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Slithering PitCreature 7


RareMediumMindlessOoze
Source Pathfinder Monster Core 2
Perception +9 (tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +15, Stealth +10
Str +7, Dex -5, Con +7, Int -5, Wis +0, Cha -5

AC 14 10 from inside the Dimensional Pit; Fort +18; Reflex +6; Will +11;
HP 220
Speed 10 feet
Immunities acid, bleed, critical hits, precision, unconscious, visual

Pseudopod One Action +18 (+13, +8) to hit (reach 10) 2d8+9 Bludgeoning

Tremorsense (Imprecise) 60 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.

Transparent

A slithering pit is so clear it's difficult to spot. A successful DC 30 perception check is required to notice a stationary slithering pit, and a creature must be Searching to attempt this check.

A creature that walks into the pit's space might fall into any active Dimensional Pit.

Breach Vulnerability

Ingesting an extradimensional space like that found in a Spacious Pouch deals 6d8 force damage to the slithering pit and its occupants. The slithering pit then immediately uses Out You Go.

Dimensional Pit Two Actions (extradimensional, occult)

The slithering pit opens an extradimensional, 20-foot-deep pit that covers its own space and all adjacent squares unless they're walls or similar blocking terrain.

Any other creature occupying or entering pit spaces must succeed at a DC 22 reflex save or fall into the pit, taking damage from the fall (typically 10 bludgeoning damage). Any creature Grabbed by the slithering pit falls in and is no longer grabbed, even if it was outside the pit squares.

While a Dimensional Pit is open, the slithering pit is Immobilized, can't be forced to move, and can make pseudopod Strikes originating from the walls of the pit. A creature that starts its turn at the bottom of the pit takes 2d6 acid damage. Climbing the walls of the pit requires a DC 22 athletics check.

When the slithering pit dies, the Dimensional Pit closes and creatures inside are ejected, with the effects of Out You Go.

Flurry of Pods Two Actions

The slithering pit makes a single pseudopod Strike against each target within range it doesn't already have Grabbed. These attacks count toward the slithering pit's multiple attack penalty, but the penalty doesn't increase until after all of these attacks.

Out You Go One Action

The slithering pit closes all pit spaces it created using Dimensional Pit, ejecting all its occupants onto the ground into random free spaces where the pit opened. Each occupant takes 4d6 bludgeoning damage (DC 22 reflex save).

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.


A slithering pit is a strange, nearly invisible ooze with an extradimensional space for its digestive system, which mimics the appearance of an acid-filled stone pit. It slowly dissolves its captives in stomach acid until they can be digested. A slithering pit can go weeks without feeding, affording it patience.

Thriving in dilapidated areas, the slithering pit takes up position among the plentiful potholes where it can easily pass for just another blemish. It crawls across ramshackle cobblestone streets and damp underground complexes, waiting for unwary prey to stumble by and fall in.


Traits

Rare

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.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Ooze

Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.