Young Reefclaw 1 9 9 0 0 true 6a90ada2-bbd2-4603-88bc-7cd77c460a8c false false false 0 718919190 false 0 0 -1 2147483647 false false Reefclaw Poison poison Reefclaw Poison Poison Claw-injury Fort 13 false 1 round 0 false 1d2 Str false false 1 save
The save DC is Constitution-based.
false
false false false Young Reefclaw 1/2 200 CN Tiny aberration (aquatic) 7 darkvision 60 ft., low-light vision; Perception +6 14, touch 12, flat-footed 13 (+3 Dex, +2 size) 9 (2d8) Fort +2, Ref +1, Will +4 0 3 4 cold 5 5 ft., swim 40 ft. 2 claws +1 (1d3-2 plus grab and poison) 2-1/2 ft. 0 ft. death frenzy, constrict (1d4) Str 10, Dex 13, Con 14, Int 5, Wis 12, Cha 13 1 -3 (+8 grapple) 10 (can't be tripped) Improved Initiative Perception +6, Swim +8 Common (can't speak) amphibious any water (coastal) solitary, school (2-5), or harem (6-11) none Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back. PFRPG Bestiary 2 0 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) Claw-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water. In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes. Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold. A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces. 0 0 0 0 0 1 1 ferocity false <div><p><p>Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water.</p><p>In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes.</p><p>Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold.</p><p>A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.</p></div> true 6 17 10 5 12 13 true 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 Claw-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. true Perception 6 Swim 6 true Improved Initiative true 15 15 12 0 0 0 0 0 -3 10
false false
Young Reefclaw 2 9 9 0 0 true 6ae70836-aff0-44ec-adaa-64e29d38ec71 false false false 0 1684545817 false 0 0 -1 2147483647 6a90ada2-bbd2-4603-88bc-7cd77c460a8c false false Reefclaw Poison poison Reefclaw Poison Poison Claw-injury Fort 13 false 1 round 0 false 1d2 Str false false 1 save
The save DC is Constitution-based.
false
false false false Young Reefclaw 1/2 200 CN Tiny aberration (aquatic) 7 darkvision 60 ft., low-light vision; Perception +6 14, touch 12, flat-footed 13 (+3 Dex, +2 size) 9 (2d8) Fort +2, Ref +1, Will +4 0 3 4 cold 5 5 ft., swim 40 ft. 2 claws +1 (1d3-2 plus grab and poison) 2-1/2 ft. 0 ft. death frenzy, constrict (1d4) Str 10, Dex 13, Con 14, Int 5, Wis 12, Cha 13 1 -3 (+8 grapple) 10 (can't be tripped) Improved Initiative Perception +6, Swim +8 Common (can't speak) amphibious any water (coastal) solitary, school (2-5), or harem (6-11) none Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back. PFRPG Bestiary 2 0 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) Claw-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water. In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes. Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold. A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces. 0 0 0 0 0 1 1 ferocity false <div><p><p>Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water.</p><p>In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes.</p><p>Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold.</p><p>A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.</p></div> true 6 17 10 5 12 13 true 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 Claw-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. true Perception 6 Swim 6 true Improved Initiative true 15 15 12 0 0 0 0 0 -3 10
false false
Young Reefclaw 3 9 9 0 0 true 73ebbbf5-e072-4698-be19-9cf77af32b48 false false false 0 1030805111 true 0 0 0 0 6a90ada2-bbd2-4603-88bc-7cd77c460a8c false false Reefclaw Poison poison Reefclaw Poison Poison Claw-injury Fort 13 false 1 round 0 false 1d2 Str false false 1 save
The save DC is Constitution-based.
false
false false false Young Reefclaw 1/2 200 CN Tiny aberration (aquatic) 7 darkvision 60 ft., low-light vision; Perception +6 14, touch 12, flat-footed 13 (+3 Dex, +2 size) 9 (2d8) Fort +2, Ref +1, Will +4 0 3 4 cold 5 5 ft., swim 40 ft. 2 claws +1 (1d3-2 plus grab and poison) 2-1/2 ft. 0 ft. death frenzy, constrict (1d4) Str 10, Dex 13, Con 14, Int 5, Wis 12, Cha 13 1 -3 (+8 grapple) 10 (can't be tripped) Improved Initiative Perception +6, Swim +8 Common (can't speak) amphibious any water (coastal) solitary, school (2-5), or harem (6-11) none Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back. PFRPG Bestiary 2 0 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) Claw-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water. In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes. Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold. A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces. 0 0 0 0 0 1 1 ferocity false <div><p><p>Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water.</p><p>In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes.</p><p>Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold.</p><p>A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.</p></div> true 6 17 10 5 12 13 true 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 Claw-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. true Perception 6 Swim 6 true Improved Initiative true 15 15 12 0 0 0 0 0 -3 10
false false