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PalparesCreature 11


UncommonGargantuanAnimal
Source Pathfinder #209: Destroyer's Doom
Perception +19 (darkvision, tremorsense (imprecise) 90 feet)
Languages none
Skills Acrobatics +23, Athletics +26, Stealth +22, Survival +19
Str +8, Dex +7, Con +5, Int -4, Wis +3, Cha +2

AC 31; Fort +21; Reflex +24; Will +18;
HP 195
Speed 25 feet (burrow 35 feet)

Pincers One Action +24 (+20, +16) to hit (agile, reach 15) 2d8+10 Piercing
Body One Action +24 (+19, +14) to hit (reach 15) 2d8+12 Bludgeoning

Dig In Reaction

Trigger The palpares is aboveground and would take damage


Effect The palpares Burrows up to its Speed, throwing up a shield of dirt that reduces the damage by 11.

Breaching Ambush Two Actions

Requirements The palpares is underground


Effect The palpares Burrows up to twice its Speed underneath a creature, then Strikes upward with its pincers, ending aboveground.

Palpares Venom (incapacitation, poison)

Saving Throw DC 30 fortitude

Maximum Duration 6 rounds

Stage 1 3d6 poison damage and Stunned 1 (1 round)

Stage 2 3d8 poison damage and Stunned 2 (1 round)

Stage 3 3d10 poison damage and Paralyzed (1 minute)

Pit Trap Three Actions

The palpares Burrows to create a 30-foot radius sloping pit centered on itself that's 10 feet deep at the center. All creatures in the area must attempt a DC 30 reflex save.


Critical Success The creature is moved by tremors to a square outside the edge of the pit.

Success As critical success, but the creature is also Clumsy 1 for 1 round.

Failure The creature falls 10 feet into the pit and is knocked Prone.

Critical Failure As failure, and the creature is Stunned 1.

Venomous Bite One Action

Requirements The palpares has a creature Grabbed


Effect The palpares uses its mandibles to inject venom, dealing 3d8 acid damage and exposes the creature to palpares venom.

Grab One Action

Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.

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


Ancient dwarves paid little attention to the Sea of Dirt, seeing little worth harvesting from its muck. Orcs were considerably braver, yet even they're wary of monsters swimming through the silt. To an outsider, palpares might seem like a cautionary tale to keep children from sinking into the quicksand, and the large pits found dotting the Sea of Dirt's shores are just geological phenomena that appear in the wet season. Those who have stumbled across these traps know the dangerous reality.

Few know much about palpares, an enormous insect whose plated, hulking abdomen takes up most of its size. They seem to be solitary ambush hunters that hibernate during the dry season, then awaken during the Flood to create their enormous pit traps. These traps capture prey of all sizes, even the occasional herd of migrating aurochs, as they wait buried in the center. Though usually very patient, when disturbed, a palpares can move through its native sandy soil surprisingly quick, greeting intruders who enter its domain with its shovellike head and vicious pincers.

Life Stages

Research suggests palpares aren't yet in its final form of life, as large caverns on the shores have been discovered to hold traces of chitin and the rotting remains of palpares partially transformed. Though nobody has encountered an adult and lived to tell the tale, rumors abound that the fully fledged insect form resembles Rovagug. Communities are quick to locate and dispose of any pupae they find in large, sand-encrusted mounds in the dirt. Some towns hold large barbecues to harvest tons of "mud bacon."


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.