Variant Giant Mantis Shrimp

System: Pathfinder | SRD

Variant Giant Mantis Shrimp CR 9
XP 6400
Init +7 ; Senses darkvision 60 ft., incredible sight; Perception +1
Defense
AC 26, touch 17, flat-footed 19 (+7 Dex, +9 natural)
hp 105 (14d8+42)
Fort +12, Ref +11, Will +5
Immune mind-affecting effects
Resist sonic 10
Offense
Speed 40 ft., swim 30 ft.
Melee pincer +17/+12 (2d6+4 plus grab and sonic burst), pincer +17 (2d6+4 plus grab and sonic burst)
Special Attacks sonic burst, speedy pincers
CMB +14 (+18 grapple) CMD 31 (43 vs. trip)
Statistics
Str 18,, Dex 25,, Con 16,, Int —,, Wis 13,, Cha 16
Base Atk +10
Feats Weapon Finesse
Special Abilities
Incredible Sight (Ex) A giant mantis shrimp’s eyes pick up colors well beyond those visible to humans, and it can see perfectly in all light conditions, including supernatural darkness. As long as the giant mantis shrimp is not blinded, it is treated as having blindsight 60 feet.
Sonic Burst (Ex) A giant mantis shrimp attacks with such extreme speed that its pincers issue a concussive blast of light and force when they snap closed. Each time a giant mantis shrimp makes a pincer attack, whether it hits or misses, each creature in a 10-foot-radius burst centered on the attack’s target takes 1d8 points of sonic damage and must succeed at a DC 20 Reflex save or be stunned for 1 round. A creature that succeeds at this save is immune to the stun effect from additional sonic bursts from that giant mantis shrimp until the vermin’s next turn, but it still takes sonic damage from additional sonic bursts. The giant mantis shrimp is immune to this effect. The save DC is Constitution-based.
Speedy Pincers (Ex) A giant mantis shrimp can make iterative attacks with one pincer.

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