Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Funnel
(cold, evocation, primal, water) The kun inhales violently, sucking in heat and all creatures in the water in a 60-foot cone. Creatures in the area must succeed at a DC 33 Fortitude save or take 10d8 cold damage. The kun can't Funnel again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pulled 30 feet toward the kun. Critical Failure The creature takes double damage and is pulled 60 feet toward the kun.
Ability
Heart of Darkness
Whenever the kun makes an attack from within an area of darkness, their attack deals an additional 2d6 evil damage.
Ability
Primal Innate Spells
DC 32; 7th control water (at will), darkness (at will), wall of ice
Ability
Spite [Reaction]
Circumstance: Trigger: A creature within reach of the kun's tail uses an action
The kun bats the triggering creature away with their tail, making a tail Strike against the creature. On a hit, the action is disrupted and the creature is pushed 10 feet.
Offense
Melee
Circumstance: combat round (melee)
jaws +30 [+25/+20] (reach 15 feet), Damage 3d12+14 piercing plus Grab
Offense
Swallow Whole
Huge, 3d12+7 bludgeoning, Rupture 30
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.
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Language
(can't speak any language)
Aquan
Perception
darkvision
light blindness
wavesense 60 feet
Resistance
cold 10
Weakness
good 10