CREATURE 5
Perception +11; darkvision
Skills Acrobatics +12, Athletics +6 (+10 to Trip and Tangle), Stealth +13
Str -1 Dex +5 Con +4 Int -4 Wis +2 Cha -2
AC 22; Fort +11, Ref +14, Will +9
HP 58; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, precision, sickened, swarm mind, unconscious; Weaknesses area damage 4, electricity 8, splash damage 4; Resistances bludgeoning 4, piercing 8, slashing 8
Cling Trigger A creature leaves the trapjaw tangle's space; Effect The swarm takes 1d6 damage as individual traps cling to the creature and continue chewing, dealing 2d10 persistent slashing damage. High winds or electricity damage reduces the DC of the flat check to end this persistent damage by 5. Any area damage dealt to the creature destroys these clinging trapjaws.
Speed 25 feet
Snapping Jaws Each enemy in the swarm's space takes 2d10 slashing damage (DC 22 basic Reflex save). Creatures that fail this save become sickened 1 from the numerous painful wounds caused by the swarm.
Trip and Tangle Requirements A creature in the trapjaw tangle's space took damage from the swarm during this round; Effect The trapjaw tangle attempts an Athletics check with a +10 modifier against the creature's Fortitude DC. On a success, the creature is flat-footed until the start of the trapjaw tangle's next turn. On a critical success, the creature also falls prone.
OoA2, page 87.
Open Trapjaw Tangle in the interactive creatures list or browse all creatures starting with T.