Resplendent lilac and white scales adorn this gigantic serpent. A number of sharp, short horns crown its head.
Julunggali CR 21/MR 8
XP 409,600
N Colossal magical beast (aquatic, extraplanar, mythic, shapechanger)
Init +21M; Senses blindsense 60 ft., darkvision 60 ft., low-light vision, scent, see in darkness; Perception +30
Aura fascination (DC 26, 100 feet)
Defense
AC 38, touch 5, flat-footed 37 (+1 Dex, +2 insight, +33 natural, –8 size)
hp 399 (22d10+278); fast healing 10
Fort +22, Ref +18, Will +14
Defensive Abilities mythic saving throws; DR 10/epic and magic; Immune acid, cold, electricity, poison; Resist fire 10; SR 32
Offense
Speed 40 ft., burrow 40 ft., fly 20 ft. (average), swim 90 ft.
Melee bite +29 (4d8+14 plus grab and poison and pull or push), slam +29 (4d6+14)
Space 30 ft.; Reach 30 ft.
Special Attacks amazing initiative, constrict (4d8+21), fast swallow, mythic power (8/day, surge +1d10), pull (bite, 30 ft.), push (bite, 30 ft.), swallow whole (4d8 acid damage, AC 26, 39 hp)
Spell-Like Abilities (CL 24th; concentration +29)
Constant—foresight (self only)
At will—bestow curse (DC 18), blessM, control water, create water, move earthM, neutralize poison, prayerM, water breathing
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)
Statistics
Str 38, Dex 13, Con 28, Int 19, Wis 20, Cha 21
Base Atk +22; CMB +44 (+48 grapple); CMD 57 (can't be tripped)
Feats Cleave, Combat ReflexesM, Great Cleave, Improved InitiativeM, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning ReflexesM, Power AttackM, Weapon Focus (bite), Weapon Focus (gore)
Skills Fly –7, Handle Animal +16, Heal +27, Intimidate +27, Knowledge (nature) +26, Knowledge (religion) +15, Perception +30, Sense Motive +27, Swim +22
Languages Celestial, Druidic, Sylvan; telepathy 100 ft.
SQ amphibious, change shape (any snake; polymorph), compression
Ecology
Environment any land or water
Organization solitary
Treasure standard
Special Abilities
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.
Poison (Ex or Su) A julunggali has three different poisons. Each time it bites, it decides which poison to inject.
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.
A julunggali is a semidivine entity. It watches over sacred and mystical places of the world, as well as the remote tribes that respect these locations. Young tribal warriors present themselves to the julunggali for its blessing, a vision quest, or other rite of passage necessary to become an adult in the community.
A julunggali is wise and can be entreated to perform helpful tasks, such as carving new river channels or pulling water into dry wells. But it is also vengeful, and has been known to punish those who break social taboos or intrude upon sacred places without permission. Those who have undergone rites of passage chosen for them by the julunggali face the harshest repercussions if they act wrongly.