Grapple / Constrict Questions and a Sargassium Fiend Variant


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Sargassium Fiend Variant:

Bloodclot Abomination CR 9
XP 6,400
Sargassum fiend (Pathfinder RPG Bestiary 3 235)
NE Abberation
Init +6; Senses blindsense 60 ft., low-light vision, tremorsense 120 ft.; Perception +11
Aura mirage (300 ft., DC 18)
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Defense
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AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural, -1 size)
hp 123 (13d8+65)
Fort +15, Ref +8, Will +4
DR 5/slashing; Immune plant traits; Resist cold 10
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Offense
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Speed 20 ft., climb 20 ft., swim 40 ft.
Melee 2 slams +16 (2d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d8+10), grab (Huge)
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Statistics
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Str 25, Dex 14, Con 20, Int 2, Wis 11, Cha 15
Base Atk +9; CMB +17 (+25 grapple); CMD 30 (can't be tripped)
Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy, Weapon Focus (slam)
Skills Acrobatics +2 (-2 to jump), Climb +19, Escape Artist +4, Perception +11, Stealth +7, Swim +15
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Special Abilities
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Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Climbing (20 feet) You have a Climb speed.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Grab: Slam (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mirage (300 feet, DC 18) (Su) Creatures see fiend as whatever would compel them to approach (Will neg).
Blood PoolThe Blood-Clot Abomination usually stays in the form of a slightly stagnant pool of blood just long enough to grab whatever gets closest first. This is normally unnatural, but not in the crimson castle. It is a Dc 24 perception/survival check to notice the strange differences in it's blood and the blood elsewhere in the castle. This doesn't immediately reveal it as a large dangerous creature, however, but should be enough to cause concern. Any minor attack against the creature in this form lowers it's initiative roll by 4, but starts combat.
Swimming (40 feet) You have a Swim speed.
Tremorsense (120 feet) Sense things and creatures without seeing them.
Negative Energy Affinity This creature is healed by negative energy and harmed by positive energy.

So I recently made this creature to go against my 4 player party of level 6's. What I'm wondering, however, is whether it's too strong for them or not, as the risk of them getting grappled is very high. I'm also completely oblivious as to how grappling works beyond the initial role to grapple, despite consistent minor fights with a barbarian drow in one of my pbp games.

Any help would be greatly appreciated, or opinions, but I'm mostly wondering whether the constriction damage is done as soon as a grapple is made, because that would mean that when the thing slams someone, and grapples as a result, it could constrict them the same round, but then what happens to the other slam?

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