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Zoanoid, Somlum

Somlum CR 6

XP 2,400
LE Medium aberration (zoanoid)
Init +5; Senses darkvision 60 ft., Perception +13

DEFENSE

AC 20, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +4 natural)
hp 60 (8d8+24)
Fort +9, Ref +7, Will +4
Defensive Abilities uncanny dodge, zoanoid saves

OFFENSE

Speed 40 ft.
Melee 2 claws +11 (1d6+3), bite +11 (1d8+3)
Ranged spittle +11 touch (entrap)
Special Attacks entrap (DC 17, forever, hardness 0, hp 10), molecular adhesive, pounce

STATISTICS

Str 16, Dex 21, Con 16, Int 13, Wis 14, Cha 9
Base Atk +6; CMB +8; CMD 24
Feats Dodge, Mobility, Step Up, Weapon Finesse
Skills Acrobatics +16 (+20 when jumping), Climb +14, Craft (any one) +9, Escape Artist +16, Perception +13
Languages Common, Zern
SQ alter ego (Small or Medium humanoid, alter self), mighty leap

ECOLOGY

Environment any land and underground
Organization solitary or squad (1 plus 1-7 other zoanids)
Treasure standard

SPECIAL ABILITIES

Alter Ego (Su)

A somlum can assume the form of a specific Small or Medium humanoid. This functions as the change shape special quality, except that the somlum cannot choose the form it assumes.

Mighty Leap (Ex)

A somlum does not suffer penalties for making Acrobatics checks to jump without a running start. If it does have a running start, it doubles the distance traveled.

Molecular Adhesive (Su)

A creature subject to a somlum’s entrap must take 10 points of slashing damage in order to remove the entrapping material. Applying a dose of universal solvent will also free the creature. When applying this molecular adhesive to non-living material, treat it as sovereign glue.

Spittle (Ex)

A somlum can spit a glob of molecular adhesive as a standard action once every 1d4 rounds. Treat this as a ranged touch attack with a range of 30 feet and no range increment. A creature struck is exposed to the somlum’s entrap special attack.

Zoanoid Saves (Ex)

A somlum treats Fortitude as its good save and Will as a poor save.

ABOUT

This garishly colored creature resembles a humanoid reptile with tendrils growing from its shoulders and a row of spikes along its back. It has bulging eyes, clawed hands and feet, and a beak for a mouth.

The zoalords refer to their zoanoid creations by various designations. Some are “lost numbers”. While not completely unique, the physiological and psychological profile of a humanoid that can be transformed into one of these varieties by fleshwarping is rare. Most lost numbers are one in a million creations, and many may live their entire lives believing that they are the only one of their kind. The somlum is one of these lost number varieties.

A somlum’s uniqueness comes from its ability to generate a powerful molecular adhesive. No mere glue, this material causes objects to become fused permanently together. This makes a somlum more useful as a manufacturing concern than as a physical combatant, and they are usually kept off the front lines. A somlum can spit globs of this adhesive at their foes if used as a weapon or pressed into combat. Creatures so entangled or entrapped cannot cut the glue free without tearing their own flesh, making it a potent morale breaker and excellent for capturing prisoners. Somlums are fast and agile, keeping to their speed and leaping ability to keep from being pinned down on the battlefield.

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