Abysium HorrorCreature 10
Source Pathfinder Rage of Elements
Perception +17 (darkvision)
Languages Talican
Skills Athletics +23, Survival +19
Str +7, Dex +3, Con +5, Int +3, Wis +3, Cha +3
AC 29; Fort +21; Reflex +19; Will +17;
HP 215
Speed 30 feet (climb 20 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Electricity 10
Claw
+23 (+18, +13) to hit (reach 15, unarmed) 2d4 Poison + 2d8+10 SlashingRadioactive Shrapnel
+23 (+18, +13) to hit (brutal, propulsive) 2d4 Poison + 2d8+7 PiercingGreen Glow (aura, poison, radiation)
20 feet.
An abysium horror constantly emanates a powerful energy toxic to life. This radiation sheds dim light in the area. Any creature beginning its turn in the aura must attempt a DC 27 fortitude save, becoming Sickened 1 on a failure or Sickened 2 on a critical failure. Once out of the aura, an affected creature's sickened condition automatically decreases by 1 at the beginning of each of its turns.
HeavyAs long as it is immobile, the elemental can't be forcibly moved or knocked Prone. If it takes a move action, it loses this immunity until the start of its next turn.
Trample
Large or smaller, claw, DC 27 reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
A monstrous spider-like creature composed of the radioactive skymetal abysium, this deadly predator contaminates anything it touches.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
MetalEffects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.