SturzstromerCreature 19
Source Pathfinder Bestiary 3
Perception +33 (tremorsense (precise) 120 feet, tremorsense (imprecise) 240 feet)
Languages Petran
Skills Athletics +37, Stealth +35
Str +8, Dex +10, Con +8, Int -1, Wis +6, Cha +2
AC 41; Fort +33; Reflex +35; Will +29;
HP 280
Speed 50 feet (burrow 20 feet)
Immunities precision, swarm mind, visual
Weaknesses Area Damage 12, Splash Damage 12
Resistances Piercing 20, Slashing 20
Tremorsense (Precise) 120 feet, (Imprecise) 240 feet
A sturzstromer's tremorsense is a precise sense out to 120 feet and an imprecise sense out to 240 feet. A sturzstromer can't sense anything beyond the range of its tremorsense.
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.
Clutching StonesThe sturzstromer's space is greater difficult terrain.
Grasping Bites
(attack)The sturzstromer attempts an athletics check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the sturzstromer's multiple attack penalty.
Critical Success The creature is Grabbed, takes 1d6 bludgeoning damage, and is Restrained until the end of the sturzstromer's next turn.
Success The creature is grabbed.
Landslide
Requirements The sturzstromer's most recent action was to cast Earthquake.
Effect The sturzstromer closes a fissure it made, choosing one creature that fell in. That creature must succeed at a DC 41 reflex save or be buried as in an avalanche.
Pummeling Assault
Each foe in the sturzstromer's space takes 4d10 bludgeoning damage (DC 41 reflex save).
Primal Innate Spells (DC 41, +33 to hit)
3rd Level: Earthbind (At Will)
6th Level: Stone Tell
8th Level: Earthquake (2x)
Cobble mites that remain a cohesive swarm for many years become dangerous living landslides.
Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in large groups.
Traits
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
SwarmA swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.