Graveshell

CREATURE 1

uncommon n large beast 

Perception +4; darkvision, wavesense (imprecise) 30 feet

Languages Common, Undercommon

Skills Athletics +6, Stealth +4

Str +3 Dex -1 Con +3 Int -3 Wis +1 Cha +0

Corpse Disguise (exploration) The graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially submerging itself in water. It has an automatic result of 22 on Deception checks and DCs to pass as a corpse floating in the water.

AC  17 (19 while withdrawn into its shell); Fort +8, Ref +2, Will +4

HP 20

Shell Block [R] Trigger The graveshell takes damage from a physical attack while withdrawn into its shell (see Shell Game below). Effect The graveshell reduces the damage from the attack by an amount equal to its shell's Hardness. A graveshell's shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is broken, the graveshell can't attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell's AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week.

Speed 20 feet, swim 20 feet

Melee [>] jaws +8, Damage 1d6+3 piercing

Melee [>] claw +8 (agile), Damage 1d4+3 slashing

Melee [>] shell spikes +8, Damage 1d4+3 piercing

Deep Breath The graveshell can hold its breath for 200 rounds (20 minutes).

Shell Game [>] The graveshell withdraws into its shell, gaining a +2 circumstance bonus to AC and allowing it to use Shell Block. This lasts until the graveshell moves or attacks with any attack other than its shell spikes. The graveshell can't take this action or get any benefit from it if its shell is broken.

AoA1, page 89.

Open Graveshell in the interactive creatures list or browse all creatures starting with G.