Eurypterid, Bluetip EurypteridBluetip Eurypterid CR 5Source Pathfinder #37: Souls for Smuggler's Shiv pg. 78 XP 1,600 N Large vermin (aquatic) Init +7; Senses low-light vision, tremorsense 30 ft.; Perception +1DefenseAC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size) hp 52 (7d8+21) Fort +8, Ref +7, Will +3 Immune mind-affecting effectsOffenseSpeed 20 ft., swim 60 ft. Melee 2 claws +8 (1d6+4), sting +8 (1d4+4 plus poison) Space 10 ft., Reach 10 ft. (15 ft. with sting) Special Attacks pounceStatisticsStr 18, Dex 17, Con 16, Int —, Wis 13, Cha 2 Base Atk +5; CMB +10; CMD 23 Feats Improved InitiativeB, Lightning ReflexesB Skills Swim +12 SQ amphibiousEcologyEnvironment temperate or warm ocean Organization solitary or pair Treasure noneSpecial AbilitiesPoison (Ex) Sting—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves.
Known to some as sea scorpions, eurypterids are aquatic crustaceans that blur the line between their terrestrial cousins and lobsters. Primeval and voracious, these vermin range in size from relatively harmless ochre eurypterids the size of a dog up to the truly immense spitting eurypterids. There are even rumors of yet larger beasts, called whaleeating eurypterids by sailors. Regardless of their size, all share one thing in common—an aggressive attitude. Eurypterids lash out at anything that might be food, and once they’ve tasted prey, are single-minded in their pursuit. Although quite at home in the open sea, most eurypterids are capable of scuttling around on land and can exist out of water indefinitely. Unlike rats, eurypterids don’t spread disease or cause much damage to most cargos—traits that have led some captains to experiment with seeding colonies of ochre eurypterids in their holds to keep rodent populations under control. Alas, one can often tell the ships that use this tactic by the unusually high number of crewmen with missing fingers.Creatures in "Eurypterid" Category
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