Bluetip Eurypterid
Two large pincers grasp at the air before this sleek creature, while a finned tail bristling with a long, thin stinger rises from behind.
Bluetip Eurypterid (CR 5)
Large Vermin (Aquatic)Alignment: Neutral
Initiative: +7
Senses: Low-Light Vision, Tremorsense 30 feet; Perception +1
Speed: 20 feet, Swim 60 feet
Space: 10 feet
Defense
Armor Class: 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)Hit Points: 52 (7d8+21)
Saving Throws: Fort +8, Ref +7, Will +3
Immunity: mind-affecting effects
Offense
Melee: 2 claws +8 (1d6+4), sting +8 (1d4+4 plus poison)Reach: 10 feet (15 feet with sting)
Special Attacks: Pounce
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 16 (+3) | - | 13 (+1) | 2 (-4) |
CMB +10
CMD 23
Feats: Improved Initiative, Lightning Reflexes
Skills: Swim +12
Languages:
Special Qualities: Amphibious
Special Abilities
Poison (Ex)
- Delivery: Sting-injury
- Fortitude Save: 16
- Frequency: 1/round for 6 rounds
- Track: Critical Constitution
- Saves: 2 consecutive saves
Ecology
Environment: Temperate or Warm OceanOrganization: solitary or pair
Treasure: none
Known to some as sea scorpions, eurypterids are aquatic crustaceans that blur the line between their terrestrial cousins and lobsters. Primeval and voracious, these vermin range in size from relatively harmless ochre eurypterids the size of a dog up to the truly immense spitting eurypterids. There are even rumors of yet larger beasts, called whaleeating eurypterids by sailors. Regardless of their size, all share one thing in common-an aggressive attitude. Eurypterids lash out at anything that might be food, and once they've tasted prey, are single-minded in their pursuit.
Although quite at home in the open sea, most eurypterids are capable of scuttling around on land and can exist out of water indefinitely. Unlike rats, eurypterids don't spread disease or cause much damage to most cargos-traits that have led some captains to experiment with seeding colonies of ochre eurypterids in their holds to keep rodent populations under control. Alas, one can often tell the ships that use this tactic by the unusually high number of crewmen with missing fingers.
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