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Cobbled BruiserCreature 4


UncommonNLargeAberrationEarth
Source Pathfinder Society Scenario #3-16: Escape from Oppara
Perception +11 (no vision, tremorsense (precise) 40 feet, (imprecise) 80 feet)
Languages none
Skills Acrobatics +8, Athletics +13, Stealth +8
Str +5, Dex +2, Con +4, Int -3, Wis +3, Cha +0

AC 20; Fort +14; Reflex +8; Will +11;
HP 60
Speed 25 feet (burrow 5 feet)
Immunities precision, swarm mind, visual
Weaknesses Bludgeoning 5
Resistances Piercing 5, Slashing 5

Fist One Action +13 (+8, +3) to hit (reach 10) 2d8+7 Bludgeoning

Tremorsense (Precise) 40 feet, (Imprecise) 80 feet

A cobbled bruiser's tremorsense is a precise sense out to 40 feet and an imprecise sense out to 80 feet. A cobbled bruiser can't sense anything beyond the range of its tremorsense.


Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Cobbleswarm Bond

The cobbled bruiser is immune to damage dealt by allied cobbleswarms.

Relentless Cobblestones Reaction

Trigger The cobbled bruiser is reduced to 0 Hit Points


Effect A Weakened Cobbleswarm spawns in the space the cobbled bruiser previously occupied, or the nearest adjacent space if there is already a cobbleswarm occupying that space. It is slightly damaged compared to a normal Cobbleswarm; its AC is 14 instead of 16, and it has one-half of its usual maximum Hit Points (10 instead of 20).

Constrict One Action

1d8+7 bludgeoning, DC 20 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.