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GraveshellCreature 1

Source Pathfinder #145: Hellknight Hill
Perception +4 (darkvision, wavesense (imprecise) 30 feet)
Languages Common, Undercommon
Skills Athletics +6, Stealth +4
Str +3, Dex -1, Con +3, Int -3, Wis +1, Cha +0

AC 17 19 while withdrawn into its shell; Fort +8; Reflex +2; Will +4;
HP 20
Speed 20 feet (swim 20 feet)

Jaws One Action +8 (+3, -2) to hit 1d6+3 Piercing
Claw One Action +8 (+4, +0) to hit (agile) 1d4+3 Slashing
Shell Spikes One Action +8 (+3, -2) to hit 1d4+3 Piercing


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.

Corpse Disguise (exploration)

The graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially submerging itself in water. It has an automatic result of 22 on Deception checks and DCs to pass as a corpse floating in the water.

Wavesense (Imprecise) 30 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Shell Block Reaction

Trigger The graveshell takes damage from a physical attack while withdrawn into its shell

Effect The graveshell reduces the damage from the attack by an amount equal to its shell's Hardness. A graveshell's shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is broken, the graveshell can't attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell's AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week.

Deep Breath

The graveshell can hold its breath for 200 rounds (20 minutes).

Shell Game One Action

The graveshell withdraws into its shell, gaining a +2 circumstance bonus to AC and allowing it to use Shell Block. This lasts until the graveshell moves or attacks with any attack other than its shell spikes. The graveshell can't take this action or get any benefit from it if its shell is Broken.

The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled upon the spikes that protrude from its large, turtle-like shell. Aside from its shell, the monster resembles no known animal. Small but bright yellow eyes watch from the sagging flesh of its head, the most prominent feature of which is a curiously shaped, toothy maw twisted into a perpetual grin. Its stubby arms and legs are impractical for both walking and swimming, though the algae-caked claws tipping each limb are deadly weapons.

Graveshells are intelligent-a fact that surprises many who encounter them-and surrender rather than fight to the death. These monsters have little to offer in exchange for their lives, though the waterlogged treasures on their collection of corpses may entice opportunists.



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.