Writhing through the murky slime, this undead mass of arms swims powerfully forward with impressive speed in the water, leaving much of its grotesque body hidden out of sight. It is utterly horrifying to see in full when it surfaces or slowly crawls on land, and few survive an encounter with the creature with their sanity—or their lives—intact.
CARRION CRAWLER CR 11
CE Huge undead
Init +2; Senses darkvision 120 ft., lifesense; Perception +15
Aura fear aura (50 ft., DC 22)
AC 24, touch 10, flat-footed 24 (+4 deflection, -2 Dex, -2 size, +14 natural)
hp 136 (16d8+64)
Fort +11, Ref +5, Will +16
DR 10/magic and silver; Defensive Abilities all-around vision, amorphous; Immune undead traits; SR 23
Weaknesses sunlight powerlessness
Speed 5 ft., swim 20 ft.
Melee slam +18/+18/+18/+18 (1d8+8 plus grab)
Ranged flung arm +8/+8/+8/+8 (1d6+8 plus attach, Range 15 ft.)
Space 15 ft.; Reach 20 ft
Special Attacks breath weapon (40-ft. cone, 8d6 sonic, DC 22 Reflex for half), constrict (1d8+8), fast swallow, swallow whole (1d6+8 plus 1 Wis, AC 17, 13 hp)
Before Combat Carrion crawlers are intelligent; they attempt to stalk their prey at first, isolating one enemy before using its babble ability and drawing close to drag down to a murky death. If attacking multiple creatures, it positions itself directly under them.
During Combat The carrion crawler first unleashes a sonic breath weapon and then begins babbling, and emitting its fear aura. If encountered in the Tangleroot Forest, this catches creatures by surprise and shatters the “ground” they stand upon (dropping them directly into the carrion crawler’s enormous “mouth”). Afterward it takes its time eating more enemies, choosing its targets carefully and going for the toughest last.
Str 26, Dex 6, Con —, Int 17, Wis 19, Cha 18
Base Atk +12; CMB +22 (+6 grapple); CMD 26 (32 vs grapple; cannot be tripped)
Feats Ability Focus (babble), Improved Initiative, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Great Fortitude, Iron Will, Lightning Reflexes
Skills Bluff +12, Climb +20, Knowledge (arcana) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +15, Sense Motive +16, Spellcraft +18, Stealth +9 (+17 in water); Racial Modifiers+8 Climb, +8 Stealth (water only); Size Modifiers -8 Stealth
Languages tongues, telepathy 100 ft.
SQ Compression, freeze, sound mimicry
Environment Dar’Spelun Slugmarsh
Babble (Su) A carrion crawler constantly mutters to itself, creating a hypnotic effect. All sane creatures within 50 feet of the carrion crawler must succeed at a DC 24 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the carrion crawler can approach it without breaking the effect, but an attack by the carrion crawler does end the effect. Creatures that successfully save cannot be affected by the same carrion crawler’s babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.
Flung Arm (Su) A carrion crawler can fling parts of itself at prey. A carrion crawler’s flung arm attaches to any creature it hits, dragging it by ethereal energies back to its body’s cavernous maw. Any attached arms deas constrict damage to a creature it grapples. A flung arm has a +20 CMB and CMD 30, AC 20 and 13 hit points. No creature can be targeted by more than two flung arms at once.