Reefclaw
System: Pathfinder | SRD
Reefclaw
CR 1
XP 400
CN
Aberration (aquatic)
Small
Init +5
;
Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 13 (2d8+4)
Fort +2
Ref +1
Will +4
Resist cold 5
Offense
Speed 5 ft., swim 40 ft.
Melee 2 claws +2 (1d4 plus grab and poison)
Special Attacks death frenzy, constrict (1d4)
CMB +0 (+8 grapple)
CMD 11 (can't be tripped)
Statistics
Str 10,
Dex 13,
Con 14,
Int 5,
Wis 12,
Cha 13
Base Atk +1
Feats Improved Initiative
Skills Perception +6, Swim +8
Languages Common (can't speak)
SQ amphibious
Special Abilities
Death Frenzy (Su) When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw).
Grab (Ex) A reefclaw can use its grab ability on a target of any size. Reefclaws have a +8 racial bonus on grapple checks; this bonus replaces the normal +4 bonus a creature with grab receives.
Poison (Ex) The save DC is Constitution-based. Claw:
Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.