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Size & Type (subtype):Huge AberrationHit Dice:15d8+75 (142)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   30 ft., burrow 10 ft.  
Armor Class:   14 (-2 size, +1 Dex, +5 natural)   Attacks:   2 slams +17 melee  
Damage:   Slam 1d6+8 and 2d6 acid   Face and Reach:   10 ft. by 20 ft./10 ft.  
Special Attacks:   Acid   Special Qualities:   Acid immunity, corrosive slime, tremorsense,stone shape  
Saving Throws  Fortitude: 10  
Reflex: 6  
Will: 11  
Abilities:   Str: 27
Dex: 13
Con: 21
Int: 14
Wis: 14
Cha: 12
Skills:   Intuit Direction +9, Knowledge (geology) +9, Listen +13,Move Silently +19, Spot +13   Feats:   Alertness, Blind-Fight, Improved Initiative, Power Attack  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   16-30 HD (Huge); 31-45 HD (Gargantuan)  


Delvers speak Terran and Undercommon.


Delvers prefer to fight from their tunnels, which they use to protect their flanks while lashing out with their flippers.

Corrosive Slime (Ex): Delvers produce a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver's mere touch deals 2d6 points of damage to organic creatures or objects. Against metallic creatures or objects, a delver's slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent's armor and clothing dissolve and become useless immediately unless the wearer succeeds at a Reflex save (DC 22). Weapons that strike a delver also dissolve immediately unless the wielder succeeds at a Reflex save (DC 22). Creatures attacking the delver with natural weapons take damage from the slime each time their attacks hit unless they succeed at Reflex saves (DC 22).

Tremorsense (Ex): A delver can automatically sense the location of anything within 60 feet that is in contact with the ground.

Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as stone shape cast by a 15th-level druid.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002