Actions/Abilities/Traits: (Pathfinder 2e)
Ability
AC 22
Fort +11, Ref +14, Will +9
Ability
Cling [Reaction]
Circumstance: Trigger: A creature leaves the trapjaw tangle's space;
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.
Ability
Snapping Jaws
Each enemy in the swarm's space takes 2d10 slashing damage (DC 22 basic Reflex save). Creatures that fail this save become sickened 1 from the numerous painful wounds caused by the swarm.
Ability
Trip and Tangle
Circumstance: A creature in the trapjaw tangle's space took damage from the swa
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.
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
bleed
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poisoned
precision
sickened
swarm mind
unconscious
Perception
darkvision
Resistance
bludgeoning 4
piercing 8
slashing 8
Weakness
area damage 4
electricity 8
splash damage 4