Quatoid
Creature 7 — aquatic, elemental, water
SnareWeaverAQUATICLANDelementalwateraquatic
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; darkvision
Languages common, thalassic
Skills athletics +15, diplomacy +12, Elemental Lore +17, 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 (reach-10, unarmed) +16, Damage 2d12+6 bludgeoning plus Grab
Abilities
At-Will Spells — The monster can cast its at-will spells any number of times without using up spell slots.
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.
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
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Grab —
Primal Innate Spells DC 27, attack +17
1st Hydraulic Push (At Will)
WORKS WELL WITH
AnvilAQUATIC / LANDA durable frontline holds back a grabbed target's allies while the quatoid's tentacle constricts its captive.
SniperAQUATIC / LANDA ranged attacker freely targets foes the quatoid has already restrained with Grab, since a restrained target cannot easily close distance.
MenderAQUATIC / LANDA support caster keeps allies steady against fear while the quatoid's aura and at-will spells wear the enemy down over a longer fight.
PUNISHES
✖ melee reliance✖ low Fortitude✖ emotion-based fear tactics
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Quatoid in the encounter builder — free, no install.
Open in PathfinderGM →