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Hungering GrowthCreature 7


UncommonCESmallAberration
Source Pathfinder #183: Field of Maidens
Perception +15 (darkvision)
Languages none
Skills Athletics +17, Stealth +15, Survival +14
Str +5, Dex +2, Con +6, Int -4, Wis +1, Cha +0

AC 24; Fort +19; Reflex +15; Will +12;
HP 145
Speed 15 feet
Immunities disease, drained, fatigued, paralyzed, poison, unconscious
Weaknesses Slashing 10

Slam One Action +18 (+13, +8) to hit 2d10+9 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.

Part of the Attic

The hungering growth's hostile actions don't cause creatures Fascinated by the tempting aroma in the attic to recover from being fascinated.

Constrict One Action

1d10+5 bludgeoning, DC 25 basic fortitude


On a failed save, the target is also Drained 1 (Drained 2 on a critical failure).

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.