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Eurypterid

A reconstruction of Pentecopterus, the earliest known eurypterid. The family to which Pentecopterus belongs, the Megalograptidae, was the first truly successful eurypterid group., Eurypterid
A reconstruction of Pentecopterus, the earliest known eurypterid.
The family to which Pentecopterus belongs, the Megalograptidae, was the first truly successful eurypterid group.

A scorpion the size of a crocodile skitters across the ocean floor.

Originally Posted by Shade of the En World forums.

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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 Dice3d8+3 (16 hp)
Initiative+0
Speed10 ft. (2 squares), Swim 20 ft.
Armor Class17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple+2/+4
AttackClaw +4 melee (2d4+2)
Full Attack2 claws +4 melee
(2d4+2)
Space/Reach5 ft./5 ft.
Special AttacksConstrict 2d4+2,
improved grab
Special QualitiesDarkvision 60 ft., tremorsense 60 ft., water dependent
SavesFort +4, Ref +1, Will +1
AbilitiesStrength 15, Dexterity 11, Constitution 13, Intelligence -, Wisdom 10, Charisma 2
SkillsHide +1 (+5 in sand or silt), Listen +1, Spot +2, Swim +11
FeatsEndurance
EnvironmentAny aquatic
OrganizationSolitary or pair
Challenge Rating2
TreasureNone
AlignmentAlways neutral
Advancement4–6 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.

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