Deepwater Dhuthorex
Creature 9 (uncommon) — aberration, aquatic
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAQUATICaberration
The typical dhuthorex is a dumb and hungry beast, chasing prey through the depths and venturing onto land only to pursue easy prey. Strange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +18; darkvision, wavesense (imprecise) 60 feet
Skills athletics +20, stealth +18, survival +19
Str
+7
Dex
+3
Con
+4
Int
-4
Wis
+4
Cha
+0
AC 28 (all-around vision)
Fort +19
Ref +18
Will +17
HP 155
Immunities acid
Speed 10 feet, swim 40 feet
Offense
Melee Jaws (deadly-d10, reach-10, unarmed) +21, Damage 2d10+11 piercing plus Grab
Melee Snout (reach-10) +21, Damage 2d8+11 bludgeoning plus Push
Melee Tentacle (agile, reach-15, unarmed) +19, Damage 2d6+11 slashing
Abilities
Wavesense (Imprecise) 60 feet — This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
Attack of Opportunity —
Aquatic Ambush — 50 feet
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Overpowering Jaws — A deepwater dhuthorex deals 7 piercing damage to its target if its jaws Strike is a failure (but not a critical failure).
Swallow Whole (attack) — Medium, 2d6+7 bludgeoning plus 2d6 acid{2d6+7 bludgeoning plus 2d6 acid damage}, Rupture 20
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Grab —
Push —
WORKS WELL WITH
FlankerLAND / AQUATICExploits grabbed or swallowed prey locked down by reach-based Attack of Opportunity zone control.
ShadeAQUATICAmbushes from concealment while this creature commands attention with its oversized reach and swallow threat.
WeaverLAND / AQUATICLayers control effects or debuffs onto targets already immobilized by grab and push disruption.
PUNISHES
✖ melee reliance✖ clumping✖ high AC reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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