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I

Creature 7 (unique) — aberration

Pre-Remaster content. May include legacy alignment.

AnvilSnareLANDSUBTERRANEANaberrationpoison

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +19; darkvision, tremorsense (imprecise) 30 feet
Languages common, kholo, osiriani; can't speak any language; telepathy 100 feet
Skills arcana +16, athletics +16, diplomacy +14, Spellscar Lore +19, thievery +16
Str
+4
Dex
+1
Con
+2
Int
+4
Wis
+2
Cha
+1
Items Thunder Helm
AC 25 Fort +14 Ref +12 Will +14
HP 110
Resistances bludgeoning 10
Speed 25 feet, burrow 25 feet

Offense

Melee Arm (agile, reach-10) +16, Damage 2d8+6 bludgeoning plus Grab
Melee Beak (unarmed) +16, Damage 2d8+6 piercing plus I Venom

Abilities

Tremorsense (Imprecise) 30 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Constrict — 1d8+8 bludgeoning, DC 22 Fortitude

Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
I Venom (poison) — Saving Throw DC 25 Fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Enfeebled 1 (1 round)

Stage 2 2d6 poison damage, enfeebled 1, and Off-Guard (1 round)

Stage 3 2d6 poison damage, Enfeebled 2, and off-guard (1 round)
Writhing Arms — I makes up to four Strikes with different arms, each against a different target. Each attack counts separately for their multiple attack penalty, but the penalty doesn't increase until all attacks have been made. If I subsequently uses the Grab action, they can Grab any number of creatures they hit with Writhing Arms.
Grab
Primal Innate Spells DC 25, attack +17
3rd Shifting Sand
1st Noxious Vapors, Shockwave (At Will)

WORKS WELL WITH

WeaverLAND / SUBTERRANEANWith several targets already engaged and Grabbed across its reach, a caster can freely land area spells without being pulled into melee itself.
SniperLAND / SUBTERRANEANThe reach and multi-target Strikes tie up the front line, letting a ranged damage dealer pick apart anyone who can't break free of the ongoing poison.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
Avoid stacking with another reach-heavy Anvil; both compete for the same choke point and only one can meaningfully threaten every adjacent square.
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 #179: Cradle of Quartz.

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