Sedacthy Scout
Creature 2 — amphibious, humanoid, sedacthy
FlankerWeaverLANDAQUATIChumanoidamphibious
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; darkvision, wavesense (imprecise) 30 feet
Languages thalassic; Sea Speech
Skills athletics +8, intimidation +9, stealth +8, survival +7
Str
+4
Dex
+4
Con
+1
Int
+0
Wis
+1
Cha
+3
Items Spear
AC 17
Fort +7
Ref +10
Will +7
HP 30
Speed 20 feet, swim 40 feet
Offense
Melee Jaws (unarmed) +10, Damage 1d4 bleed plus 1d4+4 piercing
Melee Claw (agile, unarmed) +10, Damage 1d6+4 slashing
Melee Spear +10, Damage 1d6+6 piercing
Ranged Spear (thrown-20) +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 — 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.
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.
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.
WORKS WELL WITH
CrasherLAND / AQUATICA heavy striker benefits directly from Shared Feast, converting the scout's successful jaws hit into an extra attack from an ally.
SniperLAND / AQUATICA ranged attacker can hang back while the scout's Wriggling Rush closes distance through difficult terrain to set up melee pressure.
AnvilLAND / AQUATICA durable front-liner anchors the fight while the scout darts around the flank using its superior mobility.
PUNISHES
✖ difficult terrain reliance (scout ignores mud and quicksand)✖ single-target focus (Shared Feast grants a bonus ally attack)
Works well with · Punishes · Pairing advice
Unlock with Tactics
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