Sedacthy Speaker
Creature 6 — amphibious, humanoid, sedacthy
High-ranking sedacthies are expected to both plan campaigns and wade into battle. These speakers achieve their rank by accumulating several large servants or a single massive creature like a megalodon. 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
Source: pathfinder-monster-core
Perception +15
Skills athletics +16, crafting +14, diplomacy +13, intimidation +15, nature +15
Str
+6
Dex
+3
Con
+4
Int
+2
Wis
+3
Cha
+5
AC 23
Fort +14
Ref +13
Will +15
HP 95
Speed 20 feet, swim 40 feet
Offense
Melee Claw +16, Damage 1d6+8 slashing
Melee Jaws +16, Damage 1d4 bleed plus 1d6+8 piercing
Melee Trident +17, Damage 1d8+10 piercing
Ranged Trident +14, Damage 1d8+8 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
Speaker's Privilege —
Animal Shield —
Exploit Weakness — The speaker's Strikes deal 1d6 additional damage to creatures that are Frightened or Sickened.
Painful Cry (mental, sonic) — The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic plus 1d6 mental{3d6 sonic damage and 1d6 mental damage} to all creatures in a 30-foot cone, with a DC 23 Fortitude save. A creature that fails its save is Sickened 1.
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.
Swim Together —
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