The Stabbing Beast
Level 15Attacks
Abilities
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger The Stabbing Beast is transformed with Change Shape and rolls for initiative Effect The Stabbing Beast ends Change Shape.
A creature hit by the Stabbing Beast's venom stream must succeed at a DC 33 fortitude save or become Blinded for 1d4 rounds.
The Stabbing Beast takes on the appearance of a Medium humanoid with a scorpion's tail and chitinous, full-body plate armor. This doesn't change their Speed or Strikes, except that their reach becomes 5 feet and they can't make pincer Strikes.
Requirements The Stabbing Beast is using Change Shape
The Stabbing Beast summons one or two +2 greater striking keen shortswords into their hands. These weapons disappear if they leave the Stabbing Beast's grasp or if the Stabbing Beast ends Change Shape.
While a creature is enfeebled from this poison, it is Doomed 1 Saving Throw DC 36 fortitude Maximum Duration 6 rounds Stage 1 3d6 poison damage and Enfeebled 2 (1 round) Stage 2 4d6 poison damage and enfeebled 2 (1 round) Stage 3 6d6 poison damage and Enfeebled 3 (1 round)
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.