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Trapjaw Tangle

Sometimes the best intentions result in dire consequences and even a successful project can turn into an unending nightmare. Such is the grim tale of the first trapjaw tangles. These mechanical swarms were initially created as a solution to the pestilence of mutated rodents that plagued Alkenstar. These mobile rat traps, bound together by a magical matrix of occult energy, were programmed to wait in ambush or chase down their prey. The first trapjaw tangles proved effective and their creators were well rewarded for their ingenious designs. Soon trapjaw tangles were deployed throughout Alkenstar, Martel, and the Gunworks. Waves of them would be sent to roam into the Spellscar Desert, and the ever-present vermin were quickly forgotten.

Then disaster struck. A rogue wave of magical energy washed over an airship that carried a trapjaw tangle in its hold. The magical affliction scrambled the tangle's programming and gave the swarm just enough intellect to send it on a red frenzy through the ship. When the airship crashed into the outskirts of Alkenstar, its crew perished but the infected tangle survived to infect every trapjaw it met with the same deadly scrambling of magic. Now, trapjaw tangles are an even greater menace to society than the vermin they were originally designed to eradicate.

Recall Knowledge - Construct (Arcana, Crafting): DC 25
Unspecific Lore: DC 23
Specific Lore: DC 20

Elite | Normal | Weak
Proficiency without Level

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

Weak Trapjaw TangleCreature 4

Legacy Content

Rare N Large Construct Swarm 
Source Pathfinder #179: Cradle of Quartz pg. 87
Perception +11; darkvision
Skills Acrobatics +10, Athletics +4 (+8 to Trip and Tangle), Stealth +11
Str -1, Dex +5, Con +4, Int -4, Wis +2, Cha -2
AC 22 Fort +11, Ref +14, Will +9
AC 20; Fort +9, Ref +12, Will +7
HP 43; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, precision, sickened, swarm mind, unconscious; Resistances bludgeoning 4, piercing 8, slashing 8; Weaknesses area damage 4, electricity 8, splash damage 4
Cling [reaction] Trigger A creature leaves the trapjaw tangle's space; Effect The swarm takes 1d6 damage as individual traps cling to the creature and continue chewing, dealing 2d10 persistent slashing damage. High winds or electricity damage reduces the DC of the flat check to end this persistent damage by 5. Any area damage dealt to the creature destroys these clinging trapjaws.
Speed 25 feet
Snapping Jaws [one-action] Each enemy in the swarm's space takes 2d10 slashing damage (DC 20 basic Reflex save). Creatures that fail this save become sickened 1 from the numerous painful wounds caused by the swarm.Trip and Tangle [one-action] Requirements A creature in the trapjaw tangle's space took damage from the swarm during this round; Effect The trapjaw tangle attempts an Athletics check with a +10 modifier against the creature's Fortitude DC. On a success, the creature is flat-footed until the start of the trapjaw tangle's next turn. On a critical success, the creature also falls prone.

Sidebar - Locations Trapjaw Factories

The engineers of Alkenstar created large trapjaw factories to meet the initial demand for these constructions. By design, these factories were erected near the edges of the city, where the trapjaws could be released easily to effectively combat vermin originating in the Spellscar Desert. Today these factories lie dormant or have been repurposed. However, there's speculation that some hidden factories still function, filled to the racks with trapjaw tangles awaiting their next hunt.