Slithering Rift

*The ground trembles and collapses, giving to an immense pulsing cavern that gives off a magical energy that distorts the area around the walls.*

**Slithering Rift CR 14**

**XP 600**

N Huge ooze

**Init** +3; **Senses** blindsight 60 ft., breach sense; Perception +2

**DEFENSE**

**AC** 35, touch 30, flat-footed 33 (+2 Dex, +20 Deflection, +5 Natural, -2 Size)

**hp** 393 (16d8+321)

**Fort** +13, **Ref** +6, **Will** +2

**Immune** acid, ooze traits

**Weaknesses** breach vulnerability

**OFFENSE**

**Speed** 10 ft.

**Melee** 4 tentacles +19 (1d8+45 plus pull)

**Space** 15 ft.; **Reach** 20 ft.

**Special Attacks** pit, pull (tentacle, 15 ft.)

**STATISTICS**

**Str** 32, **Dex** 15, **Con** 27, **Int** 2, **Wis** 5, **Cha** 1

**Base Atk** +10; **CMB** +23; **CMD** 35

**Feats** Skill Focus (Stealth, Perception)

**Skills** Perception +16, Stealth +20; **Racial Modifiers** +8 Stealth

**SQ** transparent

**SPECIAL ABILITIES**

**Breach Sense (Su)**

A slithering rift can detect the presence and location of extradimensional spaces within the range of its blindsense, including those created by magic items like bags of holding, handy haversacks, and portable holes, as well as spell effects such as mage’s magnificent mansion and rope trick. This ability also allows slithering trifts to detect others of their kind.

**Breach Vulnerability (Su)**

If a slithering rift consumes an extradimensional space, such as one created by a bag of holding, a handy haversack, or a portable hole, the competing energies cause violent spasms that deal 4d6 points of damage to the slithering rift each round it contains the item. If killed in this way, the slithering rift explodes; anything trapped within the ooze takes 4d6 points of damage and is ejected to a random empty space within 30 feet of the slithering rift.

**Pit (Su)**

As a standard action, a slithering rift can cause its surface to open into an extradimensional space in order to capture and digest food. A slithering rift can use this ability only while on a solid horizontal surface of sufficient size to support it. The extradimensional space created by this ability is 30 feet deep, and any Huge or smaller creatures stepping into its space must succeed at a DC 19 Reflex save or fall into the pit, taking 3d6 points of damage from the fall. A slithering rift can also actively try to trap creatures by moving into their space. A target of this attack can make an attack of opportunity, but immediately falls into the extradimensional space following the attack. If the target forgoes this attack of opportunity, it can attempt a Reflex save to avoid falling into the extradimensional space as if it had wandered into the slithering rift’s space. At any one time, a slithering rift can contain up to one Huge creature, two Large creatures, four Medium creatures, eight small creatures, or sixteen tiny creatures. The save DC is Constitution-based.

The interior surface of the pit is as hard as rough stone. While the pit is open, a creature inside can climb out with a successful DC 19 Climb check. A slithering rift can close its extradimensional space as a move action, trapping a creature inside. A trapped creature takes 10 points of acid damage each round it remains in the extradimensional space. A creature thus trapped can attack the walls of the space to damage the slithering rift. The walls have an AC of 20 and hardness 8.

A slithering rift can forcibly eject the contents of its extradimensional space as a standard action, dealing 2d6 points of damage to creatures inside. Ejected creatures end up in a random square adjacent to the slithering rift. If a slithering rift is killed, its extradimensional space collapses and ejects its contents immediately.

**Rift (Su)**

A slithering rift may, as a standard action, create a Gate effect inside of its pit. If the pit is closed, any creatures trapped inside the pit are automatically affected, otherwise they are given a reflex save DC 27 to avoid falling in. The save DC is Constitution-based.

**Transparent (Ex)**

A slithering rift is difficult to discern from its surroundings in most environments. The slithering rift gains a +8 racial bonus on Stealth checks and can move at full speed without taking a penalty on Stealth checks. A creature that fails to notice a slithering rift and walks into it risks falling into its pit (if its pit is open) or taking damage as if struck by the slithering rift’s tentacle attack.

**ECOLOGY**

**Environment** any land

**Organization** solitary or quarry (1 slithering rift and 1-4 slithering pits)

**Treasure** incidental