CN Small aberration (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
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
Speed 5 ft., swim 40 ft.
Melee 2 claws +2 (1d4 plus grab and poison)
Special Attacks death frenzy, constrict (1d4)
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)
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).
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.
Claw—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
The save DC is Constitution-based.