Sedacthy Scout

Level 2
Creature· amphibiousMediumRemaster
AC 17
HP 30
Speed 20 ft.
Fort +7
Ref +10
Will +7
Perc +9
Size Medium
Common
Languages thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Speeds 20 ft., swim 40 ft.
Skills intimidation +9, athletics +8, stealth +8, survival +7
Recall Knowledge society DC 16

Attacks

Melee Jaws +10/+5/+0
Damage: 1d4 persistent bleed + 1d4+4 piercing
Melee Claw +10/+6/+2(agile)
Damage: 1d6+4 slashing
Melee Spear +10/+5/+0
Damage: 1d6+6 piercing
Melee Spear +10/+5/+0(thrown 20 ft.)
Damage: 1d6+4 piercing
Melee Clingy Octopus +10/+5/+0(thrown 15 ft.)
Damage: 1d4+4 bludgeoning + 1 persistent bleed

Abilities

Sea Speechinteraction

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 feetinteraction

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Shared Feast◆◆offensive

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.

Wriggling Rushoffensive

Frequency once per round; Effect The scout takes a Stride action and a Swim action, in either order. They ignore difficult terrain from mud, quicksand, and similar terrain during this movement.

Description

Scouts, usually young sedacthies, ply the ocean in search of animal servants or tread ashore to hunt. Scouts hunting on the surface press crocodiles and snakes into service, while those underwater prefer electric eels and hippocampi.


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 ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.