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Clouded Quartz (5-6)Creature 7


UniqueCELargeEarthGiantTroll
Source Pathfinder Society Scenario #2-20: Breaking the Storm: Bastion in Embers
Perception +16 (darkvision, tempest sight)
Languages Abyssal, Jotun, Undercommon
Skills Athletics +17, Intimidation +17, Nature +14, Religion +14
Str +6, Dex +2, Con +6, Int -2, Wis +3, Cha +4

AC 23; Fort +18; Reflex +15; Will +16;
HP 145 (regeneration 20 (deactivated by acid or sonic)
Speed 25 feet (burrow 20 feet, climb 20 feet)
Immunities bleed
Weaknesses Electricity 5
Resistances Fire 5

Jaws One Action +17 (+12, +7) to hit (reach 10) 2d10+8 Piercing
Claw One Action +17 (+13, +9) to hit (agile, reach 10) 2d8+8 Slashing
Rock One Action +17 (+12, +7) to hit (brutal, range increment 120) 2d8+8 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Perpetual Storm Aura

10 feet Aura

Clouded Quartz is surrounded by a perpetual storm. The whirling winds impose a -2 circumstance penalty on ranged attack rolls using physical ammunition that target her or originate from her.

Tempest Sight

Clouded Quartz can see perfectly through wind and water. She never takes penalties to Perception from wind, rain, fog, or other precipitation, or from looking through water or being underwater, and such conditions don't cause anything to be Concealed from her.

Regeneration 20 (Deactivated by Acid or Sonic)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock

Sunlight Petrification

If exposed to direct sunlight, Clouded Quartz immediately becomes Slowed 1 and can't use reactions or Trample. The slowed value increases by 1 each time she ends her turn in sunlight. If Clouded Quartz's actions are reduced to 0 in this way, she becomes Petrified until she spends at least 1 minute in darkness. Spells like Sunburst that create magical sunlight cannot petrify Clouded Quartz, but she's slowed 1 for 1d4 rounds after being exposed to such an effect.

Rend One Action

Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Rock Tunneler

Clouded Quartz can burrow through solid stone at a Speed of 10 feet. She can leave a tunnel if she desires.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.


Divine Spontaneous Spells (DC 23, +15 to hit)

Cantrips (4th Level): Chill Touch, Divine Lance, Electric Arc, Shield, Sigil
1st Level (3 slots): Create Water, Fear, Gust of Wind, Sanctuary
2nd Level (3 slots): Dispel Magic, Faerie Fire, Silence
3rd Level (3 slots): Blindness, Chilling Darkness


Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path-even rocks and minerals when more nourishing sustenance is scarce. These rocky goliaths can tunnel through stone with their iron-sharp claws.

Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight that petrifies them on sustained contact. Unlike common trolls, cavern trolls can regenerate wounds dealt by fire. The crystalline nature of their skin, however, permits sonic attacks to neutralize their signature regeneration.

As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large, crystalline fangs. A typical cavern troll stands 14 feet in height and weighs about 2,000 pounds.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.