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Lurking Ray, Trapper

The stone floor ripples and shakes as a toothy, gnashing maw opens in its center, and then the edges of the room curl up and inward to reveal an underside of wriggling tendrils and fetid digestive juices.

Trapper CR 8

XP 4,800
N Huge aberration
Init +5; Senses blindsense 10 ft., darkvision 60 ft., scent; Perception +25

DEFENSE

AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 123 (13d8+65)
Fort +10, Ref +5, Will +11
Defensive Abilities amorphous; DR 10/piercing or slashing; Resist cold 10, fire 10
Weaknesses light sensitivity

OFFENSE

Speed 10 ft., climb 5 ft.
Melee slam +17 (3d6+15 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (3d6+15), smother (see lurker above)

STATISTICS

Str 30, Dex 12, Con 19, Int 14, Wis 17, Cha 13
Base Atk +9; CMB +21 (+25 grapple); CMD 32 (can't be tripped)
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Toughness
Skills Climb +18, Knowledge (dungeoneering) +15, Perception +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 in rocky areas), Survival +15; Racial Modifiers +4 Stealth (+12 in rocky areas)
Languages Aklo, Common, Undercommon