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Reefclaw SpawnCreature 0


NSmallAberrationAmphibiousAquatic
Source Pathfinder Society Scenario #1-04: Bandits of Immenwood
Perception +8 (darkvision)
Languages Common, Can't Speak Any Language
Skills Acrobatics +5, Athletics +2, Diplomacy +4, Intimidation +4, Nature +5, Survival +5
Str +1, Dex +4, Con +2, Int -3, Wis +1, Cha +1

AC 18; Fort +5; Reflex +7; Will +2;
HP 17
Speed 10 feet (swim 30 feet)

Claw One Action +7 (+2, -3) to hit (finesse) 1d6-1 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Special (Note)

The reefclaws follow the call of the scale, but its siren song affects aquatic aberrations differently than normal animals. While in pursuit of the scale, the reefclaws gain the amphibious trait, gain a +5-foot item bonus to their Speed, and are Sickened 2 (all adjustments already included in their stat block). The reefclaws cannot remove these conditions while within a half mile of the scale.

Death Frenzy Reaction

Trigger The reefclaw is reduced to 0 Hit Points.


Effect The reefclaw makes a claw Strike before dying.

Reefclaw Venom (poison)

Saving Throw DC 15 fortitude

Maximum Duration 4 rounds

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

Stage 2 1d6 poison damage and Enfeebled 2(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.



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.