Library / Bestiary

Lurker Above

CR 7.00 Aberration N Huge HD 10

Lurkers above are the nearly mindless males of the species, and follow much the same tactics as executioner's hoods, save that they gain the ability to stretch themselves wide, glide with both speed and silence, and can even fly by awkwardly flapping their flesh. They typically hide on cavern ceilings, shifting their coloration and texture to match the surrounding terrain.

Like all lurking rays, lurkers above are carnivorous, preferring the tang of living flesh—though they can subsist for a time on the minerals they absorb from rocky surfaces through their tentacles. Males are less able to subsist on minerals, however, and hence hunt more actively. While lurkers above are poor fliers, they're excellent gliders, able drop off a ceiling and silently float more than 100 feet horizontally over the course of a 5- or 6-foot drop.

Lurkers above can grow to be 15 feet from tip to tip, and weigh nearly 500 pounds when fully fed.

HP
85 (10d8+40)
AC
19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
Init
+5
Speed
10 ft., climb 5 ft., fly 40 ft. (poor)
Fort
+7
Ref
+4
Will
+9
BAB
+7
CMB
+19 (+23 grapple)
CMD
30 (can't be tripped)
Melee
slam +15 (3d6+15 plus grab)
Space
15 ft.
Reach
10 ft.
DR
10/piercing or slashing
Defensive Abilities
amorphous
Racial Modifiers
+4 Stealth (+12 in rocky areas)
str
30
+10
dex
12
+1
con
19
+4
int
2
-4
wis
15
+2
cha
9
-1

constrict (3d6+15)

Smother — 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).

Universal Monster Rules

Grab
Grab (slam) 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 (3d6+15) 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.
Amorphous Ex from Universal Monster Rule
The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.

Special Abilities

Smother from text
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).

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Skill Focus (Stealth) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Skill Focus (Stealth) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Climb +18, Fly +1, Perception +5, Stealth +8 (+16 in rocky areas)

Details
Type
Aberration
Alignment
N
Size
Huge
Environment
any underground
Organization
solitary
Treasure
standard
Senses
blindsense 10 ft., darkvision 60 ft., scent; Perception +5
Source
Bestiary 4
Source

Bestiary 4

Attribution

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
5 House/Core
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