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Sedacthy Marauder

Creature 4 — amphibious, humanoid, sedacthy

CrasherWeaverLANDAQUATIChumanoidsedacthy

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; darkvision, wavesense (imprecise) 30 feet
Languages thalassic; Sea Speech
Skills athletics +14, intimidation +13, survival +9
Str
+6
Dex
+3
Con
+4
Int
+0
Wis
+1
Cha
+3
Items Spear (2), Breastplate
AC 19 Fort +14 Ref +9 Will +9
HP 75
Speed 20 feet, swim 40 feet

Offense

Melee Claw (agile, unarmed) +14, Damage 2d4+8 slashing
Melee Jaws (unarmed) +14, Damage 1d4 bleed plus 1d4+8 piercing
Melee Spear +14, Damage 1d6+10 piercing
Ranged Spear (thrown-20) +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 — This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
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.

WORKS WELL WITH

AnvilLAND / AQUATICA frontline defender holds a target in place so the marauder's ally can spend a reaction to join the jaws Strike.
SnareLAND / AQUATICA controller that keeps a target adjacent guarantees the follow-up Strike from Shared Feast connects.
SniperLAND / AQUATICA ranged attacker can pick off enemies fleeing the terrifying shriek's Frightened effect.

PUNISHES

✖ clumping✖ low Will✖ 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 Monster Core.

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