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Drenchdead

Creature 12 (uncommon) — undead, unholy, water

Pre-Remaster content. May include legacy alignment.

SnareShadeLANDAQUATICundeadwater

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +21; darkvision, wavesense 60 feet
Languages common; (can't speak any language)
Skills acrobatics +21, athletics +25, stealth +23, survival +19
Str
+7
Dex
+3
Con
+4
Int
+0
Wis
+1
Cha
+3
AC 32 Fort +24 Ref +21 Will +19
HP 230
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances cold 10
Speed 20 feet, swim 35 feet

Offense

Melee Claw (agile, unarmed) +26, Damage 3d6+13 slashing plus Grab
Melee Jaws (unarmed) +26, Damage 3d10+13 piercing

Abilities

Wavesense (precise) 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.
Aquatic Camouflage — When fully submerged in water, the drenchdead can Hide from other creatures even if it doesn't have cover against them and isn't Concealed from them.
Drag Down
Drowning Touch (incapacitation, occult, water) — The drenchdead touches a creature and causes water from its own body to flow into the creature's lungs. If the creature can't breathe water, it must attempt a DC 32 Fortitude save.

Success The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours.

Failure The creature becomes Sickened 3.

Critical Failure The creature chokes on the water and runs out of air. It falls Unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.
Surface Skimmer — A drenchdead submerged in water has cover from attacks made by creatures out of the water.
Grab

WORKS WELL WITH

CrasherLAND / AQUATICGrabbed targets are locked in place for a heavy hitter to deliver maximum-damage Strikes without movement spend.
ShadeAQUATICDual underwater ambushers can strike simultaneously, forcing separate flat checks and splitting defensive reactions.
WeaverLAND / AQUATICForced movement spells push land-bound enemies into deep water where cover and the drowning touch give decisive advantage.

PUNISHES

✖ entering water✖ low Fort
Stacking multiple Snares risks redundant grab effects that compete for the same target rather than expanding control across multiple foes.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #172: Secrets of the Temple-City.

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