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Trapper

CR 8.00 Aberration N Huge

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.

STR
30
DEX
12
CON
19
INT
14
WIS
17
CHA
13
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)
BAB
+9
CMB
+21 (+25 grapple)
CMD
32 (can't be tripped)
Fort
+10
Ref
+5
Will
+11
DR
10/piercing or slashing

constrict (3d6+15), smother (see lurker above)

Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Toughness

Climb +18, Knowledge (dungeoneering) +15, Perception +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 in rocky areas), Survival +15

Details
Type
Aberration
Alignment
N
Size
Huge
Environment
any underground
Senses
blindsense 10 ft., darkvision 60 ft., scent; Perception +25
Languages
Aklo, Common, Undercommon
Source
Bestiary 4