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Spiny EurypteridCreature 5


NLargeAmphibiousAnimal
Source Pathfinder Bestiary 3
Perception +10 (darkvision, wavesense (imprecise) 30 feet)
Languages none
Skills Athletics +13, Stealth +13
Str +4, Dex +2, Con +5, Int -5, Wis +1, Cha -3

AC 22; Fort +16; Reflex +11; Will +10;
HP 70
Speed 40 feet (swim 40 feet)

Pincer One Action +15 (+10, +5) to hit 2d8+4 Slashing
Stinger One Action +15 (+10, +5) to hit 2d6+4 Piercing

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.

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.

Chitinous Spines

A creature Grabbed by the spiny eurypterid takes 2d6 piercing damage at the start of that creature's turn.

Spiny Eurypterid Venom (poison)

Saving Throw DC 22 fortitude


Maximum Duration 6 rounds

Stage 1 1d8 poison damage and Enfeebled 1 (1 round)

Stage 2 1d8 poison damage and Enfeebled 2 (1 round)

Stage 3 2d8 poison damage and Enfeebled 3 (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.


Spiny eurypterids are aggressive, tenacious, and utterly unwilling to stop chasing prey, even to their own detriment. These creatures are covered with countless needle-like spikes and can grow to rival the size of ocean mammals like orcas. Sailors often find them clinging to the hulls of ships, as spinyeurypterids mistake them for prey and are too stubborn to let go.


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.