🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

StingrayCreature 0


MediumAnimalAquatic
Source Pathfinder Bestiary 2
Perception +6 (low light vision, electrolocation (imprecise) 30 feet)
Languages none
Skills Athletics +5, Stealth +7
Str +1, Dex +3, Con +1, Int -4, Wis +1, Cha -4

AC 16; Fort +5; Reflex +7; Will +5;
HP 15
Speed 0 feet (swim 30 feet)

Sting One Action +7 (+3, -1) to hit (agile, finesse) 1d6+1 Piercing

Electrolocation

A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.

Stingray Venom (poison)

Saving Throw DC 16 fortitude

Maximum Duration 4 rounds

Stage 1 1d4 poison damage (1 round)

Stage 2 1d6 poison damage and Clumsy 1 (1 round)


Found in salt or fresh water, stingrays are normally passive creatures, but when threatened or cornered, they lash out with their tails to lance foes with their toxic stingers. Stingrays often bury themselves in mud, sand, or sea grass, and unfortunately for those wading in shallow waters, stepping on an unseen stingray is a surefire way to receive a painful sting.


Traits

Common

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.

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.