Geonid
Large elemental magical beast (earth)
Level 6 Lurker XP 250

HP 56; Bloodied 28Initiative +10
AC 20, Fortitude 18, Reflex 17, Will 17Perception+11
Speed 4
Immune disease, petrification, poison

Traits

Shell Form

A geonid with its shell closed resembles a boulder. A creature can recognize the geonid as a beast by succeeding on a DC 28 Perception check.

Standard Actions

Tentacle At-Will

Attack: Melee 2 (one creature); +11 vs. AC

Hit: 2d6 + 4 damage.

Capturing Grab At-Will

Attack: Melee 2 (one creature); +11 vs. AC

Hit: 1d6 + 4 damage.

Effect: The geonid makes one more attack against the same target. If both attacks hit, the geonid grabs the target.

Shell Slam At-Will

Attack: Close blast 2 (creatures in the blast); +9 vs. Fortitude

Hit: The target falls prone.

Effect: The geonid closes its shell. While the geonid’s shell is closed, its speed is 0, it gains a +5 bonus to all defenses, and it does not have line of effect to any creature other than a creature it has grabbed. The geonid slides a creature it has grabbed into its space. The grabbed creature has line of sight and line of effect only to the geonid. The geonid does not gain its bonus to defenses against the grabbed creature. If the grabbed creature escapes, it appears in a space adjacent to the geonid. The geonid can open its shell as a minor action.

Skills Stealth +11
Str 19 (+7)                Dex 16 (+6)                Wis 17 (+6)
Con 14 (+5)                Int 6 (+1)                Cha 9 (+2)

Alignment Unaligned        Languages Primordial

Published in Monster Manual 2, page(s) 99, Dungeon Magazine 184.