Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
All-Around Vision -
Ability
Attack of Opportunity
Ability
Double Opportunity
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.
Ability
Psychic Static Aura
(aura, divination, mental, occult) 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage.
Ability
Shell Rake
(move) The baomal Swims or 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 (DC 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 (DC 42 basic Reflex save).
Ability
Two Heads
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 Strikes with the lost head and from using Double Opportunity or Two-Headed Strike.
Ability
Two-Headed Strike
The baomal makes a Strike with each set of jaws, each against a different creature. These Strikes count as one attack for the baomal's multiple attack penalty, and the penalty doesn't increase until after both attacks.
Offense
Breath of the Sea
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 DC 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 Sailing Lore in place of Athletics. Unattended objects are automatically pulled.
Offense
Melee
Circumstance: combat round (melee)
jaws +38 [+33/+28] (reach 20 feet), Damage 4d12+18 piercing plus Improved Grab
Offense
Ranged
Circumstance: combat round (ranged)
tsunami jet +38 [+33/+28] (brutal, range 500 feet), Damage 4d10+18 bludgeoning plus Push 40 feet
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Language
Aklo
Perception
darkvision
scent (imprecise) 80 feet
Resistance
physical 10