Krooth
Creature 8- Perception
- +16; low light vision, scent (imprecise) 60 feet
- Skills
- Athletics +18, Stealth +18, Survival +17
- 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
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.
Effect: Pain Frenzy
Reactive Strike (Tail Only) ⟲
- Speed
- 40 feet, swim 30 feet
Melee ◆ jaws +20 (deadly d10, poison, reach 10 feet, unarmed), Damage 2d12+9 piercing plus Poison Tooth
Melee ◆ claw +20 (agile, unarmed), Damage 2d8+9 slashing
Melee ◆ tail +20 (reach 15 feet), Damage 2d8+9 piercing
Aquatic Ambush ◆ 40 feet
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 Medicine check to Administer First Aid. Instead of ending bleeding or stabilizing, this removes the tooth and the drained condition, but it doesn't automatically end the bleed damage.
Source: Pathfinder Monster Core