SFS Standard Terror Of Ukulam Creature 22

When a massive ooze-like being emerged from the polluted caverns of Castrovel's industrial moon, Elindrae, the planet's leaders made the mistake of assuming the ooze posed no threat to Castrovel itself. When the ooze destroyed several of the moon's shipyards, then launched itself through space to the remote reaches of Ukulam, they made the mistake of assuming they had time to quarantine the threat in that continent's remote wilderness. When its radiation began to spread, and longdead elindrian cultists rose from their nest-necropolises beneath the Singing Range to worship the ooze, the planet's leaders finally understood they couldn't ignore it. They called it the Terror of Ukulam. They still don't understand quite what it is, why it exists, or what it wants.

The Terror is an enormous ooze-like thing, somewhat resembling layered flaps of oily dark green flesh. It conceals its only anatomical feature—a large purple eye— beneath its undulating surface. The creature spends most of its time floating in deep subterranean caverns or ocean trenches, remaining immobile for days at a time, then suddenly traversing a great distance, almost always in a straight line, before stopping again. These stops are seemingly random, but they've displaced settlements with increasing regularity. The vengeful worshippers who follow the Terror's path are almost as dangerous as the radiation it spreads, though their reasons for following it are as inscrutable as the Terror itself.

Thanks to the nature of atomic energy and especially atomic weapons, Castrovel's scientists have deduced that the radioactive Terror is likely to cause as much destruction in death as it has caused in life—or perhaps more. Even if the combined military might of Castrovel and its allies was sufficient to defeat the Terror, these scientists have warned that they need more time to study the Terror and assess the risks of destroying it outright. Of course, every day that passes is another day that more elindrians flock to the Terror, and yet more victims cross its destructive path.

Elite Weak Terror Of Ukulam Creature 22

Image of the Terror of Ukulam
Recall Knowledge DC 42 (add +10 if Unique applies) 44 (add +10 if Unique applies) 46 (add +10 if Unique applies)
Ooze (Occultism)
Perception +39 (darkvision, tremorsense (imprecise) 200 feet)
Languages voice of linked minds
Skills Acrobatics +31, Athletics +42, Intimidation +36, Nature +38, Stealth +31, Survival +42
Str +12 Dex -5 Con +12 Int +6 Wis +8 Cha +6
Voice of Linked Minds The Terror doesn't speak, but it can psychically communicate complex concepts with any creature within 200 feet that is part of a hive mind, husk mind, or similar shared mind. Other creatures that can communicate telepathically can somewhat understand the Terror, but their understanding is vague.

AC 33
Fort +40
Ref +30
Will +36
+1 to all saves vs. primal
HP 660
Regeneration 25 (deactivated by fire)
Resistances acid 15, cold 15
Weaknesses fire 15
Ancient Bond The Terror commands obedience from creatures on Castrovel, suggesting an ancient connection to the planet. Wild creatures native to Castrovel or its moon must succeed at a DC 45 Will saving throw when they first come within 200 feet of it on a given day; on a failure, they improve their attitude toward the Terror to friendly. Creatures that become friendly typically approach the Terror, resulting in a painful death by radiation sickness.
Radioactive Death (primal, radiation) When the Terror of Ukulam dies, it explodes in a radioactive blast that instantly vaporizes all creatures and objects within 30 miles and deals 45d12 fire damage to all creatures, objects, and structures
in a 150-mile-radius emanation with a DC 45 basic Fortitude save. Creatures in the area are also exposed to terrible radiation sickness. The terrain and any bodies of water (or suitable portions of larger bodies, such as oceans, at
the GM's discretion) become terribly radioactive for a minimum of 50 years, after which time they slowly become less radioactive, using less severe degrees of radiation from GM Core at the GM's discretion.
Terribly Radioactive (aura, disease, poison, radiation) 120 feet. The Terror spreads radiation everywhere it goes. Non-creature plants near the Terror quickly wither and die. Any creature that begins its turn within the aura is sickened 3 and is exposed to terrible radiation sickness each round.

Speed 35 feet, burrow 25 feet, fly 100 feet, swim 100 feet; unfettered movement
Melee [one-action] sludge tendril +43 (agilemagicalreach 30 feet), Damage 4d10+24 bludgeoning plus 2d6 poison and toxic touch
Ranged [one-action] toxic globule +38 (magicalrange increment 90 feet), Damage 4d10+24 bludgeoning plus 2d6 poison
Primal Innate Spells DC 45 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 10th 9th Constant (4th)
Induce Frenzy [one-action] (mentalprimal) Frequency once per day; Effect The Terror stirs creatures in hive minds into a frenzy. Each creature within 200 feet that's part of a hive mind gains the quickened condition for 1 minute, and it can use the extra action each round only to Stride or Strike.
Terrible Radiation Sickness (disease) This radiation causes unimaginably painful burns, unrelenting nausea, and death; Saving Throw DC 45 Fortitude; Onset 1 hour; Stage 1 13d6 poison damage and sickened 1 (1 hour); Stage 2 14d6 poison damage and sickened 2 (1 hour); Stage 3 15d6 poison damage and sickened 3 (1 hour); Stage 4 death
Toxic Touch Creatures struck by the Terror's sludge tendril gain weakness 10 to poison and take a –2 status penalty to Fortitude saves for 1 round.
Undulating Wrath [three-actions] The Terror Strikes with its sludge tendrils six times.
Vorpal Eye Beam [two-actions] (deathincapacitationoccult) The Terror pulls back a lid of oozy “skin” to reveal its only anatomical feature—an enormous dark purple eye—firing an invisible particle beam along the path of its gaze. The beam is 10 feet wide and 120 feet long. Creatures in the area take 18d8 slashing damage (DC 45 basic Fortitude save). Creatures that critically fail their save are instantly decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if its last head is severed. The Terror can't use Vorpal Eye Beam again for 1d4 rounds. During this time, it loses immunity to critical hits and precision damage.