Elemental, Mud, Huge
- HP
- 95 (10d10+40)
- AC
- 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural, -2 size)
- Speed
- 20 ft., burrow 10 ft., swim 30 ft.; earth glide
- Init
- +3
- Melee
- 2 slams +15 (2d6+7 plus entrap)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +10
- CMB
- +19
- CMD
- 33
- Fort
- +11
- Ref
- +10
- Will
- +3
- DR
- 5/-
Weapons: Martial, Simple
entrap (DC 19, 10 minutes, hardness 5, hp 15)
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Climb +17, Escape Artist +13, Knowledge (planes) +7, Perception +13, Stealth +8, Swim +15
- Type
- Outsider
- Alignment
- N
- Size
- Huge
- Senses
- darkvision 60 ft., tremorsense 30 ft.; Perception +13
- Source
- Bestiary 2
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Greater Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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