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Stingray

Creature 0 — animal, aquatic

Pre-Remaster content. May include legacy alignment.

ShadeSnareAQUATICanimalaquaticpoison

Found in salt or fresh water, stingrays are normally passive creatures, but when threatened or cornered, they lash out with their tails to lance foes with their toxic stingers. Stingrays often bury themselves in mud, sand, or sea grass, and unfortunately for those wading in shallow waters, stepping on an unseen stingray is a surefire way to receive a painful sting.

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +6; low-light-vision; electrolocation (imprecise) 30 feet
Skills athletics +5, stealth +7
Str
+1
Dex
+3
Con
+1
Int
-4
Wis
+1
Cha
-4
AC 16 Fort +5 Ref +7 Will +5
HP 15
Speed 0 feet, swim 30 feet

Offense

Melee Sting (agile, finesse) +7, Damage 1d6+1 piercing plus Stingray Venom

Abilities

Electrolocation — A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.
Stingray Venom (poison) — Saving Throw DC 16 Fortitude

Maximum Duration 4 rounds

Stage 1 1d4 poison damage (1 round)

Stage 2 1d6 poison damage and Clumsy 1 (1 round)

WORKS WELL WITH

AnvilAQUATICA bulky aquatic blocker keeps foes pinned in the water while this ambush predator darts in for a poisoned strike.
CrasherAQUATICA heavy aquatic striker draws attention so this creature's stealthy sting goes unnoticed until the poison sets in.
WeaverAQUATICA caster that further weakens Reflex saves compounds the Clumsy penalty this creature's venom already inflicts.

PUNISHES

✖ low Fortitude saves✖ solitary targets✖ melee reliance in water
Avoid pairing with another water-locked Shade; redundant ambushers competing for the same submerged approach dilute the surprise.
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 2.

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