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D1-3 Descent/Kuo-Toa/Drow
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<blockquote data-quote="Garnfellow" data-source="post: 2360055" data-attributes="member: 1223"><p><strong>Trog Warrens Area 3: Glittering Cave (EL 9)</strong></p><p></p><p><strong>Creature:</strong> These gems are bait for a trapper with no treasure, as the drow recently looted it.</p><p></p><p><strong>ADVANCED TRAPPER CR 9</strong></p><p>N Huge Aberration</p><p><strong>Init</strong> +5; <strong>Senses</strong> darkvision 60 ft; Listen +29, Spot +29</p><p><strong>----------</strong></p><p><strong>AC</strong> 17, touch 9, flat-footed 16</p><p><strong>hp</strong> 190 (20 HD)</p><p><strong>Immune</strong> fire, cold</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +9, <strong>Will</strong> +15</p><p><strong>----------</strong></p><p><strong>Spd</strong> 10 ft</p><p><strong>Melee</strong> slam +23 (2d6+15/19–20)</p><p><strong>Base Atk</strong> +15; <strong>Grp</strong> +33</p><p><strong>Space</strong> 15 ft; <strong>Reach</strong> 10 ft</p><p><strong>SA</strong> smother</p><p><strong>----------</strong></p><p><strong>Abilities</strong> Str 30, Dex 12, Con 20, Int 14, Wis 16, Cha 14</p><p><strong>Feats</strong> Alertness, Blind-Fight, Improved Critical (slam), Improved Initiative, Improved Natural Armor, Improved Natural Attack (slam), Lightning Reflexes</p><p><strong>Skills</strong> Hide +24, Listen +29, Move Silently +24, Spot +29</p><p><strong>----------</strong></p><p><strong>Smother (Ex):</strong> A successful attack indicates the trapper deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Grapple, page 137 in the Player’s Handbook). If the trapper succeeds at the grapple, it has wrapped itself around its prey. The following round, the victim must either hold her breath or begin taking suffocation damage. (A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature must succeed at a DC 10 Constitution check in order to continue holding its breath. The check must be repeated each round, and the DC increases by +1 for each previous success.) If the victim runs out of breath, it falls unconscious (0 hp). In the following round, it drops to -1 hit points and is dying. In the third round, the creature suffocates.</p><p>A victim can escape the trapper’s hold by making an opposed grapple roll or an Escape Artist roll against the trapper’s grapple roll. While engulfed, a creature can only use a Tiny weapon, and then only if it was in hand when the creature was first enveloped. Damage inflicted on a trapper while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons deal full damage to the victim but do not harm the trapper.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 2360055, member: 1223"] [b]Trog Warrens Area 3: Glittering Cave (EL 9)[/b] [b]Creature:[/b] These gems are bait for a trapper with no treasure, as the drow recently looted it. [B]ADVANCED TRAPPER CR 9[/b] N Huge Aberration [B]Init[/b] +5; [B]Senses[/b] darkvision 60 ft; Listen +29, Spot +29 [b]----------[/b] [b]AC[/b] 17, touch 9, flat-footed 16 [b]hp[/b] 190 (20 HD) [B]Immune[/b] fire, cold [B]Fort[/b] +11, [B]Ref[/b] +9, [B]Will[/b] +15 [b]----------[/b] [b]Spd[/b] 10 ft [B]Melee[/b] slam +23 (2d6+15/19–20) [B]Base Atk[/b] +15; [B]Grp[/b] +33 [B]Space[/b] 15 ft; [B]Reach[/b] 10 ft [B]SA[/b] smother [b]----------[/b] [b]Abilities[/b] Str 30, Dex 12, Con 20, Int 14, Wis 16, Cha 14 [B]Feats[/b] Alertness, Blind-Fight, Improved Critical (slam), Improved Initiative, Improved Natural Armor, Improved Natural Attack (slam), Lightning Reflexes [B]Skills[/b] Hide +24, Listen +29, Move Silently +24, Spot +29 [b]----------[/b] [b]Smother (Ex):[/b] A successful attack indicates the trapper deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Grapple, page 137 in the Player’s Handbook). If the trapper succeeds at the grapple, it has wrapped itself around its prey. The following round, the victim must either hold her breath or begin taking suffocation damage. (A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature must succeed at a DC 10 Constitution check in order to continue holding its breath. The check must be repeated each round, and the DC increases by +1 for each previous success.) If the victim runs out of breath, it falls unconscious (0 hp). In the following round, it drops to -1 hit points and is dying. In the third round, the creature suffocates. A victim can escape the trapper’s hold by making an opposed grapple roll or an Escape Artist roll against the trapper’s grapple roll. While engulfed, a creature can only use a Tiny weapon, and then only if it was in hand when the creature was first enveloped. Damage inflicted on a trapper while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons deal full damage to the victim but do not harm the trapper. [/QUOTE]
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