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.

Section 15: Copyright Notice
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