Krooth

Krooth

Creature 8

Perception +16; low-light vision, scent (imprecise) 60 feet

Skills Athletics +18, Stealth +18 (+20 in water), Survival +17 (+20 to Track a bleeding creature)

Str +6, Dex +3, Con +6, Int –4, Wis +2, Cha +0

AC 26; Fort +20, Ref +17, Will +14, +4 status to all saves vs. fear

HP 150

Attack of Opportunity Tail only.

Pain Frenzy Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can’t use reactions while this frenzy lasts.

Speed 40 feet, swim 30 feet

Melee jaws +20 (deadly 1d10, poison, reach 10 feet), Damage 2d12+9 piercing plus Poison Tooth

Melee claw +20 (agile), Damage 2d8+9 slashing

Melee tail +20 (reach 15 feet), Damage 2d8+9 piercing

Aquatic Ambush

Poison Tooth (poison); Requirements The krooth damaged a creature with its jaws on its most recent action this turn. Effect The krooth snaps off one of its teeth in the creature it hit. The creature takes 1d6 persistent bleed damage and is drained 1. Neither can be healed while the tooth remains. Removing the tooth safely requires a successful DC 26 check to Administer First Aid. Instead of ending bleeding or stabilizing, this removes the drained condition, but it doesn’t automatically end the bleed damage.