Monster Dossier

Baomal

Baomal MYSTERIOUS ORIGINS All too often, those who study stranger monsters make the assumption that they were created by powerful but ill-advised wizard...

Level 20

Traits

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Rules & statistics

Monster Profile

Perception

34

Senses

  • Name
    darkvision
  • Type
    imprecise
    Name
    scent
    Range
    80

Languages

Languages
  • aklo

Skills

Athletics
41
Stealth
31
Survival
37

Ability Mods

Str
10
Dex
2
Con
8
Int
-3
Wis
6
Cha
1

Defenses

Ac
48
Saving Throws
Fort
36
Ref
30
Will
34
Hp
  • Hp
    315
Resistances
  • Amount
    10
    Name
    physical

Speed

Walk
50
Swim
80

Attacks

  • Range
    Melee
    Name
    jaws
    Attack
    38
    Traits
    • reach
    Effects
    • Improved Grab
    Damage
    4d12+18 piercing plus Improved Grab
    Types
    • piercing
  • Range
    Ranged
    Name
    tsunami jet
    Attack
    38
    Traits
    • brutal
    • range
    Damage
    4d10+18 bludgeoning plus Push 40 feet
    Types
    • bludgeoning

Abilities

Mid
  • Name
    All-Around Vision
  • Activity
    Number
    1
    Unit
    reaction
    Name
    Attack of Opportunity
  • Entries
    • A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action.
    Name
    Double Opportunity
  • Traits
    • aura
    • divination
    • mental
    • occult
    Entries
    • 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage.
    Name
    Psychic Static Aura
  • Entries
    • Any ability that would sever a baomal's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strike||Strikes with the lost head and from using Double Opportunity or Two-Headed Strike.
    Name
    Two Heads
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • attack
    Entries
    • A baomal can inhale tremendous amounts of water, drawing everything in the sea nearby closer. All creatures and objects in the water within 60 feet of the baomal (including ships) are pulled toward it. Creatures must succeed at a 42 Athletics check or be pulled up to 20 feet toward the baomal (40 feet on a critical failure). For ships, use the captain's Lore||Sailing Lore in place of Athletics. Unattended objects are automatically pulled.
    Name
    Breath of the Sea
  • Activity
    Number
    1
    Unit
    action
    Traits
    • move
    Entries
    • The baomal Swims or Stride||Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or ship the baomal is adjacent to at any point during its movement takes 6d6+10 slashing and piercing damage (42 basic Reflex save). Against vessels, Shell Rake ignores the first 5 Hardness and creates an explosion of splinters that deals 3d6+5 damage to every creature within 10 feet of the deck's edge (42 basic Reflex save).
    Name
    Shell Rake
  • Activity
    Number
    2
    Unit
    action
    Entries
    • The baomal makes a Strike with each set of jaws, each against a different creature. These Strike||Strikes count as one attack for the baomal's multiple attack penalty, and the penalty doesn't increase until after both attacks.
    Name
    Two-Headed Strike

Background

Lore

Baomal

MYSTERIOUS ORIGINS

All too often, those who study stranger monsters make the assumption that they were created by powerful but ill-advised wizards or are the result of ancient manipulations from the lomos empire. In the case of the baomal, extensive research suggests that neither of these explanations are accurate. No ancient texts have yet been recovered in which a wizard claims to have created the first baomal. And while the lomos of today use them as warbeasts, ancient carvings suggest that in the earliest days, baomals were ravenous hunters of lomoss.

Few sea monsters are as dreaded and feared as the two-headed baomal. These massive predatory beasts typically dwell in the deepest waters and compete with krakens and other monsters for food. They feed on whales and other large sea creatures, sometimes following them to the water's surface. Near the surface, baomals that encounter ships quickly learn that they contain a variety of tasty morsels. The creatures use their devastating spikes to rip open the ships' hulls, then leisurely feed on the helpless sailors.