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Abysium Horror

Creature 10 — elemental, metal

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDVERTICALelementalmetal

A monstrous spider-like creature composed of the radioactive skymetal abysium, this deadly predator contaminates anything it touches.

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +17; darkvision
Languages talican
Skills athletics +23, survival +19
Str
+7
Dex
+3
Con
+5
Int
+3
Wis
+3
Cha
+3
AC 29 Fort +21 Ref +19 Will +17
HP 215
Immunities bleed, paralyzed, poison, sleep
Resistances electricity 10
Speed 30 feet, climb 20 feet

Offense

Melee Claw (reach-15, unarmed) +23, Damage 2d4 poison plus 2d8+10 slashing
Ranged Radioactive Shrapnel (brutal, propulsive) +23, range increment 60 feet, Damage 2d4 poison plus 2d8+7 piercing

Abilities

Green Glow (aura, poison, radiation) — 20 feet.

An abysium horror constantly emanates a powerful energy toxic to life. This radiation sheds dim light in the area. Any creature beginning its turn in the aura must attempt a DC 27 Fortitude save, becoming Sickened 1 on a failure or Sickened 2 on a critical failure. Once out of the aura, an affected creature's sickened condition automatically decreases by 1 at the beginning of each of its turns.
Heavy — As long as it is immobile, the elemental can't be forcibly moved or knocked Prone. If it takes a move action, it loses this immunity until the start of its next turn.
Trample — Large or smaller, claw, DC 27 Reflex

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

WORKS WELL WITH

WeaverLANDForced enemy positioning from the Weaver maximizes the number of targets inside the Green Glow aura and along the Trample path.
SniperLANDThe Sniper picks off softened targets from beyond the twenty-foot poison aura while the horror engages the front line.
MenderLANDThe Mender sustains the horror through frontline attrition while the Green Glow aura continuously damages nearby enemies.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
A second Crasher competing for the same charge space risks friendly Trample overlap and wastes the horror's Heavy defensive advantage.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

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