Ochre Eurypterid 1 4 4 0 0 true dfbbbed2-c97f-4f65-bc8f-41600310a7d0 false false false 0 1436082455 false 22 22 5 1436082455 false false false false false Ochre Eurypterid 1/3 135 N Small vermin (aquatic) 5 low-light vision, tremorsense 30 ft.; Perception +1 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) 4 (1d8) Fort +2, Ref +1, Will +1 2 1 1 20 ft., swim 40 ft. 2 claws +0 (1d2-1), sting +0 (1d2-1 plus poison) 5 ft. 5 ft. (10 ft. with sting) Str 8, Dex 13, Con 10, Int -, Wis 13, Cha 2 0 -2 9 Improved InitiativeB Swim +9 (uses Dexterity on Climb and Swim checks) amphibious warm ocean solitary, pair, or swarm (3-12) none Two large pincers grasp at the air before this sleek creature, while a finned tail bristling with a long, thin stinger rises from behind. Ochre AP 37 0 Poison (Ex) Sting-injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save. Known to some as sea scorpions, eurypterids are aquatic crustaceans that blur the line between their terrestrial cousins and lobsters. Primeval and voracious, these vermin range in size from relatively harmless ochre eurypterids the size of a dog up to the truly immense spitting eurypterids. There are even rumors of yet larger beasts, called whaleeating eurypterids by sailors. Regardless of their size, all share one thing in common-an aggressive attitude. Eurypterids lash out at anything that might be food, and once they've tasted prey, are single-minded in their pursuit. Although quite at home in the open sea, 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 cargos-traits that have led some captains to experiment with seeding colonies of ochre eurypterids in their holds to keep rodent populations under control. Alas, one can often tell the ships that use this tactic by the unusually high number of crewmen with missing fingers. 0 0 0 0 0 1 1 mind-affecting effects adult false 0 0 true 8 13 10 13 2 true Poison Ex Sting-injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save. true Swim 9 true Improved Initiative true 14 12 13 2 0 0 0 0 -2 9 false false Ochre Eurypterid 2 4 4 0 0 true 259edbf6-227a-4fe4-8703-8bfe8459f51f false false false 0 611855459 false 19 19 5 611855459 false false false false false Ochre Eurypterid 1/3 135 N Small vermin (aquatic) 5 low-light vision, tremorsense 30 ft.; Perception +1 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) 4 (1d8) Fort +2, Ref +1, Will +1 2 1 1 20 ft., swim 40 ft. 2 claws +0 (1d2-1), sting +0 (1d2-1 plus poison) 5 ft. 5 ft. (10 ft. with sting) Str 8, Dex 13, Con 10, Int -, Wis 13, Cha 2 0 -2 9 Improved InitiativeB Swim +9 (uses Dexterity on Climb and Swim checks) amphibious warm ocean solitary, pair, or swarm (3-12) none Two large pincers grasp at the air before this sleek creature, while a finned tail bristling with a long, thin stinger rises from behind. Ochre AP 37 0 Poison (Ex) Sting-injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save. Known to some as sea scorpions, eurypterids are aquatic crustaceans that blur the line between their terrestrial cousins and lobsters. Primeval and voracious, these vermin range in size from relatively harmless ochre eurypterids the size of a dog up to the truly immense spitting eurypterids. There are even rumors of yet larger beasts, called whaleeating eurypterids by sailors. Regardless of their size, all share one thing in common-an aggressive attitude. Eurypterids lash out at anything that might be food, and once they've tasted prey, are single-minded in their pursuit. Although quite at home in the open sea, 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 cargos-traits that have led some captains to experiment with seeding colonies of ochre eurypterids in their holds to keep rodent populations under control. Alas, one can often tell the ships that use this tactic by the unusually high number of crewmen with missing fingers. 0 0 0 0 0 1 1 mind-affecting effects adult false 0 0 true 8 13 10 13 2 true Poison Ex Sting-injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save. true Swim 9 true Improved Initiative true 14 12 13 2 0 0 0 0 -2 9 false false Ochre Eurypterid 3 4 4 0 0 true e410fc37-a617-4bca-a015-a4660cb05edf false false false 0 235287925 false 18 18 5 235287925 false false false false false Ochre Eurypterid 1/3 135 N Small vermin (aquatic) 5 low-light vision, tremorsense 30 ft.; Perception +1 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) 4 (1d8) Fort +2, Ref +1, Will +1 2 1 1 20 ft., swim 40 ft. 2 claws +0 (1d2-1), sting +0 (1d2-1 plus poison) 5 ft. 5 ft. (10 ft. with sting) Str 8, Dex 13, Con 10, Int -, Wis 13, Cha 2 0 -2 9 Improved InitiativeB Swim +9 (uses Dexterity on Climb and Swim checks) amphibious warm ocean solitary, pair, or swarm (3-12) none Two large pincers grasp at the air before this sleek creature, while a finned tail bristling with a long, thin stinger rises from behind. Ochre AP 37 0 Poison (Ex) Sting-injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save. Known to some as sea scorpions, eurypterids are aquatic crustaceans that blur the line between their terrestrial cousins and lobsters. Primeval and voracious, these vermin range in size from relatively harmless ochre eurypterids the size of a dog up to the truly immense spitting eurypterids. There are even rumors of yet larger beasts, called whaleeating eurypterids by sailors. Regardless of their size, all share one thing in common-an aggressive attitude. Eurypterids lash out at anything that might be food, and once they've tasted prey, are single-minded in their pursuit. Although quite at home in the open sea, 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 cargos-traits that have led some captains to experiment with seeding colonies of ochre eurypterids in their holds to keep rodent populations under control. Alas, one can often tell the ships that use this tactic by the unusually high number of crewmen with missing fingers. 0 0 0 0 0 1 1 mind-affecting effects adult false 0 0 true 8 13 10 13 2 true Poison Ex Sting-injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save. true Swim 9 true Improved Initiative true 14 12 13 2 0 0 0 0 -2 9 false false