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Lurking Ray, Trapper

Lurking Ray, Trapper
LURKING RAY, TRAPPER – AI Generated Artwork – NightCafe Creator

The stone floor ripples and shakes as a toothy, gnashing maw opens in its center, and then the edges of the room curl up and inward to reveal an underside of wriggling tendrils and fetid digestive juices.

Female lurking rays, known as trappers, are the masterminds of their race. Too large to fly (and often gravid with wriggling young), the intelligent trappers scrape themselves out depressions in the floor of regularly traveled chambers and then lie in them, changing their coloration and texture perfectly to blend with the rest of the floor, and sometimes even creating protrusions in the shape of items they know to be valuable to their prey creatures. When a lulled individual steps onto the trapper’s surface, the ray twists itself up around it, smothering and beating its victim senseless before drawing it into its maw for slow digestion.

Though quite intelligent even by human standards, trappers devote almost all of their mental faculties to perfectly remembering every sensory detail about their surroundings in order to make their chameleon-like disguises all the more cunning and difficult for their prey to resist.

Trappers can grow to be 15 feet from tip to tip, and weigh nearly 2,000 pounds when fully fed.

Trapper

Huge monstrosity, unaligned

Armor Class 14 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 10 ft., climb 10 ft.

STRDEXCONINTWISCHA
29 (+9)12 (+1)19 (+4)14 (+2)15 (+2)15 (+2)

Skills Perception +8, Stealth +7
Damage Resistances cold, fire
Condition Immunities prone
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 18
Languages
Challenge 7 (2,900 XP)

Special Traits

  • False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence.
  • Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

  • BuffetMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
  • Envelop. One Large or up to 4 medium creatures within 5 feet of the trapper must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and can’t breathe.

ABOUT

Trappers are thought to be distant relatives of the lurker above. Unlike their relatives, however, trappers mimic the floor of a building, dungeon, or other structure. By manipulating their body structure while covering the floor, trappers can form a box that resembles a small trunk or chest. This is usually enough to lure would-be-adventurers to their doom.

Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

Trapper CR 8

XP 4,800
N Huge aberration
Init +5; Senses blindsense 10 ft., darkvision 60 ft., scent; Perception +25

DEFENSE

AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 123 (13d8+65)
Fort +10, Ref +5, Will +11
Defensive Abilities amorphous; DR 10/piercing or slashing; Resist cold 10, fire 10
Weaknesses light sensitivity

OFFENSE

Speed 10 ft., climb 5 ft.
Melee slam +17 (3d6+15 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (3d6+15), smother (see lurker above)

STATISTICS

Str 30, Dex 12, Con 19, Int 14, Wis 17, Cha 13
Base Atk +9; CMB +21 (+25 grapple); CMD 32 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Toughness
Skills Climb +18, Knowledge (dungeoneering) +15, Perception +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 in rocky areas), Survival +15; Racial Modifiers +4 Stealth (+12 in rocky areas)
Languages Aklo, Common, Undercommon

ECOLOGY

Environment any underground
Organization solitary or batch (1 plus 20–30 executioner’s hoods)
Treasure standard

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

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