-
0 Mitglieder und 3 Gäste betrachten dieses Thema.
Ist erst meine 3te heute
Reefclaw CR 1CN Small aberration (aquatic)Init +5; Senses darkvision 60 ft., low-light vision; Perception +6DEFENSEAC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)hp 13 (2d8+4)Fort +2, Ref +1, Will +4Defensive Abilities ferocity; Resist cold 5OFFENSESpeed 5 ft., swim 40 ft.Melee 2 claws +2 (1d4 plus grab and poison)Special Attacks death frenzy, constrict (1d4)STATISTICSStr 10, Dex 13, Con 14, Int 5, Wis 12, Cha 13Base Atk +1; CMB +0 (+8 grapple); CMD 11 (can’t be tripped)Feats Improved InitiativeSkills Perception +6, Swim +8; Racial Modifiers +8 SwimLanguages Common (can’t speak)SQ amphibiousSPECIAL ABILITIESDeath 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.