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Venomfist

Creature 22 (unique) — amphibious, elemental, unholy, water

WeaverCrasherLANDAQUATICelementalwaterunholy

Source: curtain-call-bestiary

Perception +40; greater-darkvision, wavesense 120 feet; truesight
Languages common, muan, petran, pyric, sussuran, talican, thalassic; Telepathy 100 feet, Truespeech
Skills athletics +43, crafting +39, diplomacy +36, intimidation +38, nature +38, Norgorber Lore +41, religion +40, stealth +38 (+42 in water)
Str
+11
Dex
+8
Con
+10
Int
+9
Wis
+8
Cha
+6
AC 48 Fort +42 Ref +34 Will +36
HP 430
Immunities bleed, paralyzed, poison, sleep
Resistances acid 20, bludgeoning 20, fire 20
Speed 40 feet, swim 120 feet

Offense

Melee Fist (magical, reach-20, unarmed) +42, Damage 4d6+21 bludgeoning plus 4d6 poison plus Improved Grab

Abilities

Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Toxic Downpour (aura, primal) — Venomfist's presence alters the weather within 2 miles to heavy rainfall as long as they're located in a sizable body of water. When they become hostile, the rain in a 120-foot emanation from them becomes highly toxic and deals 8d8 poison damage (DC 42 Fortitude half) to all creatures in the area.
Vortex (aura, water) — 120 feet. Water in the area that is in the same body of water as Venomfist is difficult terrain for Swimming creatures that don't have the water trait.
Constrict — 4d6 bludgeoning plus 4d6 poison, DC 45 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Create PoisonFrequency once per day
Effect Venomfist transforms a portion of their watery body into a single dose of any type of common poison of 20th level or lower—tears of death is their favorite. If they're holding a container, they can create the poison within that container, at which point the poison remains viable for 24 hours before it reverts to water. Alternatively, they can apply a contact or injury-created poison to their fist.
Surge — Venomfist expands their space to fill the area of their vortex. Creatures within the aura take 6d12+6 bludgeoning plus 6d12+6 poison{6d12+6 bludgeoning and 6d12+6 poison} damage with a DC 45 Fortitude save. A creature that fails this save is pushed 40 feet. Venomfist then retracts to their former space and cannot use Surge again for 1d4 rounds.
Improved Grab
Divine Innate Spells DC 45, attack +37
10th Cataclysm
9th Wrathful Storm
6th Truesight (Constant)
5th Toxic Cloud, Truespeech (Constant)
1st Hydraulic Push (At Will)
Cantrips (10th) Caustic Blast

WORKS WELL WITH

CrasherLAND / AQUATICA Crasher delivers heavy single-target punishment to enemies constricted by Venomfist's Improved Grab.
SniperLAND / AQUATICA Sniper attacks safely from range while Venomfist controls positioning with Vortex and Toxic Downpour.
AnvilLAND / AQUATICAn Anvil holds enemies inside Venomfist's damaging auras and prevents their escape from Surge.

PUNISHES

✖ clumping✖ standing still✖ low Fortitude✖ 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 #206: Bring the House Down.

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