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Pathfinder

Compendium

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Reefclaw

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.

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) Claw—injury; Save Fort DC 13; Frequency 1/round for 4 rounds; Effect 1d2 Str; Cure 1 save. The save DC is Constitution-based.

Attributes

Reefclaw

CR 1

  • XP

    400
  • CN Small aberration (aquatic)
  • 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
  • Defensive Abilities

    ferocity;

    Resist

    cold 5;
  • OFFENSE

  • Speed

    5 ft., swim 40 ft.
  • Attacks

    2 claws +2 (1d4 / );
  • Melee

    2 Claws +2 (1d4 Plus Grab And Poison )
  • Special Attacks

    Constrict( 1d4, ); Poison( 1d2, DC 13);
  • STATISTICS

  • Str

    10,

    Dex

    13,

    Con

    14,

    Int

    5,

    Wis

    12,

    Cha

    13
  • Base Atk

    +1;

    CMB

    0;

    CMD

    11
  • Feats

    Improved Initiative, ,
  • Skills

    Perception +6 Swim +8
  • Languages

    Common (can't speak)
  • SQ

    amphibious
  • ECOLOGY

  • Environment

    any water (coastal)
  • Organization

    solitary, school (2–5), or harem (6–11)
  • Treasure

    none
  • Special Abilities

  • Amphibious (Ex)

    Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.

    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.

    Darkvision (Ex or Su)

    A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range, the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

    Low-Light Vision (Ex)

    A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

    Ferocity (Ex)

    The creature remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.