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StingrayCreature 0

Source Pathfinder Bestiary 2
Perception +6 (electrolocation (imprecise) 30 feet, low-light vision)
Languages none
Skills Athletics +5, Stealth +7
Str +1, Dex +3, Con +1, Int -4, Wis +1, Cha -4

AC 16; Fort +5; Reflex +7; Will +5;
HP 15
Speed 0 feet (swim 30 feet)

Sting One Action +7 (+3, -1) to hit (agile, finesse) 1d6+1 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.


A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.

Stingray Venom (poison)

Saving Throw DC 16 fortitude

Maximum Duration 4 rounds

Stage 1 1d4 poison damage (1 round)

Stage 2 1d6 poison damage and Clumsy 1 (1 round)

Found in salt or fresh water, stingrays are normally passive creatures, but when threatened or cornered, they lash out with their tails to lance foes with their toxic stingers. Stingrays often bury themselves in mud, sand, or sea grass, and unfortunately for those wading in shallow waters, stepping on an unseen stingray is a surefire way to receive a painful sting.



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.