Aqudel
Creature 7 (uncommon) — aberration, aquatic
FlankerWeaverLANDAQUATICaberrationaquaticoccult
Aqudels are obsessed with control. They consider everything around them open to manipulation, and their position in the alghollthu hierarchy leads them to lord over networks of ugothols or small, established societies that they often bully and exploit from the shadows. Aqudels answer only to vidileths, following their commands with a combination of simpering compliance and scheming distrust.
Source: pathfinder-monster-core-2
Perception +18; darkvision
Languages aklo, alghollthu, common, sakvroth, thalassic; Truespeech
Skills athletics +17, deception +15, intimidation +17, Lore (any one subcategory) +16, occultism +18, stealth +15
Str
+6
Dex
+2
Con
+5
Int
+5
Wis
+3
Cha
+4
AC 24 (all-around vision)
Fort +18
Ref +11
Will +16
HP 120
Speed 10 feet, swim 60 feet
Offense
Melee Tentacle (reach-20) +16, Damage 2d10+9 bludgeoning
Melee Cirrus (agile, versatile-p) +16, Damage 2d8+6 bludgeoning
Abilities
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
Barbed Cirri — The aqudel makes up to four cirrus Strikes, each against a diferent target. These attacks count toward the aqudel's multiple attack penalty, but the multiple attack penalty doesn't increase until after they makes all of their attacks.
Strobe (concentrate, visual) — The aqudel changes the intensity and pattern of their skin in a rapid pulse, attempting to disorient any creatures that can see them. Creatures within 30 feet of the aqudel must attempt a DC 25 Will save. The aqudel can't use Strobe again for 1d4 rounds.
Critical Success The target is unaffected.
Success The target is Dazzled for 1 round.
Failure The target is dazzled for 1 minute and Stunned 1.
Critical Failure The target is dazzled for 1 minute and Stunned 2
Critical Success The target is unaffected.
Success The target is Dazzled for 1 round.
Failure The target is dazzled for 1 minute and Stunned 1.
Critical Failure The target is dazzled for 1 minute and Stunned 2
Occult Innate Spells DC 26, attack +17
5th Truespeech (Constant)
4th Suggestion (×3)
3rd Mind Reading (At Will)
2nd Telekinetic Maneuver (At Will)
1st Charm (×3)
WORKS WELL WITH
AnvilLAND / AQUATICA frontline body absorbs Reactive Strikes so the aqudel's long-reach cirri can hit several separated foes safely.
SnareLAND / AQUATICA controller that roots one target lets the aqudel focus its remaining cirri strikes on the rest of the group.
SniperLAND / AQUATICA ranged attacker exploits targets disoriented by the strobe before their save wears off.
PUNISHES
✖ clumping✖ spreading out✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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