Reefclaw SpawnCreature 0
Source Pathfinder Society Scenario #1-04: Bandits of Immenwood
Perception +8 (darkvision)
Languages Common, Can't Speak Any Language
Skills Acrobatics +5, Athletics +2, Diplomacy +4, Intimidation +4, Nature +5, Survival +5
Str +1, Dex +4, Con +2, Int -3, Wis +1, Cha +1
AC 18; Fort +5; Reflex +7; Will +2;
HP 17
Speed 10 feet (swim 30 feet)
Claw
+7 (+2, -3) to hit (finesse, unarmed) 1d6-1 SlashingSpecial (Note)
The reefclaws follow the call of the scale, but its siren song affects aquatic aberrations differently than normal animals. While in pursuit of the scale, the reefclaws gain the amphibious trait, gain a +5-foot item bonus to their Speed, and are Sickened 2 (all adjustments already included in their stat block). The reefclaws cannot remove these conditions while within a half mile of the scale.
Death Frenzy
Trigger The reefclaw is reduced to 0 Hit Points.
Effect The reefclaw makes a claw Strike before dying.
Reefclaw Venom (poison)Saving Throw DC 15 fortitude
Maximum Duration 4 rounds
Stage 1 1d6 poison damage and Enfeebled 1(1 round),
Stage 2 1d6 poison damage and Enfeebled 2(1 round).
Grab
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
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
AquaticAquatic 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.