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Hooktongue

Creature 14 (unique) — animal, aquatic

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDAQUATICanimalaquaticpoison

Legendary creatures lurking in remote lakes, water orms always find their way into the tavern tales of lakeside communities. To some travelers, every lake of respectable size seems to be surrounded by towns full of fishers claiming to have spotted a water orm. These elusive creatures inhabit lakes mainly in cool and gloomy regions. Some claim that water orms are an offshoot of sea serpents and linnorms, but no credible link between these creatures has been found. Water orms have many features t

Source: kingmaker-bestiary (Pre-Remaster)

Perception +25; darkvision
Languages thalassic; can't speak any language
Skills athletics +28, stealth +27
Str
+8
Dex
+5
Con
+5
Int
-3
Wis
+5
Cha
+0
AC 30 Fort +27 Ref +25 Will +23
HP 275
Resistances cold 15, fire 15
Speed 20 feet, swim 50 feet

Offense

Melee Jaws (reach-15, unarmed) +30, Damage 3d12+14 piercing plus Grab
Melee Tongue (agile, reach-25) +30, Damage 3d8+14 bludgeoning plus Hooktongue Venom

Abilities

Slow Metabolism — Hooktongue can go for 10 years without feeding. After this, its hunger makes it Slowed 1 but doesn't otherwise impact its lifespan. If Hooktongue is slowed as a result of starvation, it can remove this condition by using Swallow Whole to gulp down a meal.
Undetectable (detection, primal, revelation, scrying) — Hooktongue automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for the counteract check.
Capsize (attack) — Hooktongue attempts to capsize an aquatic vessel of its size or smaller that it's adjacent to. It must succeed at an Athletics check with a DC of 35 or the pilot's Sailing Lore DC, whichever is higher.
Hooktongue Venom (poison) — Saving Throw DC 34 Fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Clumsy 1 (1 round)

Stage 2 3d6 poison damage, clumsy 1, and Confused (1 round)

Stage 3 4d6 poison damage, Clumsy 2, and confused (1 round)
Poison Spray (poison, primal) — Hooktongue sprays poison from its throat in an 80-foot line that deals 15d6 poison damage (DC 34 Reflex). A creature that fails or critically fails this save is exposed to Hooktongue Venom as well. Hooktongue can't use Poison Spray again for 1d4 rounds.
Swallow Whole (attack) — Large, 2d10+10 bludgeoning damage, Rupture 28

The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Water Travel (primal, water) — Hooktongue dissolves into water, appearing only as a long, serpentine silhouette on the waves. While in this form, Hooktongue's swim Speed increases to 600 feet, it automatically succeeds at Athletics checks to Swim, and it gains a +4 circumstance bonus to Stealth checks in water. Hooktongue can remain in this form for 8 hours but can't enter salt water when using this ability. Hooktongue can return to its normal form using a single action, which has the concentrate trait.
Grab

WORKS WELL WITH

SnareLAND / AQUATICA controller that clusters or restrains targets turns the poison spray line into a near-guaranteed multi-target hit.
SniperLAND / AQUATICA ranged attacker can keep dealing damage from outside reach while this huge creature's reach and grab dominate the melee line.
WeaverLAND / AQUATICA caster's debuffs on Fortitude soften targets before they are grabbed and swallowed.

PUNISHES

✖ clumping✖ melee reliance✖ low Fortitude
Avoid pairing with another massive reach-based bruiser; overlapping threat ranges make it hard for the party to find safe positioning at all.
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 Kingmaker.

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