Bowler (CR 1)

Medium Aberration
Alignment: Neutral
Initiative: +1 (Dex); Senses: sense vibration


AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 1d8+1 (5 hp)
Fort +1, Ref +1, Will +0
Speed: 5 ft. to 35 ft. (see text)
Space: 5 ft./5 ft.
Base Attack +0; Grapple -1
Attack: Crush +1 melee
Full Attack: Crush +1 melee
Damage: Crush 1 point per current hit point
Special Attacks/Actions: Bowl
Abilities: Str 10, Dex 12, Con 13, Int 2, Wis 10, Cha 10
Special Qualities: -
Feats: Weapon Finesse (Crush)
Skills: Hide +5*
Advancement: Medium (1-2 HD), Large (3-5 HD), Huge (6-8 HD)
Climate/Terrain: Any rocky land and underground
Organization: Solitary or field (2-12)
Treasure: Special

Source: Converted

Combat

Bowlers attack by "bowling" over opponents, crushing them before moving back to devour them with their tiny mouths.

Bowl (Ex): When bowlers sense a victim, they begin rolling towards it, picking up speed at a rate of 5 ft. per round to a maximum speed of 35 ft. When they strike their target, they inflict 1 point of damage per hit point, and the victim must make a Reflex saving throw (DC 10) or be knocked prone. Victims that are knocked over must make a Fortitude save (DC 10) or be stunned. Once the bowler has attacked, if the victim is lying prone, it will attempt to move back over it in order to brings its mouths into play to devour the foe. Against prone, stunned victims, or victims who have been incapacitated by the bowler's initial attack, this automatically occurs on the following round. As the victim is consumed, it takes 1 point of damage per round from the bowler's mouths. The bowler may be moved, by either the victim (if able to act) or his companions by making a Strength check (DC 10 + the bowler's current hit points).

Sense Vibration (Ex): Bowlers do not possess any organs of sight or hearing. Instead, they detect foes by sensing their vibrations. The bowler can also use this sense to avoid running into walls etc.

Bowlers receive a +8 Hide bonus in rocky fields and underground areas where their natural camouflage blends in with their surroundings.

The central core of a bowler is a beryl, worth 10 gp.