Wandering Rock (Plancta) |
CR 15 |
XP 51,200
N Colossal outsider (earth, elemental, extraplanar)
Init -1 Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
AC 17, touch 1, flat-footed 18 (-1 Dex, +16 natural, -8 size)
hp 232 (16d10+144)
Fort +14; Ref +9; Will +10
DR 10/-; Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +26 (2d10+12/19-20)
Space 30 ft.; Reach 30 ft.
Special Attacks clashing
Str 50, Dex 8, Con 29, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +44 (+46 bull rush, overrun, or sunder); CMD53 (55 vs. bull rush, overrun, or sunder)
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +16, Climb +36, Knowledge (dungeoneering) +16, Knowledge (planes) +19, Perception +19, Stealth +2
Languages Terran
SQ
Environment any (Plane of Earth)
Organization solitary, pair, or gang (3-8)
Treasure none
Clashing (Ex) Whenever an ally of a wandering rock makes a successful melee attack roll against a creature or object the wandering rock threatens, the wandering rock may make a slam attack against that same creature or object as an immediate action. Any slam attack made in this manner deals +8d6 damage. This additional damage is not multiplied on a critical hit.
Freeze (Ex) A wandering rock can hold itself so still it appears to be an inanimate rock formation. A wandering rock that uses freeze can take 20 on its Stealth check to hide in plain sight as an inanimate lump of rock.