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Salathiss

Creature 9 (unique) — humanoid, mutant, serpentfolk

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDserpentfolkhumanoidshapeshifter

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

Perception +19; darkvision, scent (imprecise) 30 feet
Languages aklo, common, draconic; telepathy 100 feet
Skills arcana +18, deception +21, diplomacy +19, intimidation +19, occultism +18, society +18, stealth +18
Str
+4
Dex
+3
Con
+2
Int
+5
Wis
+4
Cha
+6
Items Bracers of Armor I, Choker of Elocution (Xanmba)
AC 27 Fort +14 Ref +17 Will +20 +4 status to Will vs. mental, +1 status to all saves vs. magic
HP 150
Resistances poison 10
Speed 25 feet

Offense

Melee Fangs +19, Damage 2d8+8 piercing plus Serpentfolk Venom
Melee Morphic Weapon (magical, reach-10, sweep, versatile-p) +20, Damage 3d10+8 slashing

Abilities

Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. Magic
+4 Status to Will vs. Mental
Morphic Weapon (morph, occult) — Salathiss transforms one of his hands into a tentacle with a blade at the end, allowing him to make morphic weapon Strikes. If he's disguised, whether by magical or mundane means, his disguise immediately ends. He can return his hand to normal with another use of this ability, but doing so doesn't restore his disguise.
Peerless Duplicate (exploration, fortune, occult) — If Salathiss interacts with a creature for 10 minutes, he can choose to expertly duplicate that person. He can roll any Deception check to Impersonate that person twice and take the higher result. This benefit lasts for 24 hours or until he uses this ability on a different creature.
Serpentfolk Venom (poison) — Saving Throw DC 26 Fortitude

Maximum Duration 6 rounds

Stage 1 2d4 poison damage and Enfeebled 1 (1 round)

Stage 2 3d4 poison damage and Enfeebled 2 (1 round)
Divine Prepared Spells DC 28, attack +20
5th Cloak of Colors, Passwall
4th Glibness, Phantasmal Killer, Veil
3rd Hypnotic Pattern, Mind Reading
2nd Darkness, Hideous Laughter, Invisibility
1st Fleet Step, Item Facade, Magic Missile, True Strike
Cantrips (5th) Dancing Lights, Daze, Detect Magic, Ghost Sound, Telekinetic Projectile
Divine Innate Spells DC 28, attack +20
5th Illusory Scene
4th Suggestion
2nd Mirror Image (At Will)
1st Command, Illusory Disguise (At Will), Ventriloquism (At Will)

WORKS WELL WITH

AnvilLANDA durable frontline body keeps melee pressure off this caster while it alternates between spells and its reach weapon.
FlankerLANDA mobile striker exploits the confusion sown by a convincing disguise to land precision attacks while the real threat goes unnoticed.
SnareLANDA controller that keeps targets adjacent lets the sweeping reach weapon catch multiple foes in a single swing.

PUNISHES

✖ clumping✖ low Fortitude✖ melee reliance
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 #170: Spoken on the Song Wind.

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