Sedacthy Warband

Level 10
Creature· amphibiousGargantuanRemaster
AC 27
HP 220
Speed 20 ft.
Fort +20
Ref +17
Will +17
Perc +19
Size Gargantuan
Common
Weaknesses area damage 10, splash damage 10
Languages thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Speeds 20 ft., swim 40 ft.
Skills athletics +22, intimidation +19, survival +17
Recall Knowledge society DC 27

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.

Troop Defensesdefensive

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the l

Troop Movementdefensive

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Frenzied Feastoffensive

Frequency once per round Effect The warband launches a frenzy of attacks against each enemy in a 5-foot emanation with a DC 26 reflex save. The damage depends on the number of actions. For each enemy damaged by this attack, the damage of the attack increases by 1d4 piercing for all targets (up to a maximum of 3d4 additional damage). 1 (1d6+3) piercing damage plus 1d4 persistent bleed damage 2 (2d6+6) piercing damage plus 1d6 persistent bleed damage 3 (3d6+9) piercing damage plus 1d8 persistent bleed damage

War Shriekoffensive(auditory, emotion, fear, mental)

The warband unleashes a chorus of terrifying battle cries. Each enemy in a 30-foot emanation must attempt a DC 29 will save. Regardless of the results, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Immobilized for 1 round and Frightened 3.