Trapper
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.
Trappers can grow to be 15 feet from tip to tip, and weigh nearly 2,000 pounds when fully fed.
- HP
- 123 (13d8+65)
- AC
- 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
- Speed
- 10 ft., climb 5 ft.
- Init
- +5
- Melee
- slam +17 (3d6+15 plus grab)
- Space
- 15 ft.
- Reach
- 10 ft.
- BAB
- +9
- CMB
- +21 (+25 grapple)
- CMD
- 32 (can't be tripped)
- Fort
- +10
- Ref
- +5
- Will
- +11
- DR
- 10/piercing or slashing
- Defensive Abilities
- amorphous
- Racial Modifiers
- +4 Stealth (+12 in rocky areas)
constrict (3d6+15)
smother (see lurker above)
Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Stealth), Skill Focus (Stealth), Toughness
<p class="stat-block-1"> 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.</p><p class="stat-block-2">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.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
Climb +18, Knowledge (dungeoneering) +15, Perception +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 in rocky areas), Survival +15
- Type
- Aberration
- Alignment
- N
- Size
- Huge
- Environment
- any underground
- Organization
- solitary or batch (1 plus 20–30 executioner's hoods)
- Treasure
- standard
- Senses
- blindsense 10 ft., darkvision 60 ft., scent; Perception +25
- Languages
- Aklo, Common, Undercommon
- Source
- Bestiary 4
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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