Dhuthorex Sage
Creature 11 (rare) — aberration, amphibious
Pre-Remaster content. May include legacy alignment.
AnvilWeaverLANDAQUATICaberration
More intelligent than their lesser kin, dread dhuthorexes possess eerie, enchanting powers. Strange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +22; darkvision, wavesense (imprecise) 60 feet
Languages aklo
Skills athletics +23, occultism +16, stealth +20, survival +21
Str
+8
Dex
+3
Con
+5
Int
+3
Wis
+4
Cha
+0
AC 31 (all-around vision)
Fort +24
Ref +18
Will +21
HP 195
Immunities acid
Speed 20 feet, swim 40 feet
Offense
Melee Jaws (deadly-d12, reach-10, unarmed) +24, Damage 3d10+12 piercing plus Grab
Melee Snout (reach-10) +24, Damage 3d8+12 bludgeoning plus Push
Melee Tentacle (agile, reach-15, unarmed) +22, Damage 3d6+12 slashing
Abilities
Wavesense (Imprecise) 60 feet — This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
Attack of Opportunity —
Frightful Presence (aura, emotion, fear, mental) — 60 feet. DC 27 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Aquatic Ambush — 50 feet
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Grab —
Push —
Occult Prepared Spells DC 27, attack +19
5th Cloak of Colors, Crushing Despair, Hallucination
4th Confusion, Nightmare, Read Omens
3rd Enthrall, Paralyze
2nd Augury, Death Knell, Telekinetic Maneuver
1st Bane, Fear, Mindlink, Sanctuary
Cantrips (5th) Detect Magic, Mage Hand, Message, Read Aura, Shield
Occult Innate Spells DC 27, attack +19
5th Mariner's Curse
3rd Hypnotic Pattern, Mind Reading
WORKS WELL WITH
CrasherLAND / AQUATICPositioning tension: the Anvil pins enemies with Attack of Opportunity and Frightful Presence while the Crasher exploits the static formation with area damage.
ShadeLAND / AQUATICTempo tension: the Shade debuffs Will saves, making Frightful Presence more likely to frighten and impair enemy actions.
PUNISHES
✖ clumping✖ melee clustering✖ standing still✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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