Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Gaping Chomp
The shimmernewt chews on a creature that it has grabbed or restrained. The target creature must attempt a DC 24 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 1d10 piercing damage. Failure The creature takes 2d10 piercing damage and 1d6 persistent bleed damage. Critical Failure The creature takes 4d10 piercing damage, 1d6 persistent bleed damage, and is sickened 2 by the pain of the chomp.
Ability
Shimmer Step
(conjuration, primal, teleportation) The shimmernewt surges forward so quickly it slips through space, teleporting to a target for an unexpected attack. The shimmernewt teleports to an empty space adjacent to a creature it can see within 60 feet, then attempts a jaws Strike against the creature. The target creature is flat-footed against this Strike.
Offense
Melee
Circumstance: combat round (melee)
jaws +17 [+12/+7], Damage 2d10+8 piercing plus Grab
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
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.
Perception
darkvision