Shellblade

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Another extremely territorial species, the Shellblade is a massive clam with blade-like protrusions from the back of it’s shell. After time, the Shellblade becomes covered in barnacles, coral, and other sea-dwelling plants, becoming a miniature ecosystem in and of itself. The prey which the Shellblade does not consume is licked clean by the anemone and barnacles surrounding the maw.

SHELLBLADE CR 2

XP 600
N Large vermin (aquatic)
Init –5; Senses blindsight 30 ft.; Perception +0

DEFENSE
AC 14, touch 4, flat-footed 14 (–5 Dex, +10 natural, –1 size)
HP 26 (4d8 +8)
Fort +6; Ref –4; Will +1
Defensive Abilities camouflage
Immune mind-affecting effects

OFFENSE
Speed 5 ft.
Melee slam +8 (1d8 +5 plus bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks acid, engulf

STATISTICS
Str 20, Dex 1, Con 15, Int —, Wis 10, Cha 9
Base Atk +3; CMB +9; CMD 14

SPECIAL ABILITIES

Acid (Ex)
A shellblade has a slow-acting acid that it uses to break down organic matter trapped in its interior. An engulfed creature takes 1d2 points of acid damage each round.

Engulf (Ex)
As a standard action, a shellblade can attempt to pull a creature up to one size smaller than itself that is within reach into its interior. An opponent can make an attack of opportunity against the clam, but if it does so it is not entitled to a saving throw. An opponent that does not attempt an attack of opportunity must succeed on a DC 17 Reflex save or be pulled into the clam’s interior. An engulfed creature is subject to the clam’s acid, and is considered to be grappled and trapped within its body. The save DC is Strength-based. A shellblade can be forced open by making an opposed Strength check against the clam’s Strength check. Otherwise, it opens on its own in 1d4 hours.

Camouflage (Ex)
The rough shell of a shellblade is usually draped with barnacles, anemones, and bits of coral, which help it to blend in with its environment. Creatures must succeed on a DC 20 Perception check to notice a shellblade. Anyone with ranks in Survival or Knowledge (any water- or sea-related skill) can use one of those skills instead of Perception to notice the shellblade.

SHELLBLADE, DIRE CR 6

XP 1600
N Large vermin (aquatic)
Init +1; Senses blindsight 30 ft.; Perception +6

DEFENSE
AC 26, touch 10, flat-footed 20 ( +1 Dex, +16 natural, -1 size)
HP 50 (4d8 +32)
Fort +12, Ref +2, Will +7;
Defensive Abilities camouflage; Immune mind-affecting effects;

OFFENSE
Speed 5 ft.
Melee slam +14 (2d6 +11 plus bleed)
Space 10 ft.Reach 5 ft.
Special Attacks acid, engulf

STATISTICS
Str 32, Dex 13, Con 27, Int -, Wis 22, Cha 21;
Base Atk 3; CMB 15; CMD 26

SPECIAL ABILITIES

Acid (Ex)
A shellblade has a slow-acting acid that it uses to break down organic matter trapped in its interior. An engulfed creature takes 1d2 points of acid damage each round.

Engulf (Ex)
As a standard action, a shellblade can attempt to pull a creature up to one size smaller than itself that is within reach into its interior. An opponent can make an attack of opportunity against the clam, but if it does so it is not entitled to a saving throw. An opponent that does not attempt an attack of opportunity must succeed on a DC 23 Reflex save or be pulled into the clam’s interior. An engulfed creature is subject to the clam’s acid, and is considered to be grappled and trapped within its body. The save DC 6 Strength-based. A shellblade can be forced open by making an opposed Strength check against the clam’s Strength check. Otherwise, it opens on its own in 1d4 hours.

Camouflage (Ex)
The rough shell of a shellblade is usually draped with barnacles, anemones, and bits of coral, which help it to blend in with its environment. Creatures must succeed on a DC 26 Perception check to notice a shellblade. Anyone with ranks in Survival or Knowledge (any water- or sea-related skill) can use one of those skills instead of Perception to notice the shellblade.

Shellblade

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