Name | Delver |
---|---|
Sorted Name | Delver |
Family | Delver |
Size and Type | Huge Aberration |
Hit Dice Count | 15 |
Hit Dice | 15d8+78 (145 hp) |
Random Hit Points | 15d8+78 - 75 |
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 |
Challenge Rating | 9 |
Organization | Solitary |
Treasure | None |
Alignment | Usually neutral |
Advancement | 16-30 HD (Huge); 31-45 HD (Gargantuan) |
Level Adjustment | - |
Version | SRD |
Sources | System 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
A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds. Delvers speak Terran and Undercommon. CombatA 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, ,