Eurypterid, Common

Two large pincers grasp at the air before this sleek creature, while a tail bristling with a long, thin stinger rises from behind.

Common Eurypterid CR 1

XP 400
N Medium vermin (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +1

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)
hp 11 (2d8+2)
Fort +4, Ref +0, Will +1
Immune mind-affecting effects

OFFENSE

Speed 20 ft., swim 40 ft.
Melee 2 claws +1 (1d3), sting +1 (1d3 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with sting)

STATISTICS

Str 10, Dex 11, Con 12, Int —, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 11
Feats Improved InitiativeB
Skills Swim +8
SQ amphibious

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Con, cure 1 save.

ECOLOGY

Environment temperate or warm oceans
Organization solitary, pair, or swarm (3–12)
Treasure none

Known as sea scorpions, eurypterids lash out at anything that might be food and are single-minded in their pursuit once they’ve tasted prey. Most eurypterids are capable of scuttling around on land and can exist out of water indefinitely. Unlike rats, eurypterids don’t spread disease or cause much damage to most cargo, traits that have led some captains to experiment with putting eurypterids in their holds to keep rodent populations under control. Alas, one can often tell the ships that employ this tactic by the unusually high number of crew members with missing fingers.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.

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