Creatures in "Karkinoi" Category

System: Pathfinder | SRD

Creatures in "Karkinoi" Category CR Karkinoi 6 Karkinoi Brood Swarm 4
XP 1200
Init +6 ; Senses darkvision 60 ft.; Perception +0
Defense
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 39 (6d10+6)
Fort +3, Ref +7, Will +5
Offense
Speed 20 ft., swim 30 ft.
Melee swarm (2d6)
Space 10 ft., ; Reach 0 ft.
Special Attacks clinging grasp (DC 15), consume, distraction (DC 14)
CMB — CMD —
Statistics
Str 6,, Dex 14,, Con 13,, Int 3,, Wis 10,, Cha 7
Base Atk +6
Feats Agile Maneuvers , Improved Initiative , Step Up
Skills Swim +15
Languages Aquan
SQ scuttling swarm, water dependency
Special Abilities
Clinging Grasp (Ex) The spawn in a karkinoi brood swarm clutch with their pincers to tenaciously cling to other creatures and each other, inhibiting their targets’ movement as they swarm over prey. When the karkinoi brood swarm ends its turn in the space of a Medium or smaller creature, that creature must succeed at a DC 15 Reflex save or become entangled. This effect lasts for 1 round or until the creature leaves the karkinoi brood swarm’s space, whichever comes first. The save DC is normally Strength-based, but because the karkinoi brood swarm has the Agile Maneuvers feat, the DC is instead Dexterity-based.
Consume (Ex) A karkinoi brood swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, a karkinoi brood swarm’s attack deals 4d6 points of damage.
Scuttling Swarm (Ex) A karkinoi brood swarm can use its Step Up feat to move and reshape itself when a creature takes a 5-foot step while within the swarm’s area. Each part of the swarm can move 5 feet, provided each part of the swarm ends this movement in a square occupied by the creature taking the 5-foot step or in a square that the swarm occupied before taking this movement.
Water Dependency (Ex) A karkinoi brood swarm can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs the risk of suffocation, as if it were drowning.

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