🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

CoralclawCreature 2


UncommonMediumAnimalAquatic
Source Pathfinder #216: The Acropolis Pyre
Perception +8 (darkvision, scent (imprecise) 60 feet)
Languages none
Skills Athletics +8, Stealth +7
Str +4, Dex +3, Con +2, Int -4, Wis +1, Cha -1

AC 18; Fort +8; Reflex +11; Will +5;
HP 30
Speed 20 feet (swim 15 feet)

Crusher Claw One Action +11 (+6, +1) to hit 1d8+4 Bludgeoning
Piercer Claw One Action +11 (+7, +3) to hit (agile) 1d6+4 Piercing + 1 Bleed

Coral Camouflage

In reefs and rocky marine environments, a coralclaw can Hide and Sneak without cover or being Concealed.

Shuffler

A coralclaw struggles to pivot quickly, leaving its hind limbs and tail vulnerable. When the coralclaw is Off-Guard, it gains weakness 2 to physical damage except against effects for which the coralclaw has standard cover or greater cover.

Ambushing Snap One Action

Requirements The coralclaw is hiding in corals and a creature that hasn't detected it is within 25 feet


Effect The coralclaw moves up to its swim Speed + 10 feet toward the triggering creature. When the creature is within reach, the coralclaw makes a melee Strike against it. The creature is Off-Guard to this Strike.

Constrict One Action

1d10 bludgeoning, DC 18 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Crushing Drag Two Actions (attack, move)

Requirements The coralclaw is grabbing or restraining a creature


Effect The coralclaw Constricts the creature, extends the Grabbed or Restrained condition until the end of the coralclaw's next turn, and attempts an Athletics check to Reposition the creature.

Dislodged Armor

Once the coralclaw is reduced to half its Hit Points, its AC decreases by 2, it gains a +5 circumstance bonus to its Speeds, and it loses coral camouflage. A coralclaw can repair its coral armor with 4 hours of work.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.