The Alexandrian

Honeytrap

January 17th, 2010

More startling even than that diabolic chuckle was the scream that rose at my very elbow from the salt-compounded sand – the scream of a woman possessed by some atrocious agony, or helpless in the grip of devils. Turning, I beheld a veritable Venus, naked in a white perfection that could fear no scrutiny, but immersed to her navel in the sand. Her terror-widened eyes implored me and her lotus hands reached out with beseeching gesture.

The Abominations of Yondo, Clark Ashton Smith

HoneytrapThe honeytrap is a roper-like creature which relies on deceit and camouflage to trap its prey. The upper half of its body bears the appearance of a beautiful young maiden, but this beauty is wrapped around a mass of tentacular horror. The honeytrap’s favored tactic is to secrete a corrosive chemical capable of rendering even solid rock into a quicksand-like liquiesence.  When its prey draws near, the honeytrap will cry in terror and plead for their aid. It will wait until they are at their most vulnerable before striking: Its sternum will part into a ravenous maw, exuding a half dozen coiled tentacles which will burst forth and wrap themselves lethally around the honeytrap’s would-be saviors.

The honeytrap prefers to lure its victims into a danerous mixture of complacency and chivalry before striking, but those seeking to flee a ravenous honeytrap may be shocked as it wrenches itself free from its muck-ridden hunting grounds and pursues them with great speed upon a second tumultuous mass of tentacles extruding from its “maiden” waist.

HONEYTRAP                                                     CR 8
CE Large Magical Beast
Senses: darkvision 60 ft., low-light vision, Listen +13, Spot +13
Init: +5 (+1 Dex, +4 Improved Initiative)
Languages: Common, Elven

AC: 24, touch 10, flat-footed 23 (-1 size, +1 Dex, +14 natural)
Hit Points: 85        HD: 10d10+30
Fort +10, Ref +8, Will +8

Speed: 40 ft.
Melee: bite +13 (1d6+6)
Ranged: 6 strands +11 ranged touch (drag and weakness)
Space: 5 ft.            Reach: 5 ft. (30 ft. with strand)
Base Atk: +10      Grapple: +14
Special Actions: quicksand liquiesence
Metamagic Feats: (spontaneous casters only)

Str 19, Dex 13, Con 17, Int 12, Wis 11, Cha 17
Special Qualities: darkvision 60 ft., low-light vision
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Skills: Climb +12, Hide +10*, Listen +13, Spot +13
Treasure: Standard
Advancement: 11-15 HD (Medium); 16-30 (Large)
Level Adjustment: —

Drag (Ex): If a honeytrap hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage, but drags the struck opponent 5 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires an Escape Artist check (DC 23) or a Strength check (DC 19). (The DCs are Strength-based, and the Escape Artist check includes a +4 racial bonus.)

Drag and Bite: A honeytrap can draw a creature within 5 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a honeytrap’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damager to the honeytrap.

Drag and Drown: A honeytrap who has drawn a victim into its quicksand will often try to drown them. A honeytrap can draw a creature 5 feet and attempt to drown them by making an opposed grapple check. If the check succeeds, the victim is pushed below the surface of the quicksand.

Strands (Ex): A honeytrap can extrude up to six strands at once, and they can strike up to 30 feet away (no range increment). If a strand is severed, a honeytrap can extrude a new one on its next turn as a free action.

Quicksand Liquiesence (Ex): A honeytrap can turn a 10 ft. radius of earth, dirt, or stone into quicksand in 1d4 minutes by excreting a powerful, acidic chemical. If a honeytrap is slain, moves, or stops excreting the chemical, the ground will re-solidify within 1d4 hours.

Quicksand requires a Survival check (DC 8′) to spot. The momentum of a running or charging character will carry them 1d2x5 feet into the quicksand. Characters in quicksand must make a Swim check (DC 10) every round to simply tread water in place, or a DC 15 check to move 5 feet in whatever direction desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see Swim skill). Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Pulling a trapped character out of quicksand often requires a branch, spear haft, rope, or similar tool to reach the victim with one end of it. The character performing the rescue must make a Strength check (DC 15) to pull the victim out, while the victim must succeed at a Strength check (DC 10) to hold onto the branch, pole, or rope. If the victim fails to hold on, he must immediately make a Swim check (DC 15) to remain above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

Weakness (Ex): A honeytrap’s strands sap an opponent’s strength. Anyone grabbed by a strand must succeed on a Fortitude save (DC 18) or take 1d8 points of Strength damage. The DC is Constitution-based.

Skills: *Honeytraps have a +8 racial bonus to Hide checks if they are submerged in quicksand or similarly concealed.

This material is covered by the Open Gaming License.

One Response to “Honeytrap”

  1. Justin Alexander says:

    ARCHIVED HALOSCAN COMMENTS

    Fenyx
    I am reminded of Korgoth of Barbaria;
    http://www.youtube.com/watch?v=HJrfrszYPsM#t=0m52s
    Sunday, January 17, 2010, 9:41:15 AM


    Fenyx
    P.S. NSFW
    Sunday, January 17, 2010, 11:19:41 AM

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