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Pathfinder

Compendium

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Dust Digger

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Dust diggers most resemble mammoth starfish, with thick sandy-colored exoskeletons covered with rough, burr-like spines. Its five arms are long and thin, and covered with hundreds of barbed, tubular cilia that the creature uses to move as well at grab and grapple prey. At the fleshy center of the creature's body gapes a circular maw lined with large sharp teeth.

As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site.

Dust diggers are asexual. They reproduce by budding, splitting off young three to four times over the course of their 10-year lives—smaller versions of themselves that must immediately move away from the parent to avoid being snatched up and eaten. Dust digger young are just over 4 feet across, and can move relatively quickly through sand (their burrow speed is 40 feet). Usually, a young dust digger travels at least a mile from its parent before it settles down to create its first ambush—the amount of life in the region it has chosen as its new lair often determines whether the new dust digger thrives or starves to death, for once it digs its first ambush, it rarely moves more than a few hundred feet away over the course of its life.

Special Abilities

Sinkhole (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 soil above to shift and slide. All creatures who were standing in the dust digger's reach must make a DC 15 Reflex save or become entangled as long as they remain in the dust digger's reach. All creatures who were standing at least partially in the dust digger's actual space must make a DC 15 Reflex save or become entangled and fall prone—if such a creature makes this save, it immediately moves to the closest adjacent unoccupied square. If this results in more than a 5-foot move, the creature moves that distance and then falls prone. The save DC is Strength-based.

Attributes

AC
16, Touch 9, Flat-footed 16 (+7 Natural, -1 Size)
Alignment
N
Base Atk
+3
CMB
+7
CMD
17
CR
4
Cha
10
Con
18
Creature Type
Aberration
Dex
11
Environment
Warm Deserts
Feats
Improved Initiative , Multiattack , Skill Focus ( Stealth )
Fort
+5
HP
42 (5d8+20)
Init
N Large Aberration +4
Int
2
Melee
Bite +5 (1d8+3 Plus Grab ), 5 Tentacles +3 (1d4+1 Plus Grab )
Organization
Solitary, Pair, Or Colony (3-10)
Racial Modifiers
+8 Stealth In Ambush
Reach
10 Ft.
Ref
+1
Senses
Darkvision 60 Ft., Tremorsense 60 Ft.; Perception +5
Size
Large
Skills
Perception +5, Stealth +5 (+13 In Ambush)
Space
10 Ft.
Special Attacks
Sinkhole, Swallow Whole (2d8+4 Bludgeoning, Ac 13, 4 Hp)
Speed
10 Ft., Burrow 20 Ft.
Str
17
Treasure
None
Will
+4
Wis
11
XP
1,200
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