Averill Quint (1-2)

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

Attacks

Melee Jaws +11 (unarmed), Damage 1d10+3 piercing
Melee Claw +11 (agile, unarmed), Damage 1d8+3 slashing

Abilities

Consume Flesh

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

Grave Tidings

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


Effect 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.

Reactive Strike
Stench

10 feet. DC 15 fortitude


Swift Stroke

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

Void Healing
Averill's Orders

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.

Grab