Delver

MapTool Token

NameDelver
Sorted NameDelver
FamilyDelver
Size and TypeHuge Aberration
Hit Dice Count15
Hit Dice15d8+78 (145 hp)
Random Hit Points15d8+78 - 75
Initiative+5
Speed30 ft. (6 squares), burrow 10 ft.
Armor Class24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
Base Attack/Grapple+11/+27
Attack

Slam +17 melee (1d6+8 plus 2d6 acid)

Full Attack

2 slams +17 melee (1d6+8 plus 2d6 acid)

Space/Reach15 ft./10 ft.
Special AttacksCorrosive slime
Special Qualities

Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.

SavesFort +12, Ref +6, Will +11
AbilitiesStr 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Skills

Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)

Feats

Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

EnvironmentUnderground
Challenge Rating9
Organization

Solitary

TreasureNone
AlignmentUsually neutral
Advancement16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Delver; CR 9; Huge aberration; HD 15d8+78; hp 145; Init +5; Spd 30 ft. (6 squares), burrow 10 ft.; AC 24 (-2 size, +1 dex, +15 natural), touch 9, flat-footed 23; Base Atk +11; Grp +27; Atk +17 melee (1d6+8 plus 2d6 acid, slam); Full Atk +17 melee (1d6+8 plus 2d6 acid, 2 slams); Space/Reach 15 ft./10 ft.; SA Corrosive slime; SQ Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.; AL N; SV Fort +12, Ref +6, Will +11; Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

Skills and Feats: Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground); Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

Delver

Delver
Huge Aberration
Hit Dice:
15d8+78 (145 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), burrow 10 ft.
Armor Class:
24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
Base Attack/Grapple:
+11/+27
Attack:
Slam +17 melee (1d6+8 plus 2d6 acid)
Full Attack:
2 slams +17 melee (1d6+8 plus 2d6 acid)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Corrosive slime
Special Qualities:
Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.
Saves:
Fort +12, Ref +6, Will +11
Abilities:
Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Skills:
Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)
Feats:
Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness
Environment:
Underground
Organization:
Solitary
Challenge Rating:
9
Treasure:
None
Alignment:
Usually neutral
Advancement:
16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment:
-

A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds.

Delvers speak Terran and Undercommon.

Combat

A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its flippers.

A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick.

The delver can quickly dissolve the stone cover and pop up to attack unexpectedly.

Corrosive Slime (Ex): A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver's mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver's slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent's armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.

Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th).

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +17 melee (1d6+8 plus 2d6 acid), or 2 slams +17 melee (1d6+8 plus 2d6 acid)

feats: ALERTNESS, BLIND-FIGHT, GREAT FORTITUDE, IMPROVED INITIATIVE, POWER ATTACK, TOUGHNESS, ,