Eurypterid
A scorpion the size of a crocodile skitters across the ocean floor.
Originally Posted by Shade of the En World forums.
Also known as “sea scorpions”, an eurypterid is an aquatic arthropod. They prey mainly on fish and other marine marine creatures, but have been known to attack humanoids on shorelines, dragging them beneath the surface.
Eurypterid | |
Medium vermin (Aquatic) | |
Hit Dice | 3d8+3 (16 hp) |
Initiative | +0 |
Speed | 10 ft. (2 squares), Swim 20 ft. |
Armor Class | 17 (+7 natural), touch 10, flat-footed 17 |
Base Attack/Grapple | +2/+4 |
Attack | Claw +4 melee (2d4+2) |
Full Attack | 2 claws +4 melee (2d4+2) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Constrict 2d4+2, improved grab |
Special Qualities | Darkvision 60 ft., tremorsense 60 ft., water dependent |
Saves | Fort +4, Ref +1, Will +1 |
Abilities | Strength 15, Dexterity 11, Constitution 13, Intelligence -, Wisdom 10, Charisma 2 |
Skills | Hide +1 (+5 in sand or silt), Listen +1, Spot +2, Swim +11 |
Feats | Endurance |
Environment | Any aquatic |
Organization | Solitary or pair |
Challenge Rating | 2 |
Treasure | None |
Alignment | Always neutral |
Advancement | 4–6 HD (Medium); 7-9 HD (Large) |
Level Adjustment | – |
COMBAT
An eurypterid uses its tremorsense to locate prey in the water, then moves in for the kill.
- Constrict (Ex): An eurypterid deals automatic claw damage on a successful grapple check.
- Improved Grab (Ex): To use this ability, an eurypterid must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it establishes a hold.
- Tremorsense (Ex): An eurypterid can detect and pinpoint any creature in the water within 60 feet.
- Water Dependent (Ex): Eurypterids can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).
- Skills: An eurypterid has a +8 racial bonus on Swim checks. It can take 10 on a Swim check, even if distracted or endangered. An eurypterid can use the run action when swimming, provided it swims in a straight line. Eurypterids gain a +4 bonus to Hide checks when in sand or silt.
Originally found in Dragon #176, 1991.