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    Trapper

    This massive fleshy creature resembles a brownish-gray amoeboid turning lighter on its underside. No discernible eyes or appendages can be seen.

    Trapper
    CR 8

    XP 4,800
    N Huge ooze
    Init +1; Senses blindsight 60 ft.; Perception -5

    DEFENSE

    AC 14, touch 9, flat-footed 13 (+1 Dex, +5 natural, -2 size)
    hp 138 (12d8+84)
    Fort +11, Ref +5, Will -1
    DR 5/slashing; Immune ooze traits

    OFFENSE

    Speed 10 ft.
    Melee Slam +17 (1d8+15 plus 2d6 acid)
    Space 15 ft., Reach 15 ft.
    Special Attacks smother (1d8+15 plus 2d6 acid)

    STATISTICS

    Str 30, Dex 12, Con 24, Int --, Wis 1, Cha 1
    Base Atk +9; CMB +21 (+25 grapple); CMD 32 (can't be tripped)
    Skills Stealth +9; Racial Modifiers +16 to Stealth

    SPECIAL ABILITIES

    Acid (Ex)

    A trapper’s acid does not harm wood or stone.

    Smother (Ex)

    A trapper can try to wrap a creature up to one size smaller than itself in its body as a standard action. The trapper attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and deals slam and acid damage each round the hold is maintained. Further, a grappled opponent must hold its breath or suffocate. Attacks that hit an engulfing trapper deal half their damage to the monster and half to the trapped victim.

    Lore

    Characters with ranks in Knowledge (dungeoneering) can learn more about a trapper. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (name)

    DC Result
    DC 18 Trappers have long been considered aberrations, but that classification has been faulty. These creatures belong in the ooze category.
    DC 23 Trappers have a strong acid attack that they can suppress at will.
    DC 28 Trappers often smother one opponent before moving on to attack others.
    DC 33 Trappers are vulnerable to slashing weapons but resistant to bludgeoning and piercing ones.