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Sedacthy Marauder

Creature 4 — amphibious, humanoid, sedacthy

Physically imposing sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks and giant moray eels. Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy.

Source: pathfinder-monster-core

Perception +9
Skills athletics +14, intimidation +13, survival +9
Str
+6
Dex
+3
Con
+4
Int
+0
Wis
+1
Cha
+3
AC 19 Fort +14 Ref +9 Will +9
HP 75
Speed 20 feet, swim 40 feet

Offense

Melee Claw +14, Damage 2d4+8 slashing
Melee Jaws +14, Damage 1d4 bleed plus 1d4+8 piercing
Melee Spear +14, Damage 1d6+10 piercing
Ranged Spear +11, Damage 1d6+10 piercing

Abilities

Sea Speech — A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.
Wavesense (Imprecise) 30 feet — Wavesense
Vengeful Throw
Challenging Shriek (auditory, emotion, fear, mental) — The marauder unleashes a terrifying battle cry. Each enemy in a 30-foot emanation must attempt a DC 21 Will save. Regardless of the results, creatures are temporarily immune for 1 minute. **Critical Success** The creature is unaffected. **Success** The creature is Frightened 1. **Failure** The creature is Frightened 2. **Critical Failure** The creature is Immobilized for 1 round and Frightened 3.
Shared Feast — The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.

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