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Spiny Eurypterid

Creature 5 — amphibious, animal

Pre-Remaster content. May include legacy alignment.

SnareAnvilLANDAQUATICanimalpoison

Spiny eurypterids are aggressive, tenacious, and utterly unwilling to stop chasing prey, even to their own detriment. These creatures are covered with countless needle-like spikes and can grow to rival the size of ocean mammals like orcas. Sailors often find them clinging to the hulls of ships, as spinyeurypterids mistake them for prey and are too stubborn to let go. Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aq

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +10; darkvision, wavesense (imprecise) 30 feet
Skills athletics +13, stealth +13
Str
+4
Dex
+2
Con
+5
Int
-5
Wis
+1
Cha
-3
AC 22 Fort +16 Ref +11 Will +10
HP 70
Speed 40 feet, swim 40 feet

Offense

Melee Pincer +15, Damage 2d8+4 slashing plus Grab
Melee Stinger +15, Damage 2d6+4 piercing plus Spiny Eurypterid Venom

Abilities

Wavesense (Imprecise) 30 feet — This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
Attack of Opportunity (Stinger Only) — Stinger only

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Chitinous Spines — A creature Grabbed by the spiny eurypterid takes 2d6 piercing damage at the start of that creature's turn.
Spiny Eurypterid Venom (poison) — Saving Throw DC 22 Fortitude

Maximum Duration 6 rounds

Stage 1 1d8 poison damage and Enfeebled 1 (1 round)

Stage 2 1d8 poison damage and Enfeebled 2 (1 round)

Stage 3 2d8 poison damage and Enfeebled 3 (1 round).
Grab

WORKS WELL WITH

CrasherLAND / AQUATICA hard-hitting striker can finish off a target already weakened and held in place by this predator's grip.
SniperLAND / AQUATICRanged damage keeps pressuring a target that cannot easily escape this predator's ongoing grapple.
FlankerLAND / AQUATICA mobile skirmisher can circle around while this predator's grip forces the target to hold its position.

PUNISHES

✖ melee reliance✖ low Fortitude✖ standing still
Avoid pairing with another grab-based controller; action economy is wasted once a target is already restrained.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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