Lurking Ray, Trapper | Monster / NPC | Pathfinder 1e | Statblocks & Sheets | World Anvil

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CR 8

Lurking Ray, Trapper

N Huge aberration
Initiative: +5 Senses: blindsense 10 ft., darkvision 60 ft., scent; Perception 1d20+25

The stone floor ripples and shakes as a toothy, gnashing maw opens in its center, and then the edges of the room curl up and inward to reveal an underside of wriggling tendrils and fetid digestive juices.

Defense

AC: 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
HP: 123 13d8+65
Fortitude: +10 Reflex: +5 Will: +11
Defensive Abilities: amorphous, Resist cold 10, fire 10 Weaknesses: light sensitivity DR: 10/piercing or slashing

Offense

Speed: 10 ft., climb 5 ft.
Melee: slam +17 ( +15 plus grab)
Special Attacks: constrict ( +15 ), smother
Space: 15ft Reach: 10 ft

Statistics

Str 30, Dex 12, Con 19, Int 14, Wis 17, Cha 13
Base Attack: +9 CMB: +21 ( +25 grapple) CMD: 32 (can’t be tripped)
Skills: Climb +18 , Knowledge (dungeoneering) +15 , Perception +25 , Sense Motive +16 , Sleight of Hand +14 , Stealth +19 ( +27 in rocky areas), Survival +15
Racial Modifiers: +4 Stealth (+12 in rocky areas)
Languages: Aklo, Common, Undercommon

Ecology

Environment: any underground
Organization: solitary or batch (1 plus 20–30 executioner’s hoods)
Treasure: standard

Trappers can grow to be 15 feet from tip to tip, and weigh nearly 2,000 pounds when fully fed.


Female lurking rays, known as trappers, are the masterminds of their race. Too large to fly (and often gravid with wriggling young), the intelligent trappers scrape themselves out depressions in the floor of regularly traveled chambers and then lie in them, changing their coloration and texture perfectly to blend with the rest of the floor, and sometimes even creating protrusions in the shape of items they know to be valuable to their prey creatures. When a lulled individual steps onto the trapper’s surface, the ray twists itself up around it, smothering and beating its victim senseless before drawing it into its maw for slow digestion.   Though quite intelligent even by human standards, trappers devote almost all of their mental faculties to perfectly remembering every sensory detail about their surroundings in order to make their chameleon-like disguises all the more cunning and difficult for their prey to resist.   Amorphous (Ex)
Lurkers above and trappers are immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter their space without squeezing or one-eighth their space when squeezing.
  Constrict (Ex)
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack.   Light Sensitivity (Ex)
Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Smother (Ex)
When a lurker above grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components, and must hold its breath (see Suffocation)


Created by

Hakkabash.

System

Pathfinder 1e

Statblock Type

Monster / NPC

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