Monster Monday: Rip Seeker

Rip Seeker                              CR 8

XP 4,800

CE Large outsider (native)

Init +7; Senses darkvision 60 ft, low-light vision, scent; Perception +14


AC 25, touch 12, flat-footed 22 (+6 armor, +1 shield, +3 Dex, +5 natural, -1 size)

HP 115  (10d10 +60)

Fort +16 Ref +8 Will +9 (+11 vs Fear)

SR 19, DR 5/good


Speed 40 ft

Melee +1 punching dagger +16/+16/+11 (1d6+7 + wounding)

Ranged Spit Needles +13 (1d3+3+pain)

Space 10 ft Reach 10 ft


STR 24, DEX 16, CON 21, INT 13, WIS 13, Cha 14

Base Atk +10; CMB +17, CMD 31

Feats Improved Initiative, Improved Bull Rush, Power Attack, Cleave, Iron Will

Skills Acrobatics +12,  Bluff +16, Disguise +16, Intimidate +18, Knowledge (local) +14, Sense Motive +14, Use Magic Device + 13

Languages Common, Abyssal, Infernal

Special Abilities

Spit needles (SU) 1d3 damage, causes intense pain and creature is staggered unless they succeed on a Fort save of DC 19. Save is Constitution-based.

Ripping attack When using a single light weapon, rip seekers may make one additional attack at their highest base attack bonus. Such weapons also deal 1 wound damage, which stacks with itself and continues to damage the target each round thereafter until a DC 10 heal check is made on the target or they receive magical healing.

Lack of fear Rip seekers get a +2 save against fear effects and a +2 bonus on Intimidation checks due to their obsession with presenting in combat.


Environment any; most at home among ruins of arenas or battlefields

Organization Always solitary

Treasure standard plus large-sized breastplate, light steel shield, and +1 punching dagger


A fun monster to drop into any gladiatorial combat as a dramatic entry. Best used with a lot of dramatic announcing. Use Improved Bull Rush and their devastating full attack for best effect.



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