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Trapjaw TangleCreature 5


RareNELargeConstructSwarm
Source Pathfinder #179: Cradle of Quartz
Perception +11 (darkvision)
Languages none
Skills Acrobatics +12, Athletics +6, Stealth +13
Str -1, Dex +5, Con +4, Int -4, Wis +2, Cha -2

AC 22; Fort +11; Reflex +14; Will +9;
HP 58
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, sickened, swarm mind, unconscious
Weaknesses Area Damage 4, Electricity 8, Splash Damage 4
Resistances Bludgeoning 4, Piercing 8, Slashing 8

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.

Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Cling Reaction

Trigger A creature leaves the trapjaw tangle's space


Effect The swarm takes 1d6 damage as individual traps cling to the creature and continue chewing, dealing 2d10 Persistent Slashing Damage. High winds or electricity damage reduces the DC of the flat check to end this persistent damage by 5. Any area damage dealt to the creature destroys these clinging trapjaws.

Snapping Jaws One Action

Each enemy in the swarm's space takes 2d10 slashing damage (DC 22 basic reflex). Creatures that fail this save become Sickened 1 from the numerous painful wounds caused by the swarm.

Trip and Tangle One Action

Requirements A creature in the trapjaw tangle's space took damage from the swarm during this round


Effect The trapjaw tangle attempts an athletics check with a +10 modifier against the creature's Fortitude DC. On a success, the creature is Flat-Footed until the start of the trapjaw tangle's next turn. On a critical success, the creature also falls Prone.


Sometimes the best intentions result in dire consequences and even a successful project can turn into an unending nightmare. Such is the grim tale of the first trapjaw tangles. These mechanical swarms were initially created as a solution to the pestilence of mutated rodents that plagued Alkenstar. These mobile rat traps, bound together by a magical matrix of occult energy, were programmed to wait in ambush or chase down their prey. The first trapjaw tangles proved effective and their creators were well rewarded for their ingenious designs. Soon trapjaw tangles were deployed throughout Alkenstar, Martel, and the Gunworks. Waves of them would be sent to roam into the Spellscar Desert, and the ever-present vermin were quickly forgotten.

Then disaster struck. A rogue wave of magical energy washed over an airship that carried a trapjaw tangle in its hold. The magical affliction scrambled the tangle's programming and gave the swarm just enough intellect to send it on a red frenzy through the ship. When the airship crashed into the outskirts of Alkenstar, its crew perished but the infected tangle survived to infect every trapjaw it met with the same deadly scrambling of magic. Now, trapjaw tangles are an even greater menace to society than the vermin they were originally designed to eradicate.


Traits

Rare

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.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.