N Huge vermin (aquatic)
Init +3; Senses low-light vision, tremorsense 30 ft.; Perception +1
AC 22, touch 7, flat-footed 22 (–1 Dex, +15 natural, –2 size)
hp 114 (12d8+60)
Fort +13, Ref +3, Will +5
Immune mind-affecting effects
Defensive Abilities spiny carapace
Speed 10 ft., swim 40 ft.
Melee 2 claws +15 (1d8+8/19–20), sting +15 (1d6+8 plus poison)
Space 15 ft.; Reach 15 ft. (20 ft. with sting)
Special Attacks rend (2 claws, 1d6+12)
Str 26, Dex 9, Con 20, Int —, Wis 13, Cha 2
Base Atk +9; CMB +19; CMD 28
Feats Improved Critical (claw)B, Improved InitiativeB
Skills Swim +16
Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Con and 1d2 Dex; cure 2 consecutive saves.
Spiny Carapace (Ex)
The spiny eurypterid’s carapace is covered with thousands of razor-sharp spines. Any creature that attacks a spiny eurypterid with a light weapon, unarmed strike, or natural attack takes 1d6 points of piercing damage. Any creature that grapples or is grappled by a spiny eurypterid automatically takes 2d6 points of piercing damage per round the grapple is maintained.