Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+4 status to all saves vs. fear
Ability
Aquatic Ambush
Ability
Attack of Opportunity
Tail only.
Ability
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.
Ability
Poison Tooth
Circumstance: The krooth damaged a creature with its jaws on its most recent ac
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +20 [+15/+10] (deadly 1d10, poison, reach 10 feet), Damage 2d12+9 piercing plus Poison Tooth
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
low-light vision
scent (imprecise) 60 feet