5e SRD >Creatures >

Trapper (Legendary Games)

Large aberration, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 104 (16d10 + 16)
Speed 10 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)

Skills Athletics +6, Stealth +5
Damage Resistances fire, cold
Senses blindsense 60 ft., passive Perception 11
Languages Deep Speech
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Amorphous. The trapper can move through space as narrow as 1 inch wide without squeezing.
  • Damage Transfer. While grappling a creature, the trapper takes only half the damage dealt to it rounded down), and the grappled creature takes the other half.
  • False Appearance. While the trapper remains motionless, it is indistinguishable from the surrounding floor.

ACTIONS

  • Smother. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 16). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the trapper can’t smother another target. Also, at the start of each of the target’s turns, the target takes 10 (2d6 + 3) bludgeoning damage.

ABOUT

Trappers are clever monsters that prefer a subterranean habitation to all others. They shape their flat bodies to conform to the floor surface of their abode. Being of a consistency almost as hard as stone, trappers are nearly impossible to detect by any normal means. Usually, a trapper will wait until its prey is near its center (where it often creates a protuberance which resembles furniture or appliances, and in some cases for highly skilled trappers electronic devices with faintly gleaming lights or translucent screens) and then suddenly closes itself upon the unsuspecting victims. It must be killed or faced with certain death to make it free its prey. Its treasure is kept beneath it. Lurker Below. Trappers are amorphous in form, so they can shape themselves to the form of the floors of the places they choose to await prey. A typical trapper can cover on area of up to 400 square feet, and giant specimens can cover as much as 600 square feet. The trapper also has the advantage of being able to alter its coloration to blend with the color of the floor or ground upon which it rests.

Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham