Lava Lurker
System: Pathfinder | SRD
Lava Lurker
CR 9
XP 6400
Init +5
;
Senses darkvision 60 ft., tremorsense 60 ft.; Perception +15
Defense
AC 22, touch 11, flat-footed 21 (+1 Dex, +11 natural)
hp 114 (12d10+48)
Fort +12,
Ref +9,
Will +4
Immune electricity, elemental traits, fire
Weaknesses vulnerable to cold, vulnerable to water
Offense
Speed 30 ft., swim 30 ft. (in molten rock only)
Melee 2 slams +20 (1d6+8 plus burn)
Ranged magma ball +14 (1d6+8 plus burn)
Special Attacks burn (1d6 fire, DC 20), death throes
CMB +20
CMD 31
Statistics
Str 26,,
Dex 13,,
Con 18,,
Int 5,,
Wis 10,,
Cha 11
Base Atk +12
Feats Combat Reflexes , Deadly Aim , Improved Initiative , Power Attack , Stand Still , Weapon Focus (magma ball)
Skills Perception +15, Stealth +16 (+20 in magma), Swim +31
Languages Ignan
Special Abilities
Death Throes (Ex) When a lava lurker is slain, its body implodes, creating an extinguishing vacuum. All creatures within a 5-foot-radius burst take 8d6 points of cold damage (Reflex DC 20 half). In addition to the damage, every affected square is targeted by quench (CL 10th). This also targets all fire effects and magic items that create and control flame. If the lava lurker is killed in a pool of magma, it solidifies the rock within the area of effect, though in an active magma flow or similar natural and nearly endless supply of molten rock, cooled rock might melt again after only a few moments. The save DC is Constitution-based.
Vulnerable to Water (Ex) If a significant amount of water— such as the contents of a large bucket, the liquid created by a create water spell, or a blow from a water elemental— strikes a lava lurker, the lava lurker must succeed at a DC 20 Fortitude save or be staggered for 2d4 rounds. A lava lurker that is immersed in water is automatically staggered and must succeed at a DC 20 Fortitude save each round or be petrified (this DC increases by 1 on each subsequent round), reverting to its molten stone form once the water is gone.