Trapper

The stone floor ripples and shakes as a toothy, gnashing maw opens in its center, and then the edges of the room curl up and inward to reveal an underside of wriggling tendrils and fetid digestive juices.
 

Trapper (CR 8)

Huge Aberration
Alignment: Neutral
Initiative: +5
Senses: Blindsense 10 feet, Darkvision 60 feet, Scent; Perception +25
  Speed: 10 feet, Climb 5 feet
Space: 15 feet
 

Defense

Armor Class: 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, -2 size)
Hit Points: 123 (13d8+65)
Saving Throws: Fort +10, Ref +5, Will +11
Amorphous
Damage Reduction: 10/piercing or slashing
Energy Resistance: cold 10, fire 10
Weaknesses: light sensitivity
 

Offense

Melee: slam +17 (3d6+15 plus Grab)
Reach: 10 feet
  Special Attacks: Constrict (3d6+15), Smother (see lurker above)
 

Statistics

StrDexConIntWisCha
30 (+10) 12 (+1) 19 (+4) 14 (+2) 17 (+3) 13 (+1)
Base Attack Bonus: +9
CMB +21 (+25 Grapple)
CMD 32 (can't be tripped)
  Feats: Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), Toughness
  Skills: Climb +18, Knowledge (dungeoneering) +15, Perception +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 in rocky areas), Survival +15
  • Racial Modifiers: +4 Stealth (+12 in rocky areas)
Languages: Aklo, Common, Undercommon
 

Special Abilities

NONE
 

Ecology

Environment: Any Underground
Organization: solitary or batch (1 plus 20-30 executioner's hoods)
Treasure: standard

  Female lurking rays, known as trappers, are the masterminds of their race. Too large to fly (and often gravid with wriggling young), the intelligent trappers scrape themselves out depressions in the floor of regularly traveled chambers and then lie in them, changing their coloration and texture perfectly to blend with the rest of the floor, and sometimes even creating protrusions in the shape of items they know to be valuable to their prey creatures.
  When a lulled individual steps onto the trapper's surface, the ray twists itself up around it, smothering and beating its victim senseless before drawing it into its maw for slow digestion. Though quite intelligent even by human standards, trappers devote almost all of their mental faculties to perfectly remembering every sensory detail about their surroundings in order to make their chameleon-like disguises all the more cunning and difficult for their prey to resist.
  Trappers can grow to be 15 feet from tip to tip, and weigh nearly 2,000 pounds when fully fed.