Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Corpse Disguise
(exploration) The graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially submerging itself in water. It has an automatic result of 22 on Deception checks and DCs to pass as a corpse floating in the water.
Ability
Deep Breath
The graveshell can hold its breath for 200 rounds (20 minutes).
Ability
Shell Block
Circumstance: Trigger: The graveshell takes damage from a physical attack while
The graveshell reduces the damage from the attack by an amount equal to its shell's Hardness. A graveshell's shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is broken, the graveshell can't attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell's AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week.
Ability
Shell Game
The graveshell withdraws into its shell, gaining a +2 circumstance bonus to AC and allowing it to use Shell Block. This lasts until the graveshell moves or attacks with any attack other than its shell spikes. The graveshell can't take this action or get any benefit from it if its shell is broken.
Offense
Melee
Circumstance: combat round (melee)
jaws +8 [+3/-2], Damage 1d6+3 piercing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Language
Common
Undercommon
Perception
darkvision
wavesense (imprecise) 30 feet