ICreature 7
Source Pathfinder #179: Cradle of Quartz
Perception +19 (darkvision, tremorsense (imprecise) 30 feet)
Languages Common, Gnoll, Osiriani, Can't Speak Any Language; Telepathy 100 Feet
Skills Arcana +16, Athletics +16, Diplomacy +14, Lore +19, Thievery +16
Str +4, Dex +1, Con +2, Int +4, Wis +2, Cha +1
AC 25; Fort +14; Reflex +12; Will +14;
HP 110
Speed 25 feet (burrow 25 feet)
Resistances Bludgeoning 10
Arm +16 (+12, +8) to hit (agile, reach 10) 2d8+6 Bludgeoning
Beak +16 (+11, +6) to hit 2d8+6 Piercing
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.
Tremorsense (Imprecise) 30 feetTremorsense 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.
Telepathy 100 feet (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constrict1d8+8 Bludgeoning DC 22 basic fortitude
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.
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.
I Venom (poison)Saving Throw DC 25 fortitude
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Enfeebled 1 (1 round)
Stage 2 2d6 poison damage, enfeebled 1, and Flat-Footed (1 round)
Stage 3 2d6 poison damage, Enfeebled 2, and flat‑footed (1 round)
Writhing ArmsI makes up to four Strikes with different arms, each against a different target. Each attack counts separately for their multiple attack penalty, but the penalty doesn't increase until all attacks have been made. If I subsequently uses the Grab action, they can Grab any number of creatures they hit with Writhing Arms.
GrabRequirements 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.
Primal Innate Spells (DC 25, +17 to hit)
1st Level: Noxious Vapors, Shockwave (At Will)
3rd Level: Shifting Sand
Traits
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.