Beyond The Shore
Speed 25 ft., Climb 25 ft.
Space 10 ft.; Reach 5 ft.
Melee 2 claws +7 (1d10+5)
Special Attacks boil, engulf
Pipi Kohuatia simply wait until an unsuspecting opponent swims too close to its current position. When a creature at least one size smaller than the steam-clam swims within reach, it sucks the prey into its interior and clamps shut. It slowly digests its meal and expels any indigestible material (such as metal and stone) into the surrounding water. Air-breathers trapped by a Pipi Kohuatia face the danger of drowning as well.
A Pipi Kohuatia's shell is filled with super-heated water that it uses to break down organic matter trapped in its interior. An engulfed creature takes 2d10 points of fire damage each round.
As a standard action, a Pipi Kohuatiaattempt to pull a creature up to one size smaller than itself that is within reach into its interior. An opponent can make an attack of opportunity against the clam, but if it does so it is not entitled to a saving throw. An opponent that does not attempt an attack of opportunity must succeed on a DC 17 Reflex save or be pulled into the clam’s interior. An engulfed creature is subject to the Pipi Kohuatia’s boil, and is considered to be grappled and trapped within its body. The save DC is Strength-based. A Pipi Kohuatia's shell can be forced open by making an opposed Strength check against the clam’s Strength check. Otherwise, it opens on its own in 1d4 hours.
The rough shell of a Pipi Kohuatia is usually draped with barnacles, anemones, and bits of coral, which help it to blend in with its environment. Creatures must succeed on a DC 20 Perception check to notice a Pipi Kohuatia. Anyone with ranks in Survival or Knowledge (any water- or sea-related skill) can use one of those skills instead of Perception to notice the Pipi Kohuatia.