Fell Flotsam
System: Pathfinder | SRD
Fell Flotsam
CR 6
Init -1
;
Senses blind, blindsight 60 ft.; Listen +0, Spot -5
Defense
AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size)
hp 91 (14d12)
Fort +4,
Ref -1,
Will +6
DR 10/bludgeoning and magic
Immune acid, cold, ooze traits, undead traits
Resist electricity 10, sonic 10
Weaknesses fire vulnerability
Offense
Speed 10 ft., climb 10 ft., swim 40 ft.
Melee 2 slams +13 (2d4+6 plus 1d6 acid)
Space 10 ft.,
;
Reach 5 ft.
Special Attacks acid, constrict (4d4+6 plus 1d6 acid), hypnotic pattern, improved grab
Statistics
Str 22,,
Dex 1,,
Con —,,
Int 2,,
Wis 1,,
Cha 16
Base Atk +7
Feats Ability Focus (hypnotic pattern) , Improved Initiative , Iron Will , Stealthy , Weapon Focus (slam)
Skills Climb +14, Hide +7 (+15 in water), Listen +0, Move Silently +9, Swim +14
Special Abilities
Acid (Ex) A fell flotsam secretes a powerful acid that dissolves only flesh. Any melee hit or successful grapple check deals acid damage.
Constrict (Ex) A fell flotsam deals automatic slam and acid damage with a successful grapple check.
Hypnotic Pattern (Su) As a standard action, a fell flotsam can cause the oily sheen of its surface to swirl and undulate in a strangely compelling manner. This affects anyone who views this display as with a hypnotic pattern spell (caster level 6th). Those who fail a Dc 18 Will save have an overwhelming urge to approach and touch the swirling lights unless prevented by others. Those who approach enter the fell flotsam’s area and allow it to make automatic constrict attacks until the victim is freed or dies. This constrict attack does not allow a new saving throw, as the fascinated individual willingly enters its embrace. The save Dc is charisma-based.
Improved Grab (Ex) To use this ability, a fell flotsam must hit with its slam attack. it can then start a grapple as a free action without provoking an attack of opportunity. if it wins the grapple check, it establishes a hold and can constrict.
NE Large undead