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Saltborn Stalkers

Creature 13 — aquatic, elemental, troop, water

Pre-Remaster content. May include legacy alignment.

CrasherWeaverAQUATICLANDaquaticelementalwater

The briny depths of the Boundless Sea sometimes twist large groups of merfolk into swarms with vicious rows of teeth and sharp claws known as saltborn stalkers. Saltborn stalkers hunt in groups, using their drooping, tentacle-like appendages as bioluminescent lures, posing them as wisps or bubbles of planar energy to draw unsuspecting prey into clever ambushes. THE RITE OF SALT AND STONE When a merfolk joins the ranks of the saltborn, they undergo a secret rite known only to other saltborn and

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +24; darkvision
Languages thalassic
Skills athletics +27, intimidation +22, nature +22, Plane of Water Lore +22, stealth +26, Warfare Lore +22
Str
+6
Dex
+7
Con
+5
Int
+3
Wis
+5
Cha
+3
AC 34 Fort +22 Ref +26 Will +20
HP 240 (troop defenses)
Immunities bleed, paralyzed, poison, sleep
Weaknesses area-damage 10, splash-damage 10
Speed 10 feet, swim 60 feet (troop movement)

Abilities

Troop DefensesThresholds 160 (3 segments), 80 (2 segments)

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Lightlure (concentrate, incapacitation, mental, primal, visual) — Success The creature is unaffected.

Failure The creature is Fascinated with the lures and must spend all its actions on its next turn to move closer to them as expediently as possible, avoiding obvious dangers along its path.

Critical Failure As failure, but the creature is also Dazzled for 1d4 rounds.
Saline Crust (aura, water) — 20 feet

Requirements The saltborn stalkers are in a body of water

Effect Layers of the saltborn's salty skin flake off to foul the water around them. A creature that ends its turn in the aura takes 2d6 acid damage with a DC 30 Reflex save; creatures with the amphibious or aquatic trait are immune.
Salty ClutchFrequency once per round

Effect The stalkers reach out to Grab their foes and drag them underwater. Each enemy in a 5-foot emanation must succeed at a DC 33 Reflex save or be Grabbed by the stalkers (or Restrained on a critical success). For the rest of the current turn, the saltborn stalkers can move toward water or in water without ending the grab, carrying any grabbed or restrained creatures along with them.
Scour the Bones — 1 to 3

Frequency once per round

Effect The saltborn stalkers use their teeth and claws to vivisect each enemy within 5 feet (DC 30 Reflex save). The damage depends on the number of actions.

1 2d10 slashing damage

2 3d10+8 slashing damage

3 3d10+16 slashing damage
Troop Movement — Whenever the saltborn stalkers Stride or Swim, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move. This works just like a Gargantuan creature moving; for instance, if any of the stalkers' squares enter difficult terrain, the extra movement cost applies to the whole troop.

WORKS WELL WITH

SniperAQUATIC / LANDA Sniper deals damage from range while the Crasher engages and disrupts in melee, splitting enemy attention between the troop and the distant threat.
ShadeAQUATIC / LANDA Shade operating from aquatic concealment ambushes enemies already engaged by the troop, finishing those caught by the Grapple or forced movement.

PUNISHES

✖ clumping✖ ranged reliance
limited by slow land speed outside aquatic terrain
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 Rage of Elements.

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