Slithering RiftCreature 18
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +30 (no vision, tremorsense (imprecise) 120 feet)
Languages none
Skills Athletics +35, Stealth +38
Str +9, Dex -2, Con +7, Int -5, Wis +0, Cha -5
AC 31 27 from inside the Dimensional Pit; Fort +33; Reflex +20; Will +26;
HP 535
Speed 20 feet
Immunities unconscious, acid, mental, piercing, precision, critical hits, visual
Resistances Bludgeoning 20
Pseudopod +35 (+30, +25) to hit (magical, reach 15) 4d10+18 Piercing
Tremorsense (Imprecise) 120 feet
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.
TransparentA slithering rift is so clear that it's difficult to spot. A successful DC 48 perception check is required to notice a stationary slithering rift, and a creature must be Searching to attempt this check.
A creature that walks into the rift's space might fall into any pit currently in effect due to Dimensional Pit.
Breach VulnerabilityIngesting an extradimensional space like that found in a bag of holding deals 12d8 force damage to the slithering rift and its occupants.
The slithering rift then immediately uses Out You Go.
Dimensional Pit (conjuration, extradimensional)The slithering rift opens an extradimensional, 20-foot-deep pit that covers its own space and all adjacent squares unless they are walls or similarly blocking terrain.
Any other creature occupying spaces in the pit must succeed at a DC 40 reflex save or fall into the pit, taking damage from the fall (typically 10 bludgeoning damage). Any creature grabbed by the ooze is released from the Grab and falls in, even if it was outside the pit squares.
While the pit is open, the slithering rift is Immobilized and can't be forced to move. It can make pseudopod Strikes originating from the walls of the pit. A creature that starts its turn at the bottom of the pit takes 5d6 acid damage.
Creatures can climb the walls with a DC 40 athletics check. When the slithering rift dies, the pit closes and creatures inside are ejected, as Out you Go.
Flurry of PodsThe slithering rift makes a single pseudopod Strike against each target within range it hasn't already Grabbed.
These attacks count toward the slithering rift's multiple attack penalty, but this penalty doesn't increase until after all of these attacks.
Out You GoThe slithering rift closes all pit spaces it created using Dimensional Pit, ejecting all its occupants onto the ground into random free spaces where the opening of the pit was.
Each occupant takes 9d6 bludgeoning damage (DC 40 basic reflex save).
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.