Averill Quint (1-2)

Level 2
Creature· amphibiousUniqueMediumRemaster
AC 17
HP 28 (void healing)
Speed 25 ft.
Fort +8
Ref +8
Will +6
Perc +8
Size Medium
Unique
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Languages common, necril
Senses darkvision
Speeds 25 ft., swim 30 ft.
Skills acrobatics +8, athletics +8, stealth +7, survival +5
Recall Knowledge religion DC 26

Attacks

Melee Jaws +11/+6/+1(unarmed)
Damage: 1d10+3 piercing
Melee Claw +11/+7/+3(agile, unarmed)
Damage: 1d8+3 slashing
Effect: grab

Abilities

Consume Fleshdefensive(manipulate)

Averill devours his raw fish and regains 2d6 healing Hit Points.

Grave Tidingsdefensive(auditory, curse, linguistic, occult)

Requirements A grabbed, paralyzed, restrained, or unconscious creature is within Averill's reach

Averill whispers into the creature's ears, compelling them to join him. The creature is unable to attack Averill Quint for the duration, unless Averill uses a hostile action against them, and any undead Pathfinder can treat the creature as an ally for purposes of flanking. The creature must attempt a DC 18 will save Critical Success The creature is temporarily immune for 1 minute. Success The creature is unaffected. Failure The curse lasts 1 round. Critical Failure The curse lasts 2 rounds.

Reactive Strikedefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Stenchdefensive(aura, olfactory)

10 feet. DC 15 fortitude A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

Swift Strokedefensive(move)

Averill swims up to half his Speed. This movement doesn't trigger reactions.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Averill's Ordersoffensive(auditory, concentrate, emotion, linguistic, mental)

Frequency once per round; Effect Averill orders an ally to attack or to get in position. The ally can immediately Strike or move up to half its swim Speed. If it moves, the movement does not trigger reactions.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.