Aberration, Rubber Extract (3.5e Creature)

Rubber Extract Aberration
Size/Type: Medium Aberration
Hit Dice: 2d8+8 (17 hp)
Initiative: +1
Speed: 80 ft. (16 squares), climb 45 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+6
Attack: Gripping Claws +6 melee (1d4+5)
Full Attack: 2 Gripping Claws +6 melee (1d4+5) and bite +1 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Damage reduction 10/magic, darkvision 60 ft., scent
Special Qualities: Aberration traits
Saves: Fort +4, Ref +1, Will +4
Abilities: Str 20, Dex 12, Con 19, Int 10, Wis 1, Cha 1
Skills: Climb +15, Hide +1*, Listen +6, Spot +6
Feats: Alertness, TrackB
Environment: Underground/Towers
Organization: Solitary or cluster (2–4)
Challenge Rating: 4
Treasure: 5/10 coins; 70% goods; 70% items
Alignment: Usually Evil
Advancement: 3–4 HD (Large); 5–6 HD (Large)
Level Adjustment: -
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Combat

Rubber extract aberrations attack when ordered. They hunt by staying near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their claws. A rubber extract aberration rubbery body seems to shed blows of any kind. Its jaws are large and powerful compared to its body mass, so it consumes its kill immediately.

A rubber extract aberration's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Multiple rubber extract aberrations do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag the dead or unconscious prey away to be devoured.

Skills: A rubber extract aberrations has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

  • Their coloration affords Aberration a +8 racial bonus on Hide checks when in natural rocky areas.



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