Trapper (CR 7)

Huge Aberration
Alignment: Always neutral
Initiative: +2 (-2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +13, and Spot +12


AC: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Hit Dice: 12d8+48 (102 hp)
Fort +9, Ref +6, Will +8
Speed: 10 ft.
Space: 15 ft./10 ft.
Base Attack +9; Grapple +13
Attack: Buffet +17 melee
Full Attack: Buffet +17 melee
Damage: Buffet 1d6+15
Special Attacks/Actions: Improved Grab, smother
Abilities: Str 30, Dex 14, Con 19, Int 6, Wis 10, Cha 10
Special Qualities: Cold immunity, fire immunity
Feats: Alertness; Improved Initiative
Skills: Hide +25, Listen +13, and Spot +12
Advancement: 13-22 HD (Huge); 23-36 HD (Gargantuan)
Climate/Terrain: Any underground
Organization: Solitary
Treasure/Possessions: Standard

Source: Converted

Improved Grab (Ex): To use this ability, the trapper must hit an opponent of up to Large size with its buffet attack. If it gets a hold it can smother.

Smother (Ex): A trapper deals 1d6+15 points of constriction damage with a successful grapple check against Large or smaller creatures. A creature caught can hold its breath for a number of rounds equal to twice its Constitution score. After this period, the creature must succeed at a Constitution check (DC 10) in order to continue holding its breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.

When the creature fails a check, it begins to suffocate. In the first round, it falls unconscious (0 hp). In the following round, it drops to -1 hit points and is dying. In the third round, the creature suffocates.

A victim can escape by making an opposed grapple roll or an Escape Artist check against the trapper's grapple roll. While engulfed, a creature can only use a Tiny weapon, and then only if it was in hand when the creature was first enveloped. Damage inflicted on a trapper while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons inflict full damage upon the victim but do not harm the trapper.

A trapper receives a +8 racial bonus to Hide checks.

The Trapper first appeared in the Monster Manual (Gary Gygax, 1977).