Looking for a specific monster...


Pathfinder First Edition General Discussion


Hello everyone

I'm trying to locate the name and source of a monster, but I can't remember where I saw the damn thing or what is was called!

It's a sort of huge mouth that eats people that step on it - kind a' - a bit like that thing from Stare Wars (in the desert). I'm pretty sure I've seen something like that in a Paizo product somewhere, but I'm not sure and I definitely don't know where.

Can anyone help? :)

Paizo Employee Creative Director

Derwalt wrote:

Hello everyone

I'm trying to locate the name and source of a monster, but I can't remember where I saw the damn thing or what is was called!

It's a sort of huge mouth that eats people that step on it - kind a' - a bit like that thing from Stare Wars (in the desert). I'm pretty sure I've seen something like that in a Paizo product somewhere, but I'm not sure and I definitely don't know where.

Can anyone help? :)

You're probably thinking of the dust digger; it's in Bestiary 2, page 112.


[Edit] Ninjaed by JJ himself! Thanks :) [/Edit]

...and then I found it. It's the "Dust Digger" from Bestiary 2 - thumbed right past it earlier.

Does anyone know of another monster like it? I need something a bit bigger and tougher...


Derwalt wrote:

[Edit] Ninjaed by JJ himself! Thanks :) [/Edit]

...and then I found it. It's the "Dust Digger" from Bestiary 2 - thumbed right past it earlier.

Does anyone know of another monster like it? I need something a bit bigger and tougher...

Just add HD, maybe a template, fx advanced or giant. Dunno if that helps... :-)


Derwalt wrote:

[Edit] Ninjaed by JJ himself! Thanks :) [/Edit]

...and then I found it. It's the "Dust Digger" from Bestiary 2 - thumbed right past it earlier.

Does anyone know of another monster like it? I need something a bit bigger and tougher...

Try this modified version I cooked up in HeroLab in a couple of minutes:

DUST DIGGER (EVOLVED) CR 12
Male Dust Digger
NN Large Aberration
Hero Points 1
Init +6; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +10
--------------------
DEFENSE
--------------------
AC 20, touch 11, flat-footed 18 (+2 Dex, -1 size, +9 natural)
hp 162 (5d8+84)
Fort +10, Ref +6, Will +10
--------------------
OFFENSE
--------------------
Spd 10 ft., Burrowing (20 feet)
Melee Bite (Dust Digger) +14 (1d8+6/20/x2) and
Tentacle x5 (Dust Digger) +13 x5 (1d4+3/20/x2) and
Unarmed Strike +14/+9 (1d4+6/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab, Sinkhole (DC 22), Swallow Whole (2d8+4, AC 14, 16 HP)
--------------------
STATISTICS
--------------------
Str 22, Dex 15, Con 22, Int 2, Wis 15, Cha 14
Base Atk +9; CMB +16 (+20 Grappling); CMD 28
Feats Improved Initiative, Multiattack, Skill Focus: Stealth, Toughness +12, Weapon Focus: Grapple, Weapon Focus: Tentacle
Skills Fly +0, Perception +10, Stealth +11 Modifiers +8 Stealth in ambush
Languages
SQ Hero Points (1)

--------------------
SPECIAL ABILITIES
--------------------
+8 Stealth in ambush (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Burrowing (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Sinkhole (DC 22) (Ex) A dust digger can burrow into sand, loose soil, or dirt to lie in ambush just under the surface. When it feels (via tremorsense) prey walk into a square it threatens, it can deflate its body as an immediate action, causing the sand and other loose so
Swallow Whole (2d8+4, AC 14, 16 HP) (Ex) You can swallow smaller targets whole.
Tremorsense (60 feet) Sense things and creatures without seeing them.


Pappy wrote:
Try this modified version I cooked up in HeroLab in a couple of minutes:

That is amazingly cool. I think I really need to look at Hero Lab...

Thank you very much. I can't use it exactly as written I think - I want it to be huge (add giant template) and undead (maybe dread zombie) and it's CR need to be around 10-11 after those changes. But this has given me something to work from - so thanks!


Derwalt wrote:
Pappy wrote:
Try this modified version I cooked up in HeroLab in a couple of minutes:

That is amazingly cool. I think I really need to look at Hero Lab...

Thank you very much. I can't use it exactly as written I think - I want it to be huge (add giant template) and undead (maybe dread zombie) and it's CR need to be around 10-11 after those changes. But this has given me something to work from - so thanks!

How's this? You may want to modify some of the vampire abilities, but still, a pretty interesting encounter! It will certainly be a surprise to players with the Bestiary 2!

DUST DIGGER (VAMPIRE/HUGE) CR 11
Male Dust Digger
NE Huge Undead (Augmented Aberration)
Hero Points 1
Init +7; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +19
--------------------
DEFENSE
--------------------
AC 30, touch 12, flat-footed 26 (+3 Dex, -2 size, +18 natural, +1 dodge)
hp 86 (5d8+32); Fast Healing 5
Fort +6, Ref +7, Will +9
Defensive Abilities Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10
--------------------
OFFENSE
--------------------
Spd 10 ft., Burrowing (20 feet)
Melee Bite (Dust Digger) +14 (2d6+10/20/x2) and
Slam (Vampire) +14 (2d6+10/20/x2) and
Tentacle x5 (Dust Digger) +13 x5 (1d6+5/20/x2) and
Unarmed Strike +14/+9 (1d6+10/20/x2)
Space 15 ft.; Reach 15 ft.
Special Attacks Blood Drain, Children of the Night (1/day), Create Spawn, Dominate (DC 18), Energy Drain (2 levels) (DC 18), Grab, Sinkhole (DC 24), Swallow Whole (2d8+4, AC 19, 8 HP)
--------------------
STATISTICS
--------------------
Str 31, Dex 17, Con -, Int 4, Wis 17, Cha 18
Base Atk +6; CMB +18 (+22 Grappling); CMD 32
Feats Alertness, Combat Reflexes (4 AoO/round), Dodge, Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus: Stealth, Toughness +8, Weapon Focus: Tentacle
Skills Bluff +12, Fly -1, Perception +19, Sense Motive +13, Stealth +14 Modifiers +8 Stealth in ambush
Languages
SQ Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Hero Points (1), Spider Climb (Ex)

--------------------
SPECIAL ABILITIES
--------------------
+8 Stealth in ambush (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Burrowing (20 feet) You have a Burrow speed.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dominate (DC 18) (Ex) As Dominate Person spell, takes standard action.
Energy Drain (2 levels) (DC 18) (Ex) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includ
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Sinkhole (DC 24) (Ex) A dust digger can burrow into sand, loose soil, or dirt to lie in ambush just under the surface. When it feels (via tremorsense) prey walk into a square it threatens, it can deflate its body as an immediate action, causing the sand and other loose so
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Swallow Whole (2d8+4, AC 19, 8 HP) (Ex) You can swallow smaller targets whole.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects


Cool! Now, make me a gargantuan fiendish half-dragon pixie!


That looks almost perfect :) Thanks! I think I'll remove some of the vampire abilities that doesn't fit too well (slam and unarmed strike, summon bats, maybe dominate) and leave it at that - uh, and bump the swallow whole damage up to 4d6+10, as that seems to follow the idea from the orginal with these changes.

Is the HP right though? - hp 86 (5d8+32)? Seems it might me missing some HD, at least "cosmetically"?


Benicio Del Espada wrote:
Cool! Now, make me a gargantuan fiendish half-dragon pixie!

You mean this right? :)

Pixie (gargantuan/fiendish/half-dragon-red) CR 6
Male Pixie
NG Gargantuan Dragon ((Fey))
Hero Points 1
Init +2; Senses Darkvision (60 feet), Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 23, touch 9, flat-footed 20 (+2 Dex, -4 size, +14 natural, +1 dodge)
hp 58 (4d6+44)
Fort +12, Ref +6, Will +6
Defensive Abilities Invisibility; DR 10/cold iron; Immune fire, paralysis, sleep; Resist cold 5, fire 5; SR 15
--------------------
OFFENSE
--------------------
Spd 20 ft., Flight (60 feet, Good)
Melee Bite (Half-Dragon) +14 (12d6+16/20/x2) and
Claw x2 (Half-Dragon) +14 x2 (8d6+16/20/x2) and
Unarmed Strike +14 (1d8+16/20/x2)
Space 20 ft.; Reach 20 ft.
Special Attacks Breath Weapon (1/day) (DC 23), Smite Good (1/day), Special Arrows (18/day) (DC 16)
Spell-Like Abilities Confusion, Lesser (1/day), Dancing Lights (1/day), Detect Chaos (Constant), Detect Evil (Constant), Detect Good (Constant), Detect Law (Constant), Detect Thoughts (1/day), Dispel Magic (1/day), Entangle (1/day), Permanent Image (visual and auditory elements only, Shield (1/day)
--------------------
STATISTICS
--------------------
Str 43, Dex 15, Con 32, Int 18, Wis 15, Cha 18
Base Atk +2; CMB +22; CMD 35
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +11, Diplomacy +11, Escape Artist +9, Fly +7, Knowledge: Nature +11, Perception +9, Sense Motive +9, Stealth -3, Use Magic Device +11
Languages Abyssal, Common, Draconic, Elven, Sylvan
SQ Hero Points (1)

--------------------
SPECIAL ABILITIES
--------------------
Breath Weapon (1/day) (DC 23) (Su) 1/day, Breath Weapon deals 4d6 Fire damage, DC 23.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Good) You can fly!
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Invisibility (Su) A pixie remains invisible even when it attacks.

This ability is constant, but the pixie can suppress or resume it as a free action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Smite Good (1/day) (Su) +4 to hit, +4 to damage.
Special Arrows (18/day) (DC 16) (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow.

A pixie can generate a number of
Spell Resistance (15) You have Spell Resistance.


Derwalt wrote:

That looks almost perfect :) Thanks! I think I'll remove some of the vampire abilities that doesn't fit too well (slam and unarmed strike, summon bats, maybe dominate) and leave it at that - uh, and bump the swallow whole damage up to 4d6+10, as that seems to follow the idea from the orginal with these changes.

Is the HP right though? - hp 86 (5d8+32)? Seems it might me missing some HD, at least "cosmetically"?

I did the build quickly, but I believe that it is correct. Modify as you see fit of course if it doesn't fit your concept.


Pappy wrote:
I did the build quickly, but I believe that it is correct. Modify as you see fit of course if it doesn't fit your concept.

Thank you very much - I'll use it with a few changes. It fits almost perfectly :)

...my question about the HP is simply that they seem wrong if you do the math (5d8+32) even with all 8's only becomes 72 - and the listed hp are 86. So it looks like it's closer to having 9-10 HD, but I don't know how that HP for the one above is calculated. I might just wing it.

Thanks a bunch once again - you just saved me a lot of work - and gave me a really cool monster to boot! :)


Derwalt wrote:
Pappy wrote:
I did the build quickly, but I believe that it is correct. Modify as you see fit of course if it doesn't fit your concept.

Thank you very much - I'll use it with a few changes. It fits almost perfectly :)

...my question about the HP is simply that they seem wrong if you do the math (5d8+32) even with all 8's only becomes 72 - and the listed hp are 86. So it looks like it's closer to having 9-10 HD, but I don't know how that HP for the one above is calculated. I might just wing it.

Thanks a bunch once again - you just saved me a lot of work - and gave me a really cool monster to boot! :)

My pleasure! I hope that it helps create a memorable game session.

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