Ochre Eurypterids

Sea Scorpion


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 Eurypterids (3) CR 1/3
XP 135 each
hp 4 each (see page 78)
During Combat Each round, select a random unconscious PC or NPC for one of the three eurypterids to attack—the automatically inflict 1 point of damage with their claws against unconscious targets but do not sting. If a eurypterid is struck for damage, it abandons this tactic and focuses its attacks (sting and all) on the mobile foe.

Morale The eurypterids fight to the death.

Init 5; Senses low-light vision, tremorsense 30 ft.; Perception +1
AC 14, touch 12, flat-footed 13 (
1 Dex, +2 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +1, Will +1
Immune mind-affecting effects
Speed 20 ft., swim 40 ft.
Melee 2 claws +0 (1d2–1), sting +0 (1d2–1 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with sting)
Str 8, Dex 13, Con 10, Int —, Wis 13, Cha 2
Base Atk +0; CMB –2; CMD 9
Feats Improved InitiativeB
Skills Swim +9 (uses Dexterity on Climb and Swim checks)
SQ amphibious
Environment warm ocean
Organization solitary, pair, or swarm (3–12)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for
4 rounds; effect 1 Dex; cure 1 save.


Ochre Eurypterids

Sepent's Skull Zanton Zanton