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From Pathfinder #216: The Acropolis Pyre, which isn't enabled.

Coralclaw

CREATURE 2
Perception +8; darkvision, scent (imprecise) 60 feet
Skills Athletics +8, Stealth +7 (+9 in coral reefs)
Str +4, Dex +3, Con +2, Int -4, Wis +1, Cha -1

AC 18; Fort +8, Ref +11, Will +5
HP 30
Coral Camouflage

In reefs and rocky marine environments, a coralclaw can Hide and Sneak without cover or being Concealed.

Shuffler

A coralclaw struggles to pivot quickly, leaving its hind limbs and tail vulnerable. When the coralclaw is Off-Guard, it gains weakness 2 to physical damage except against effects for which the coralclaw has standard cover or greater cover.


Speed 20 feet, swim 15 feet
Melee Crusher Claw +11, Damage 1d8+4 bludgeoning plus Grab
Melee Piercer Claw +11 (agile), Damage 1d6+4 piercing plus 1 bleed
Ambushing Snap
Requirements The coralclaw is hiding in corals and a creature that hasn't detected it is within 25 feet

Effect The coralclaw moves up to its swim Speed + 10 feet toward the triggering creature. When the creature is within reach, the coralclaw makes a melee Strike against it. The creature is Off-Guard to this Strike.
Constrict

1d10 bludgeoning, DC 18 basic Fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Crushing Drag (attack, move)
Requirements The coralclaw is grabbing or restraining a creature

Effect The coralclaw Constricts the creature, extends the Grabbed or Restrained condition until the end of the coralclaw's next turn, and attempts an Athletics check to Reposition the creature.
Dislodged Armor

Once the coralclaw is reduced to half its Hit Points, its AC decreases by 2, it gains a +5 circumstance bonus to its Speeds, and it loses coral camouflage. A coralclaw can repair its coral armor with 4 hours of work.

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder #216: The Acropolis PyreORC