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Caterpillar CarriageCreature 18


UniqueGargantuanClockworkConstruct
Source Pathfinder Lost Omens Tian Xia World Guide
Perception +30 (darkvision, tremorsense (imprecise) 100 feet)
Languages Sakvroth, Tien
Skills Athletics +35, Diplomacy +30, Intimidation +30
Str +9, Dex +3, Con +7, Int +2, Wis +4, Cha +4

AC 42; Fort +33; Reflex +29; Will +30;
HP 380
Speed 40 feet (burrow 40 feet, swim 20 feet)
Weaknesses Electricity 15, Orichalcum 15
Resistances Physical 15

Jaws One Action +35 (+30, +25) to hit (reach 15, unarmed) 4d10+17 Piercing
Wheel One Action +35 (+31, +27) to hit (agile) 4d8+17 Bludgeoning

Tremorsense (Imprecise) 100 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.

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-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Like Clockwork Free Action

Trigger The caterpillar carriage gains the Slowed or Stunned condition


Effect The carriage is Quickened for 1 round.

Constrict One Action

(4d10+4) bludgeoning, DC 40 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Rescue One Action

The caterpillar carriage absorbs a willing construct within its reach. That construct doesn't exist separately until the caterpillar carriage releases it as an Interact action or is destroyed.

Rock Tunneler

The caterpillar carriage can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does.

Trample Three Actions

Huge or Smaller, Wheel, DC 40 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).

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


The constructs of the Clicking Caverns all have similar designs, being made of clockwork. The most unusual feature of them is that they're self-replicating, or perhaps self-reincarnating, since the animation of a haunted construct requires a soul.


The haunted construct known as the caterpillar carriage is composed of armored segments that flow over one another as the carriage inches forward. It has two forelegs that dig grooves into the ground, making way for the many wheels situated along its underside.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Clockwork

Clockworks are intricate, complex constructs that can be programmed to perform specific functions.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, 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.