CREATURE 21
Perception +38; darkvision, lifesense (imprecise) 60 feet, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet
Languages Aklo, Necril
Skills Athletics +40, Intimidation +36
Str +11 Dex +9 Con +10 Int +0 Wis +8 Cha +7
AC 43; all-around vision; Fort +39, Ref +36, Will +35
HP 380, fast healing 30, negative healing; Immunities blinded, controlled; Weaknesses good 20; Resistances acid 20, cold 20, physical 15
Aura of Annihilation (aura, necromancy, occult) 60 feet, DC 45. A creature entering or starting its turn in the aura that fails at a Fortitude save becomes doomed 1 and drained 1. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand.
Unkillable (necromancy, occult) Unlike most undead, Kraekhaeme isn't destroyed at 0 HP. Kraekhaeme's fast healing continues to function normally, though on any round it begins its turn at 0 HP, it is enfeebled 4 and slowed 1 until the start of its next turn. While Kraekhaeme is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level sunburst spell) and casting a miracle or wish spell (or similar magic) directed at destroying it.
Speed 40 feet, burrow 40 feet, climb 25 feet
Melee pseudopod +38 (magical, reach 30 feet), Damage 5d10+21 piercing plus Grab
Occult Innate Spells DC 42; 9th overwhelming presence; 8th disappearance (at will, self only), hallucination; 7th hallucinatory terrain
Constrict 3d10+17 piercing.
Eat Away A creature that begins its turn inside Kraekhaeme takes 10d6 negative damage. Kraekhaeme gains temporary HP for 1 minute equal to half the damage dealt.
Engulf DC 43, 10d6 negative, Escape DC 43, Rupture 45.
Tentacular Burst Kraekhaeme deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic Reflex save) and can also attempt to Grab any creatures who critically fail their save as a free action. Kraekhaeme is then flat-footed until the start of its next turn.
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