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Slithering Rift

Creature 18 (rare) — mindless, ooze

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDooze

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +30; tremorsense (imprecise) 120 feet
Skills athletics +35, stealth +38
Str
+9
Dex
-2
Con
+7
Int
-5
Wis
+0
Cha
-5
AC 31 ((27 from inside the Dimensional Pit)) Fort +33 Ref +20 Will +26
HP 535
Immunities unconscious, acid, piercing, precision, critical-hits, visual, mental
Resistances bludgeoning 20
Speed 20 feet

Offense

Melee Pseudopod (magical, reach-15, unarmed) +35, Damage 4d10+18 piercing plus Improved Grab

Abilities

Tremorsense (Imprecise) 120 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.
Transparent — A slithering rift is so clear that it's difficult to spot. A successful DC 48 Perception check is required to notice a stationary slithering rift, and a creature must be Searching to attempt this check.

A creature that walks into the rift's space might fall into any pit currently in effect due to Dimensional Pit.
Breach Vulnerability — Ingesting an extradimensional space like that found in a bag of holding deals 12d8 force damage to the slithering rift and its occupants.

The slithering rift then immediately uses Out You Go.
Dimensional Pit (extradimensional) — The slithering rift opens an extradimensional, 20-foot-deep pit that covers its own space and all adjacent squares unless they are walls or similarly blocking terrain.

Any other creature occupying spaces in the pit must succeed at a DC 40 Reflex save or fall into the pit, taking damage from the fall (typically 10 bludgeoning damage). Any creature grabbed by the ooze is released from the Grab and falls in, even if it was outside the pit squares.

While the pit is open, the slithering rift is Immobilized and can't be forced to move. It can make pseudopod Strikes originating from the walls of the pit. A creature that starts its turn at the bottom of the pit takes 5d6 acid damage.

Creatures can climb the walls with a DC 40 Athletics check. When the slithering rift dies, the pit closes and creatures inside are ejected, as Out you Go.
Flurry of Pods — The slithering rift makes a single pseudopod Strike against each target within range it hasn't already Grabbed.

These attacks count toward the slithering rift's multiple attack penalty, but this penalty doesn't increase until after all of these attacks.
Out You Go — The slithering rift closes all pit spaces it created using Dimensional Pit, ejecting all its occupants onto the ground into random free spaces where the opening of the pit was.

Each occupant takes 9d6 bludgeoning damage (DC 40 Reflex save).
Improved Grab

WORKS WELL WITH

SniperLANDPositioning tension — the Sniper attacks from range while the Weaver controls the central engagement zone.
AnvilLANDPositioning tension — the Anvil pins enemies inside the rift's hazard and grab radius.

PUNISHES

✖ clumping✖ standing still
Double-weaver stacks control without enough damage output.
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 #162: Ruins of the Radiant Siege.

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