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Quatoid

Creature 7 — aquatic, elemental, water

Quatoids are peculiar elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles. Mysterious even to other elementals, quatoids nevertheless respond to mortal summons. They assist these mortals in combat but seem to prefer offering calm advice, looking for alternate solutions even in the midst of bloody conflict. With the return of their elemental lord from her long imprisonment, quatoids are slowly becoming more active on the Plan

Source: pathfinder-monster-core

Perception +18
Skills athletics +15, diplomacy +12, occultism +17, society +17, stealth +13
Str
+4
Dex
+2
Con
+0
Int
+4
Wis
+3
Cha
+1
AC 25 Fort +13 Ref +15 Will +18
HP 120
Immunities bleed, paralyzed, poison, sleep
Resistances bludgeoning 5, fire 5
Speed 25 feet, swim 25 feet

Offense

Melee Tentacle +16, Damage 2d12+6 bludgeoning

Abilities

At-Will Spells — At Will Spells
Calming Bioluminescence (aura, emotion, mental, visual) — 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.
Constrict — 1d12+6 bludgeoning, DC 25 Fortitude Constrict
Grab — Grab

Spells

Hydraulic Push (At Will) (rank 1)

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