Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Cleave
Action
Feat 10
Weapon Focus (bite)
Action
Feat 11
Weapon Focus (gore)
Action
Feat 2
Combat ReflexesM
Action
Feat 3
Great Cleave
Action
Feat 4
Improved InitiativeM
Action
Feat 5
Improved Iron Will
Action
Feat 6
Improved Lightning Reflexes
Action
Feat 7
Iron Will
Action
Feat 8
Lightning ReflexesM
Action
Feat 9
Power AttackM
Action
Melee 1
bite +29 (4d8+14 plus grab and poison and pull or push)
Action
Melee 2
slam +29 (4d6+14)
Special
3/day
antipathy (DC 24), baleful polymorphM (DC 20), control weatherM (rain only), greater teleport (self only), hasteM, healM, polymorph, prismatic wall (DC 23), raise dead, slowM (DC 18)
Special
At will
bestow curse (DC 18), blessM, control water, create water, move earthM, neutralize poison, prayerM, water breathing
Special
Constant
foresight (self only)
Special
Fascination Aura (Su)
Any creature within 100 feet of the julunggali who can see it must succeed at a Will save (DC 26) or be fascinated as long as it remains within range. A creature that saves against the julunggali's aura is immune to it for 24 hours. The save DC is Charisma-based.
Special
Julunggali Venom
Bite-injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d6 Con or 1d6 Dex or age one age category (julunggali's choice); cure 2 consecutive saves. The save DC is Constitution-based.
Special
Poison (Ex or Su)
A julunggali has three different poisons. Each time it bites, it decides which poison to inject.