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Mover

A floating red ball with no physical features outside of two eyes. They usually appear in threes and are highly dangerous foes due to their high reflexes and speed. They also very desirable enemies to fight since they give large rewards in gil and treasure.Mover

Mover (CR 14)

XP 38,400
N Tiny Aberration
Init +17; Senses Darkvision 60 ft.; Perception +26

DEFENSE

AC 32, touch 27, flat-footed 19 (+13 dex, +5 natural, +4 size)
hp 184 (22d8+88)
mp 49
Fort +17, Ref +26, Will +16
Resist All 5; Immune Bad status effects

OFFENSE

Speed Fly 80 ft. (Perfect)
Melee Slam +30/+25/+20/+15 (1d8)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks Delta Attack, Encircle
Spells Known (SC CL 12th; Concentration +19)

1st – Fire (DC 18), Flame Breath (DC 18)
2nd – Fire II (DC 19), Flaming Sphere (DC 19)
3rd – Fire (DC 20), Fire III (DC 20)
4th – Blaze Spikes
5th – Firaga (DC 22), Fire Snake (DC 22)
6th – Flare (DC 23)

STATISTICS

Str 10, Dex 36, Con 18, Int 24, Wis 16, Cha 10
Base Atk +16; CMB +27; CMD 37 (can’t be tripped)
Feats Acrobatic Spellcaster, Canny Tumble, Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Acrobatics), Spell Penetration, Weapon Finesse, Weapon Focus (Slam)
Skills Acrobatics +32, Fly +30, Knowledge (Arcana, Dungeoneering, Geography, Nature) +26, Perception +26, Spellcraft +26, Stealth +30, Survival +12
SQ Resilience

SPECIAL ABILITIES

Delta Attack (Su)

When three movers select a single target they can choose to use this ability: The chosen target is engulfed by glowing triangles then must make a Fortitude save (DC 23) or have the Petrified status effect. The movers need to recharge their ability for 1d4+1 rounds to use it again.

Encircle (Su)

1/day, a mover can summon a circle to engulf a single target closing off their life-source. The target must make a Fortitude save (DC 26) or dies.

Resilience (Ex)

A mover has all its saves considered as good saves.