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Common EurypteridCreature -1


NMediumAmphibiousAnimal
Source Pathfinder Bestiary 3
Perception +2 (low-light vision, wavesense (imprecise) 30 feet)
Languages none
Skills Athletics +4, Stealth +4
Str +2, Dex +0, Con +3, Int -5, Wis +0, Cha -3

AC 15; Fort +7; Reflex +4; Will +2;
HP 9
Speed 30 feet (swim 30 feet)

Pincer One Action +6 (+1, -4) to hit 1d6+2 Slashing
Stinger One Action +6 (+1, -4) to hit 1d4+2 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Wavesense (Imprecise) 30 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Attack of Opportunity Reaction

Stinger only


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Eurypterid Venom (poison)

Saving Throw DC 14 fortitude


Maximum Duration 4 rounds

Stage 1 1d4 poison damage (1 round)

Stage 2 1d6 poison damage (1 round)

Stage 3 1d6 poison damage and Enfeebled 1 (1 round)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


The smallest of the giant eurypterids can grow to about the size of a large dog. These eurypterids are a staple food for people living in marshlands, who add the meat to heavily spiced stews, but they're otherwise considered dangerous pests.


Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, they have robust respiratory systems that allow them to survive indefinitely on land. All eurypterids possess claws as well as stingers that can inject venom.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.