Vivamort
15th November 2005, 05:40 AM
CaVe Maw
Size/Type: Large Beast
Hit Dice: 10d10+30 (85 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 24 (-1 size, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: +10/+18
Attack: Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)
Full Attack: 6 tendrils +11 ranged touch (drag) and bite +13 melee (2d6+6)
Space/Reach: 10 ft./10 ft. (50 ft. with tendril)
Special Attacks: Drag, Tendril, weakness
Special Qualities: Tremor Sense, Mimic, Blind, vulnerability to fire
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 19, Dex 8, Con 17, Int 2, Wis 3, Cha 12
Skills:Hide +10*, Listen +13
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (Tendril)
Environment: Underground
Organization: Solitary
Challenge Rating: 12
Treasure: (anything expelled)
Alignment: Usually neutral
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment: —
Cave Maws are very large worm like creatures that inhabit underground caves, seeking shelter from the heat of the sun. There skin is very sensitive to heat, so they often retreat deeper when the tempeture is high. Cave Maws grow very fast and wind up being stuck where they feed. Although not highly intelligent, Cave Maws are adept at attracting their food. Cave maws are grey in color, much like the caves that they dwell in. Cave Maws are mostly solitary and have a nasty habit of eating their own offspring. The Cave Maw has a sickening stench, being not much more than a stomach mouth.
Combat:
A Cave Maw hunts by filling a cave tunnel and imitating the cave so that prey walks into it's mouth unaware. The cave Maw also has been known to employ mimicry of sounds that it has heard in the past to attract prey. Once the prey enters the beast, the tendrils are used to weaken them. The victim then gets slowly digested, expelling all but the flesh. This tactic often allows it to attack with surprise. If prey is close by, the Cave Maw will lashes out with its tendrils to drag them into it's mouth cavity.
Drag (Ex):
If a Cave maw hits with a Tendril attack, the Tendril latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A Cave maw can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A Tendril has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a Cave Maw’s Tendril does not provoke an attack of opportunity. If the Tendril is currently attached to a target, the Cave Maw takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a Tendril deals no damage to a Cave Maw.
tendrils (Ex):
Most encounters with a Cave Maw begin when it fires strong, sticky tendrils. The creature can have up to six tendrils at once, and they can strike up to 50 feet away (no range increment). If a Tendril is severed, the Cave maw can grow a new one on its next turn as a free action.
Weakness (Ex):
A Cave Maw's tendrils can sap an opponent’s strength. Anything grabbed by a Tendril must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Tremorsense (Ex):
The Cave Maw is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. The ability’s range is 100 feet.
Mimic (Ex): The Cave Maw can reproduce sounds that it has heard. It uses these sounds to attract prey. You can tell that this effect is somehow not right by using Sense motive (DC is 25). A successful check lets you avoid being bluffed. You can also use this skill to determine if something odd is happening.
Size/Type: Large Beast
Hit Dice: 10d10+30 (85 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 24 (-1 size, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: +10/+18
Attack: Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)
Full Attack: 6 tendrils +11 ranged touch (drag) and bite +13 melee (2d6+6)
Space/Reach: 10 ft./10 ft. (50 ft. with tendril)
Special Attacks: Drag, Tendril, weakness
Special Qualities: Tremor Sense, Mimic, Blind, vulnerability to fire
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 19, Dex 8, Con 17, Int 2, Wis 3, Cha 12
Skills:Hide +10*, Listen +13
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (Tendril)
Environment: Underground
Organization: Solitary
Challenge Rating: 12
Treasure: (anything expelled)
Alignment: Usually neutral
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment: —
Cave Maws are very large worm like creatures that inhabit underground caves, seeking shelter from the heat of the sun. There skin is very sensitive to heat, so they often retreat deeper when the tempeture is high. Cave Maws grow very fast and wind up being stuck where they feed. Although not highly intelligent, Cave Maws are adept at attracting their food. Cave maws are grey in color, much like the caves that they dwell in. Cave Maws are mostly solitary and have a nasty habit of eating their own offspring. The Cave Maw has a sickening stench, being not much more than a stomach mouth.
Combat:
A Cave Maw hunts by filling a cave tunnel and imitating the cave so that prey walks into it's mouth unaware. The cave Maw also has been known to employ mimicry of sounds that it has heard in the past to attract prey. Once the prey enters the beast, the tendrils are used to weaken them. The victim then gets slowly digested, expelling all but the flesh. This tactic often allows it to attack with surprise. If prey is close by, the Cave Maw will lashes out with its tendrils to drag them into it's mouth cavity.
Drag (Ex):
If a Cave maw hits with a Tendril attack, the Tendril latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A Cave maw can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A Tendril has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a Cave Maw’s Tendril does not provoke an attack of opportunity. If the Tendril is currently attached to a target, the Cave Maw takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a Tendril deals no damage to a Cave Maw.
tendrils (Ex):
Most encounters with a Cave Maw begin when it fires strong, sticky tendrils. The creature can have up to six tendrils at once, and they can strike up to 50 feet away (no range increment). If a Tendril is severed, the Cave maw can grow a new one on its next turn as a free action.
Weakness (Ex):
A Cave Maw's tendrils can sap an opponent’s strength. Anything grabbed by a Tendril must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Tremorsense (Ex):
The Cave Maw is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. The ability’s range is 100 feet.
Mimic (Ex): The Cave Maw can reproduce sounds that it has heard. It uses these sounds to attract prey. You can tell that this effect is somehow not right by using Sense motive (DC is 25). A successful check lets you avoid being bluffed. You can also use this skill to determine if something odd is happening.