CREATURE 18
Perception +33; darkvision, true seeing
Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet
Skills Athletics +35, Deception +31, Grave Lore +28, Intimidation +35, Religion +29, Stealth +31
Str +9 Dex +5 Con +6 Int +2 Wis +5 Cha +9
Easy to Call As chakanaj.
Focused Force Unlike most incorporeal creatures, a tumblak can make Strength-based checks against physical creatures and objects if it chooses, though such creatures still can't make Strength-based checks against the tumblak.
AC 42; Fort +33, Ref +28, Will +31
HP 305; Immunities disease, fear, poison, precision; Weaknesses good 15; Resistances physical 15 (except force or ghost touch; double resistance vs. non-magical)
Gasping Aura (air, aura, divine, transmutation) 100 feet. Creatures within the aura must succeed at a DC 37 Fortitude save. On a failure, they can't breathe and must hold their breath to avoid suffocation until they leave the aura. The tumblak can activate or deactivate the aura with a single free action, which has the concentrate trait.
No Breath Tumblaks don't need to breathe.
Speed fly 40 feet
Melee fist +35 (magical, reach 10 feet), Damage 3d12+17 bludgeoning plus 2d6 evil and Stoutaern Echoes
Divine Innate Spells DC 40; 9th dispel magic, earthbind (at will), fear (at will), mask of terror (at will, self only), nightmare (at will); Cantrips (9th) detect magic; Constant (9th) true seeing
Claustrophobic Nightmares (curse, divine, enchantment, mental) A creature fatigued by the tumblak's nightmare spell is subject to paralyzing glimpses of being buried alive. Anyone using an effect that would remove the fatigued condition through a means other than a full night's rest must succeed on a DC 44 counteract check or the fatigued condition isn't removed. When the fatigued creature enters a stressful situation, such as rolling initiative in combat or entering a high-stakes negotiation, it is affected by Stoutaern Echoes.
Stoutaern Echoes (divine, emotion, enchantment, incapacitation, mental) A creature struck by the tumblak's fist or impacted by Claustrophobic Nightmares must succeed on a DC 44 Will save or feel itself confined on all sides. The creature is immobilized and flat-footed until it Escapes (DC 44).
Skip Between (conjuration, divine, teleportation) As chakanaj.
Night of the Gray Death, page 71.
Open Tumblak in the interactive creatures list or browse all creatures starting with T.