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|Editing:||Spelling and Grammar only|
|Size/Type:||Tiny Magical Beast (Bug)|
|Hit Dice:||4d10+12 (34 hp)|
|Initiative:||+1 (+1 Dex)|
|Speed:||10 ft., burrow 10 ft., climb 10 ft.|
|Armor Class:||21 (+1 Dex +2 size +8 natural), touch 13, flat-footed 20|
|Attack:||Claw +6 (1d3-1, 19-20/x3)|
|Full Attack:||2 claws +6 (1d3-1, 19-20/x3)|
|Space/Reach:||2.5 ft./0 ft.|
|Special Attacks:||Augment Critical (Claw), Metal Claw, Predatory|
|Special Qualities:||Damage Reduction 2/—, Harden|
|Saves:||Fort +7, Ref +2, Will -1|
|Abilities:||Str 8, Dex 12, Con 16, Int 4, Wis 6, Cha 4|
|Feats:||Multiattack, Improved Natural Attack (Claw), Weapon FinesseB|
|Environment:||Temperate or Warm Aquatic|
|Advancement:||5 HD (Tiny), 6-7 HD (Small), 8-9 HD (Medium)|
Damage Reduction (Ex): Anorith has Damage Reduction equal to half its hit dice.
Harden (Ex): If Anorith takes a full defense action, its natural armor bonus improves by 4 points for three rounds. Multiple full defenses do not stack.
Metal Claw (Ex): As a Swift action, Anorith may sharpen its claws, making them even more painful. The size category improves by another category and its Constitution modifier is added as extra damage. This lasts for one full round, and in this case means it deals 1d4+2 damage.
Predatory: Anoriths remember their ancient prey who seem to have never evolved, being creations, and as such they gain a +8 racial bonus to track Vermin, as well as a +2 bonus to hit and damage them.
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