Trapper

TRAPPER

Huge Aberration
Hit Dice: 12d8+51 (105 hp)
Initiative: +5
Speed: 10 ft. (2 squares)
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+27
Attack: Buffet +17 melee (1d8+15)
Full Attack: Buffet +17 melee (1d8+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Smother
Special Qualities: Amorphous, damage reduction 10/slashing or piercing, darkvision 60 ft., cold and fire resistance 10
Saves: Fort +8, Ref +5, Will +10
Abilities: Str 30, Dex 12, Con 19, Int 14, Wis 15, Cha 14
Skills: Hide +11*, Listen +19, Move Silently +16, Spot +19
Feats: Alertness, Blind-Fight, Improved Initiative, Skill Focus (Hide), Toughness
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: 13-22 HD (Huge); 23-36 HD (Gargantuan)
Level Adjustment: –

The trapper is thought to be a distant relative of the lurker above (see that entry). Unlike its cousin, however, the trapper mimics the floor of a building, dungeon, or other structure. By manipulating its body structure while covering the floor, it can form a box that resembles a small trunk or chest.

Combat
Trappers wait until their prey is almost centered on their body (usually near the trunk or chest they form to lure prey in) before they strike. A trapper attacks by folding and wrapping its body around its prey and smothering and squeezing until either it or its opponent is dead.
Smother (Ex): A trapper can try to wrap a creature up to one size smaller than itself in its body as a standard action. The trapper attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and deals buffet damage each round the hold is maintained. Additionally, the opponent must hold its breath or begin to suffocate. A grabbed
opponent can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates. Attacks that hit an engulfing trapper deal half their damage to the monster and half to the trapped victim.
Amorphous (Ex): Trappers have no clear front or back and therefore cannot be flanked. They are likewise immune to critical hits.
Skills: *Trappers have a +12 racial bonus on Hide checks when in areas of natural or worked stone.

Trapper from the Tome of Horrors, ©2002, Necromancer Games, Inc.; Author Scott Greene, based on original material from Gary Gygax.

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