Rompo

CREATURE 5

n medium beast 

Perception +15; darkvision, scent (imprecise) 30 feet

Skills Athletics +13, Stealth +12, Survival +12

Str +5 Dex +2 Con +2 Int -3 Wis +2 Cha +0

Camouflage The rompo can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check.

AC  21; Fort +15, Ref +9, Will +11

HP 80

Speed 30 feet, climb 25 feet

Melee [>] jaws +15, Damage 2d8+5 piercing plus rompo chills

Melee [>] claws +13 (agile), Damage 2d6+5 slashing

Crooning Cry [>>] (enchantment, incapacitation, mental, primal) 60 feet. The rompo hums in a low voice. Each creature within the emanation must succeed at a DC 19 Will save or become fascinated and compelled to move away from the rompo, traveling to the furthest edge of the emanation. Fascinated creatures are also flat-footed. The effect lasts for 1 round, but if the rompo spends a single action on subsequent rounds, it can extend the duration by 1 round for all affected creatures. If the rompo attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to Crooning Cry for 24 hours.

Rompo Chills (disease) The target can't reduce its sickened condition while affected by rompo chills Saving Throw DC 19 Fortitude; Onset 1 day; Stage 1 clumsy 1 (1 day); Stage 2 clumsy 1 and sickened 1 (1 day); Stage 3 clumsy 2 and sickened 2 (1 day); Stage 4 unconscious (1 day)

LOME, page 305.

Open Rompo in the interactive creatures list or browse all creatures starting with R.