grindylow, reefclaw, bunyip, merrow, or scrag. Once fully transformed, the creature is slavishly devoted to the qallupilluk that created it. If the qallupilluk is slain, the creature loses this devotion but remains transformed. The transformation ends after 1 hour or if the creature is slain. A qallupilluk can make this transformation permanent by performing a ritual that takes 10 minutes and deals 30 points of damage to the qallupilluk. This is a curse and polymorph effect. The save DC is Constitution-based.
<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.</p>
Knowledge (nature) +9, Perception +13, Stealth +13, Survival +13, Swim +23
- Type
- Monstrous Humanoid
- Alignment
- LE
- Size
- Medium
- Environment
- cold oceans
- Organization
- solitary, family (2–6 plus 1–4 aquatic monsters)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +13
- Languages
- Aklo, Aquan, Common, Giant
- Source
- Bestiary 4
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Stand Still (Feat)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: Charm Animal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Chill Metal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sleet Storm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divination (Spell)House/Core — covered by the site's Section 15.
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