It is a green anthropomorphic, six-armed insectoid enemy with bone spikes at the end of each limb. The death claw has the ability to paralysis its foe so it can rend them apart.
Death Claw (CR 11)
NE Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +13
AC 23, touch 13; flat-footed 19 (+4 dex, +10 natural, -1 size)
HP 125  (12d10+60)
Fort +13, Ref +12, Will +7
Speed 40 ft.
Melee 6 Claws +18 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Improved Rend (2 Claws, 1d8+10; 4 Claws, 2d6+10; 6 Claws, 2d8+10), Death Claw
Str 24, Dex 18, Con 18, Int 6, Wis 12, Cha 6
Base Atk +12; CMB +19; CMD 33
Feats Cleave, Cleaving Finish, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (Claw)
Skills Acrobatics +16, Climb +19, Perception +13, Stealth +16
Death Claw (Su)
Once every 1d2 rounds, a death claw can wrap its craws around its target squeezing the life from them. The death claw must make a melee touch attack (+19), if it hits, 14d6 points of non-elemental damage and must make a Fortitude save (DC 20) or be inflicted with the Paralysis status for 1d4+1 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Improved Rend (Ex)
When a death claw hits with its claws in 1 round, depending on the number of claw strikes that hit the target improves the damage of the latching onto the opponent’s body and tearing flesh. If two claws hit, the damage will be 1d8+10, if four claws hit, the damage will be 2d6+10, or if six claws hit, the damage will be 2d8+10.