Sedacthy Scout
Creature 2 — amphibious, humanoid, sedacthy
Scouts, usually young sedacthies, ply the ocean in search of animal servants or tread ashore to hunt. Scouts hunting on the surface press crocodiles and snakes into service, while those underwater prefer electric eels and hippocampi. 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 the
Source: pathfinder-monster-core
Perception +9
Skills athletics +8, intimidation +9, stealth +8, survival +7
Str
+4
Dex
+4
Con
+1
Int
+0
Wis
+1
Cha
+3
AC 17
Fort +7
Ref +10
Will +7
HP 30
Speed 20 feet, swim 40 feet
Offense
Melee Jaws +10, Damage 1d4 bleed plus 1d4+4 piercing
Melee Claw +10, Damage 1d6+4 slashing
Melee Spear +10, Damage 1d6+6 piercing
Ranged Spear +10, Damage 1d6+4 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
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.
Wriggling Rush — Frequency once per round;
Effect The scout takes a Stride action and a Swim action, in either order. They ignore difficult terrain from mud, quicksand, and similar terrain during this movement.
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