Rift PulperCreature 17
Source Pathfinder #212: A Voice in the Blight
Perception +29 (darkvision, tremorsense (imprecise) 30 feet)
Languages Chthonian, Muan, Telepathy 100 Feet
Skills Acrobatics +31, Athletics +33, Deception +29, Stealth +31
Str +8, Dex +5, Con +6, Int +0, Wis +6, Cha +4
AC 40; Fort +32; Reflex +29; Will +26;
HP 390
Speed 25 feet (burrow 10 feet, fly 40 feet)
Immunities paralyzed, poison, sleep
Weaknesses Axe Vulnerability 15, Fire 15, Holy 15
Mandibles
+33 (+28, +23) to hit (magical) 3d10+16 SlashingStinger
+32 (+28, +24) to hit (agile, magical) 2d6 Bleed + 3d6+15 PiercingBurst Cyst

Requirements Initiative has not yet been rolled
Trigger A Small or larger creature comes within 10 feet of a rift pulper in its cyst
Effect The rift pulper's cyst explodes, inflicting 8d6 piercing damage to all non–rift pulper creatures within 20 feet (DC 35 reflex save). The rift pulper emerges from the burst cyst and Strides, Climbs, or Flies once before it rolls Stealth for initiative.
Pulp Quintessence
(divine, teleportation)The rift pulper rapidly chews on reality itself, gnawing open a short-lived rift into the liminal space between planes in any adjacent square. The rift pulper becomes Quickened for 1 round, and can use the extra action to Stride, Fly, or Strike. If another creature occupies the square in which the rift pulper Pulps Quintessence, it takes 18d6 bludgeoning damage as portions of its body are stretched and distorted painfully by the tear in reality (DC 38 fortitude save). The rift pulper can't Pulp Quintessence again for 1 minute.
This ability is more effective in the Outer Sphere, and when used on any of these planes, the rift pulper becomes quickened for 2 rounds, the DC to resist being damaged by the rift increases to DC 38 fortitude, and the rift pulper can't use Pulp Quintessence again for 1d4 rounds.
Pulp Soul
(divine)The rift pulper chews on the flesh of a creature Grabbed or Restrained by it, pulping the quintessence that makes up their soul. The creature takes (3d10+10) spirit damage (DC 38 will save). If the creature is a native to the outer sphere (such as a celestial or fiend) the damage increases to (3d12+12) spirit damage.
Pulper Venom (poison)Saving Throw DC 38 fortitude
Maximum Duration 6 rounds
Stage 1 Enfeebled 1 (1 round)
Stage 2 Enfeebled 2 (1 round),
Stage 3 enfeebled 2 and Slowed 1 (1 round)
Wood CystThe rift pulper spends 1 minute digging into a Huge or larger tree or wooden object, then forms a cyst around itself. While inside the cyst, the rift pulper can only sense its surroundings via tremorsense and is Immobilized until the cyst is broken open. The cyst has AC 40, 50 HP, and shares the rift pulper's weaknesses. If the cyst is broken open by any means other than Burst Cyst, the rift pulper must succeed at a DC 40 fortitude save or become Stunned 3. While inside its cyst, the rift pulper has an automatic result of 49 on Deception checks and DCs to pass as nothing more than a large bulge on the wooden surface.
Grab
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.
The rift pulper chews away at the planar structure of reality, eating quintessence to build their hideous hives. These bulbous structures look like partially melted wasp hives with the appearance of distorted faces, arms, and legs pressing against the walls from within.
Cleftwood fiends blend the properties of demons and wood elementals, their timber bodies distorted by burls, rot, and fungal growths. Planar scholars have debated into which category cleftwood fiends are better categorized, but to cleftwoods themselves there is no question—they feel much more at home in the Outer Rifts than they do the Plane of Wood.
Demonic Elementals
Cleftwood fiends aren't true demons or elementals, but they possess both of those creature traits. Since they aren't formed from sinful souls, they lack the typical sin vulnerability most demons possess, and since they possess blood-like sap, they lack the typical immunity to bleed most elementals possess.
Other Cleftwood Fiends
Rift pulpers and second spawn are the only types of cleftwood fiend currently active in Tanglebriar, but others exist in the Outer Rifts, particularly in the realm of Jeharlu. Here, one might encounter the blood-drinking stump-like splintertooth, the humanoid primal-magic-wielding blighted gardener, or the enormous horror of the fell deadfall.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
DemonA family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
WoodEffects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.