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Seetangeist

Creature 12 (uncommon) — aquatic, mindless, swarm, undead, unholy

Pre-Remaster content. May include legacy alignment.

Seetangeists are composed of the bloated corpses of marine life, encrusted with bleached coral and wrapped in rotting seaweed. Although occasionally created by water-breathing necromancers, seetangeists most often arise when an aquatic ecosystem collapses, resulting in the deaths of countless creatures. Bound by spiritual trauma, these corpses merge together, forming a writhing school of flesh and decaying plant matter that seeks out and consumes what life remains in the region. The disasters t

Source: book-of-the-dead-bestiary (Pre-Remaster)

Perception +19
Skills athletics +22
Str
+4
Dex
+4
Con
+7
Int
-5
Wis
+3
Cha
+2
AC 32 Fort +25 Ref +22 Will +19
HP 160
Immunities bleed, death-effects, disease, paralyzed, poison, precision, prone, unconscious
Resistances bludgeoning 5, cold 10, fire 10, slashing 10, piercing 10
Weaknesses area-damage 10, splash-damage 10
Speed 0 feet, swim 40 feet

Abilities

Wavesense (Imprecise) 100 feet — Wavesense
Necrotic Runoff (aura, poison) — 60 feet. A seetangeist secretes foul fluids into the surrounding water, poisoning it. A creature that enters or starts its turn in the aura must succeed at a DC 29 Fortitude save or become Sickened 2 (Sickened 3 on a critical failure). Creatures that breathe water take a -2 circumstance penalty to this saving throw. As long as a creature remains in the aura, it can't reduce its sickened condition below 1. A creature that succeeds at its save is temporarily immune for 1 minute.
Void Healing — Negative Healing
Putrid Assault — Each enemy in the seetangeist's space takes 3d6 slashing plus 3d6 poison{3d6 slashing and 3d6 poison damage} (DC 32 Reflex). A creature that fails this save also takes 1d12 persistent poison.

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