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    Reefclaw

    Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.

    Reefclaw CR 1

    XP 400
    CN Small aberration (aquatic)
    Init
    +5; Senses darkvision 60 ft., low-light vision; Perception +6

    DEFENSE

    AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
    hp
    13 (2d8+4)
    Fort
    +2, Ref +1, Will +4
    Defensive Abilities
    ferocity; Resist cold 5

    OFFENSE

    Speed 5 ft., swim 40 ft.
    Melee
    2 claws +2 (1d4 plus grab and poison)
    Special Attacks
    death frenzy, constrict (1d4)

    STATISTICS

    Str 10, Dex 13, Con 14, Int 5, Wis 12, Cha 13
    Base Atk
    +1; CMB +0 (+8 grapple); CMD 11 (can’t be tripped)
    Feats
    Improved Initiative
    Skills
    Perception +6, Swim +8; Racial Modifiers +8 Swim
    Languages Common (can’t speak)
    SQ
    amphibious

    SPECIAL ABILITIES

    Death Frenzy (Su)

    When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw).

    Grab (Ex)

    A reefclaw can use its grab ability on a target of any size. Reefclaws have a +8 racial bonus on grapple checks; this bonus replaces the normal +4 bonus a creature with grab receives.

    Poison (Ex)

    Claw—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

    The save DC is Constitution-based.