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


Ecology

Environment: any underground


Organization: solitary or batch (1 plus 20–30 executioner’s hoods)


Treasure: standard


Description

Female lurking rays, known as trappers, are the masterminds of their race. Too large to f ly (and often gravid with wriggling young), the intelligent trappers scrape themselves out depressions in the f loor of regularly traveled chambers and then lie in them, changing their coloration and texture perfectly to blend with the rest of the f loor, 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.

Lurking Ray Lycanthrope, Werebat This furred humanoid has protruding fangs and thin membranes of tissue connecting its arms to its sides.

Source: Pathfinder Roleplaying Game Bestiary 4