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Culkma
Floral scents draw you ever closer to the shifting sand, you have but a fraction of a second to react to this lizard’s poison stinger.

Culkma (CR 1; XP 400)
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
Aura pheromones (60 ft., W-DC 13)
Defenses
AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0
Offense
Speed 30 ft.
Melee bite +3 (1d8+1), sting -2 (1d4 plus poison)
Special Attacks pheromones, poison
Statistics
Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 4
Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Bluff +7, Perception +5, Stealth +2 (+8 in desert); Racial Modifiers +8 Bluff, +8 Stealth in desert
Languages Common
Ecology
Environment desert
Organization solitary or pack (2-7)
Treasure standard
Special Abilities
Pheromones (Su) Culkma emit magical pheromones to attract living prey to it. Any living creature that fails a Will save against the aura move toward the culkma as fast as they can. Creatures with the scent ability take a -4 penalty on this saving throw. The save DC is Constitution-based.
Poison (Ex) Sting—injury; save Fort DC 13; frequency once; effect unconsciousness for 10 minutes; cure 1 save; The save DC is Constitution-based

Culkma are lizard-like beasts forged in the hottest and most desolate parts of the world. Amid the shifting sand and glass of blasted wastelands, these creature make their homes and lie in wait for desperate travelers. Culkma hunt in packs whenever possible, with a single culkma acting as bait to attract a meal with its pheromones and lure their targets into a pack of culkma or into a confined space like a desert canyon, cave, or ruins. When hunting alone a single culkma will stake out a desert oasis, lying in wait for thirsty travelers to arrive. Omnivorous to a fault, culkma consider any living thing to be a potential meal as they have been known to attack mawgriffs herds and even sandworms. If their pheromones are unable to draw prey into their trap they will instead resort to trying to verbally coax their prey onward with their sibilant form of the Common tongue. Some desert tribes have been known to hunt the culkma for its animal products. The tribes use the culkma’s pheromone glands to make perfume or scent lures, while others use the leather of their hides to make water-resistant boots or armor.

On Porphyra
Culkma survive best in the vast tracks of the Glass Sea. Anpur, enigmon, and zendiqi are trained from a very young age to be able to identify the territory of a culkma pack. Consequently, they rarely fall prey to its alluring pheromones by accident. Enigmon artificiers will hunt the beasts to use their pheromones in the production of elixirs of love.