Monster Dossier
Tumblak
Tumblak is a fantasy monster entry from source NGD.
Traits
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Rules & statistics
Monster Profile
Perception
33
Senses
- Name
- darkvision
- Name
- true seeing
Languages
- Languages
- abyssal
- celestial
- infernal
- requian
- Abilities
- telepathy 100 feet
Skills
- Athletics
- 35
- Deception
- 31
- Grave lore
- 28
- Intimidation
- 35
- Religion
- 29
- Stealth
- 31
Ability Mods
- Str
- 9
- Dex
- 5
- Con
- 6
- Int
- 2
- Wis
- 5
- Cha
- 9
Defenses
- Ac
- 42
- Saving Throws
- Fort
- 33
- Ref
- 28
- Will
- 31
- Hp
- Hp
- 305
- Immunities
- disease
- fear
- poison
- precision
- Weaknesses
- Name
- good
- Amount
- 15
- Resistances
- Name
- physical
- Amount
- 15
- Note
- except force or ghost touch; double resistance vs. non-magical
Speed
- Fly
- 40
Attacks
- Range
- Melee
- Traits
- magical
- reach
- Name
- fist
- Attack
- 35
- Damage
- 3d12+17 bludgeoning plus 2d6 evil and Stoutaern Echoes
Spellcasting
- Tradition
- divine
- Type
- Innate
- DC
- 40
- Entry
- 0
- Level
- 9
- Spells
- Name
- detect magic
- 9
- Spells
- Name
- dispel magic
- Name
- earthbind
- Amount
- at will
- Name
- fear
- Amount
- at will
- Name
- mask of terror
- Amount
- at will
- Notes
- self only
- Name
- nightmare
- Amount
- at will
- Constant
- 9
- Spells
- Name
- true seeing
Abilities
- Top
- Name
- Easy to Call
- Entries
- As chakanaj.
- Name
- Focused Force
- Entries
- 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.
- Mid
- Name
- Gasping Aura
- Traits
- air
- aura
- divine
- transmutation
- Entries
- 100 feet.
- Creatures within the aura must succeed at a 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.
- Name
- No
- Entries
- Breath Tumblaks don't need to breathe.
- Bot
- Name
- Claustrophobic Nightmares
- Traits
- curse
- divine
- enchantment
- mental
- Entries
- 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 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.
- Name
- Stoutaern Echoes
- Traits
- divine
- emotion
- enchantment
- incapacitation
- mental
- Entries
- A creature struck by the tumblak's fist or impacted by Claustrophobic Nightmares must succeed on a 44 Will save or feel itself confined on all sides. The creature is immobilized and flat-footed until it Escapes (44).
- Name
- Skip Between
- Activity
- Number
- 1
- Unit
- action
- Traits
- conjuration
- divine
- teleportation
- Entries
- As chakanaj.
Background
Lore
No lore provided.