All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Rotbomber

Disgusting and dangerous, rotbombers bound around on all four limbs, ripping off the pressurized and explosive necrotic pustules that grow out of their backs to lob them toward their enemies. When they explode, the pustules emit concussive blasts of force and deadly pestilence that can infect a victim. Though slow and overburdened by the intense weight of the pustules, rotbombers can move with a surprising speed when they need to hunt down their quarry.

Recall Knowledge - Undead (Religion): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite RotbomberCreature 13

Legacy Content

Uncommon CE Large Mindless Undead 
Source Pathfinder #184: The Ghouls Hunger pg. 87
Perception +27; darkvision
Skills Acrobatics +27, Athletics +27
Str +5, Dex +7, Con +4, Int -3, Wis +4, Cha -3
Slow A rotbomber is permanently slowed 1 and can't use reactions.
AC 33; Fort +21, Ref +27, Will +21
HP 270 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses positive 10, slashing 10
Pressurized Pustules When a rotbomber takes acid, fire, physical or sonic damage, there is a chance a prematurely developed pustule bursts open, determined by a DC 11 flat check. All creatures in a 10-foot emanation must succeed at DC 31 Fortitude save or become sickened 2. A creature that gets a critical failure becomes sickened 3. Any creature who attempts this save becomes temporarily immune to pressurized pustules for 24 hours.
Speed 40 feet, climb 20 feet
Melee [one-action] jaws +26 [+21/+16], Damage 3d8+2+12 piercing plus necrotic rotMelee [one-action] fist +22 [+17/+12] (reach 10 feet), Damage 3d6+2+10 bludgeoningRanged [one-action] necrotic pustule +28 [+23/+18] (negative, range increment 60 feet, splash), Damage 3d10+2+14 bludgeoning and negative damage plus necrotic rotGaseous Smash [two-actions] Frequency once per round; Effect The rotbomber pulls two necrotic pustules from its body, one in each hand, and leaps into the air in an attempt to detonate them simultaneously on a hapless victim. The rotbomber Leaps up to 15 feet horizontally and 10 feet vertically to land in a square adjacent to a target creature and makes a necrotic pustule Strike against the target. If the Strike hits, it deals an additional 4d6 bludgeoning damage to the target. This counts as two attacks for the purposes of determining the rotbomber's multiple attack penalty, but the penalty does not increase until after the Gaseous Smash.Necrotic Rot (disease, necromancy, negative) Necrotic rot withers and corrupts living tissue at an alarming rate. An infected creature can't heal damage it takes from necrotic rot until it has been cured of the disease. Saving Throw DC 31 Fortitude; Stage 1 2d6 negative damage (1 day); Stage 2 drained 1; Stage 3 3d6 negative damage and drained 2; Stage 4 dead, rising as a rotbomber immediately.Propulsive Pestilence The pressurized necrotic gases within the rotbomber's pustules make them explode far more dramatically than most alchemists' bombs. The rotbomber's necrotic pustules deal splash damage to every creature within 15 feet of the target.

Sidebar - Advice and Rules Rotbomber Variants

Warning - this sidebar contains spoilers for the Blood Lords adventure path.
Though the stat block presented for the rotbomber represents the most common version of the creature, GMs can feel free to experiment within the paradigms of the campaign to produce their own variants if they wish. For example, the Church of Urgathoa magically treats the shadow ash discovered by the player characters in chapter three to create frostbombers, whose necrotic pustules deal cold damage instead of negative damage. Such rotbomber variants can easily be made to harm foes with fire, electricity, sonic vibrations, or any other damage type the GM deems appropriate.