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Tetrolimulus

From a body like a strange crab sprouts the torso of a praying mantis, clad in coral-colored crustacean armor. Swaying hypnotically, it rattles razor-sharp claws and raises its long, rapier-like tail stinger.

Tetrolimulus CR 11

XP 12,800
NE Large magical beast (aquatic)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +7

DEFENSE

AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
hp 147 (14d10+70)
Fort +16, Ref +13, Will +7
Resist cold 10

OFFENSE

Speed 50 ft., swim 50 ft.
Melee 2 claws +19 (2d6+6/×4), sting +17 (1d6+3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks poison, pounce

STATISTICS

Str 22, Dex 18, Con 21, Int 3, Wis 12, Cha 9
Base Atk +14; CMB +21; CMD 35
Feats Endurance, Great Fortitude, Improved Initiative, Iron Will, Lunge, Multiattack, Run
Skills Climb +10, Perception +7, Survival +14
SQ amphibious, shoreline mastery

SPECIAL ABILITIES

Poison (Ex)

Tetrodotoxin: Sting—injury; save Fort DC 22; frequency once; initial effect staggered for 1 round, secondary effect paralysis for 1d4 rounds; cure 2 consecutive saves.

Shoreline Mastery (Ex)

The multilimbed nature of the crab half of the tetrolimulus allows it to ignore the effects of uneven or difficult terrain. This does not apply to terrain magically manipulated to impede movement.