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Lunarma

CR 6.00 Aberration N Medium
This monstrous crablike creature hovers in midair, its three clawed tentacles snapping aggressively.

Lunarmas are mysterious crablike creatures that come from space. They move by floating through the air and can eat flesh, wood, bone, and certain kinds of sand and dust. Highly aggressive, they attack by dropping on prey from above and grabbing it with their limbs, using their breath weapon to injure multiple creatures for easier capture, feeding, and implantation.

Efficient in its digestion and reproduction, a single lunarma can depopulate a village in a few days, spawning dozens of offspring that scatter in search of more prey. Fortunately, an adult lunarma lives no longer than a year. During this time, it seeks to eat and find living prey in which to lay its eggs.

A newly spawned lunarma forms a cocoon in which it metamorphoses into a preadult, emerging when it senses food. It can remain dormant in its cocoon for centuries, and clusters of eggs have been found in sealed caverns beneath icy surfaces, as well as on cold moons and drifting asteroids—as if placed there by an intelligent creature.

Though lunarmas are able to communicate among themselves telepathically, they're only barely intelligent, and their thoughts are primitive. They have no known culture, and their desires are limited to feeding and procreation. The only instinct they seem to have beyond that is a violent aversion to flumphs, which they attack on sight.

An adult lunarma is nearly 5 feet across and weighs 400 pounds.

STR
16
DEX
12
CON
19
INT
5
WIS
12
CHA
10
HP
76 (9d8+36)
AC
17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
Speed
0 ft., fly 60 ft. (good)
Init
+5
Melee
3 claws +9 (1d8+3 plus grab), bite +10 (1d6+3)
Space
5 ft.
Reach
5 ft. (10 ft. with claws)
BAB
+6
CMB
+9 (+13 grapple)
CMD
20
Fort
+9
Ref
+4
Will
+9
Defensive Abilities
barbed carapace

Breath Weapon — The acid from a lunarma's breath weapon lasts for 1d4 additional rounds, dealing 2d6 points of acid damage on its turn to any creature that took damage from the breath weapon. Washing off the acid with water or other liquid is a full-round action that ends the continuing damage.

constrict (1d8+3)

Implant Eggs — As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host. After 1d2 days of eating, the larvae crawl out and find a safe place to mature into adults. A remove disease spell rids a creature of all implanted eggs or larvae, or they can be removed one at a time by using the Heal skill to treat deadly wounds.

Universal Monster Rules

Grab
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d8+3) Ex from Universal Monster Rule
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.
Breath Weapon Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
No Breath Ex from Universal Monster Rule
The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Special Abilities

Barbed Carapace from text
Implant Eggs from text
As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host. After 1d2 days of eating, the larvae crawl out and find a safe place to mature into adults. A remove disease spell rids a creature of all implanted eggs or larvae, or they can be removed one at a time by using the Heal skill to treat deadly wounds.

Feats, Traits & Items

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Weapon Focus (bite) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Fly +5, Perception +10, Stealth +7

Details
Type
Aberration
Alignment
N
Size
Medium
Environment
any underground
Organization
solitary, pair, or hive (3–16)
Treasure
none
Senses
all-around vision, darkvision 60 ft.; Perception +10
Languages
Common (can't speak); telepathy 120 ft. (other lunarma only)
Source
Bestiary 4
Source

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
4 House/Core 1 Recognized publisher

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