Cave Moray (CR 2)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: tremorsense, darkvision 60 ft., and Listen +5
AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Hit Dice: 4d8+4 (22 hp)
Fort +5, Ref +4, Will +2
Speed: 5 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d6+3
Special Attacks/Actions: Ambush, charge
Abilities: Str 14, Dex 17, Con 13, Int 2, Wis 13, Cha 10
Skills: Hide +6*, Listen +5, and Survival +4
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
Climate/Terrain: Any underground
Organization: Cluster (4-6) or Colony (7-16)
Ambush (Ex): If a cave moray surprises its opponent, it gains a +4 conditional bonus to its attack roll for that round.
Charge (Ex): A cave moray's attack is always considered a charge attack since it recoils into its cyst after an attack to lunge at its opponent again.
Tremorsense (Ex): Cave morays can automatically sense the location of anything within 60 feet that is in contact with the ground.
A cave moray receives a +4 bonus to Hide skills when in rocky or stony surroundings due to its coloration.
A cave moray's favored tactic is to lie in wait in its cyst-like burrow in the wall and attack whenever prey passes nearby. Two or more will strike in unison, one from each side of the passage. After an attack, a cave moray will recoil into its cyst before striking again.
These slug-like creatures can be found underground living in small cyst-like burrows in the walls.
The cave moray resembles a slug made of brownish-gray rock. Its head is knobby and splotched with two dull brown eyes.
A cave moray is about 1 foot in diameter and 5 feet long.
The Cave Moray first appeared in S4 Lost Caverns of Tsojcanth (Gary Gygax, 1982).