The material below except the term KaNgrej is Open Game Content.
KaNgrej is product identity of Primal Urge Games and is used here with permission.
Elemental Carapace [KaNgrej]
Benefit: A KaNgrej with this feat has adapted to hostile elemental conditions, gaining protection from one of the five following energy types selected when this feat is selected: acid, cold, electricity, fire, or sonic. The KaNgrej gains energy resistance equal to its Constitution modifier (minimum 1) versus the selected energy type. Additionally, the KaNgrej gains a +2 bonus on all saving throws versus the selected energy type.
Extra: A KaNgrej may take this feat multiple times. The same energy type or another energy type may be selected. If the same energy type is selected, the energy resistance increases by half the KaNgrej’s Constitution modifier (minimum 1), and the saving throw versus the energy type is increased by +1.
Greater Rending Claw [KaNgrej]
Prerequisites: KaNgrej, Rending Claw, Base Attack Bonus +5
Benefit: The wounds inflicted on a foe by a KaNgrej with this feat are crippling. Whenever a KaNgrej makes a critical hit on a foe with its natural attack, the KaNgrej inflicts 1 point of Constitution damage in addition to normal damage.
Rending Claw [KaNgrej]
Benefit: A KaNgrej with this feat is able to inflict terrible wounds on foes. On a successful strike by the KaNgrej’s claw attack, a wound is opened that continues to cause 1 hp of damage per round. HP loss from this wound can be stopped with a successful heal check of DC 15.
Extra: A KaNgrej may take this feat multiple times. Each time the feat is taken, the cumulative damage increases by 1 hp per round, and the DC for the Heal check increases by 2.
Cost: 50 gp
Damage(S): 1 pt (slashing)
Damage(M): 1 pt (slashing)
Weight: 2 pounds
The KaNgrej grapple wire is a unique grappling weapon inspired by the octopus, mimicking the enveloping of prey. The grapple wire is a set of eight bands containing retractable filaments of wire, attached to the legs, two per leg. By touching two of the bands together, the wire is strung or unstrung from between the bands. Deploying or disengaging the wire a move action. While deployed, the walking speed of the KaNgrej is halved.
A grapple wire is only effective when the KaNgrej successfully grapples an opponent. The opponent becomes entangled in the wire, unable to perform any action except attempting escape. Each round, the KaNgrej can pull the wire tight, biting into the flesh of the entangled opponent, causing 1 point of damage. Additionally, the KaNgrej can attack the opponent without taking a penalty, not restricted to unarmed attacks, natural attacks, or light weapons.
A grapple wire is an exotic weapon, and requires the appropriate feat.