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AqudelCreature 7


UncommonLargeAberrationAquatic
Source Pathfinder Monster Core 2
Perception +18 (darkvision)
Languages Aklo, Alghollthu, Common, Sakvroth, Thalassic, Truespeech
Skills Lore +16, Athletics +17, Deception +15, Intimidation +17, Occultism +18, Stealth +15
Str +6, Dex +2, Con +5, Int +5, Wis +3, Cha +4

AC 24 all-around vision; Fort +18; Reflex +11; Will +16;
HP 120
Speed 10 feet (swim 60 feet)

Tentacle One Action +16 (+11, +6) to hit (reach 20) 2d10+9 Bludgeoning
Cirrus One Action +16 (+12, +8) to hit (agile, versatile p) 2d8+6 Bludgeoning

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Barbed Cirri Two Actions

The aqudel makes up to four cirrus Strikes, each against a diferent target. These attacks count toward the aqudel's multiple attack penalty, but the multiple attack penalty doesn't increase until after they makes all of their attacks.

Strobe Two Actions (concentrate, visual)

The aqudel changes the intensity and pattern of their skin in a rapid pulse, attempting to disorient any creatures that can see them. Creatures within 30 feet of the aqudel must attempt a DC 25 will save. The aqudel can't use Strobe again for 1d4 rounds.


Critical Success The target is unaffected.

Success The target is Dazzled for 1 round.

Failure The target is dazzled for 1 minute and Stunned 1.

Critical Failure The target is dazzled for 1 minute and Stunned 2


Occult Innate Spells (DC 26, +17 to hit)

1st Level: Charm
2nd Level: Telekinetic Maneuver (At Will)
3rd Level: Mind Reading (At Will)
4th Level: Suggestion
5th Level: Truespeech (Constant)


Aqudels are obsessed with control. They consider everything around them open to manipulation, and their position in the alghollthu hierarchy leads them to lord over networks of ugothols or small, established societies that they often bully and exploit from the shadows. Aqudels answer only to vidileths, following their commands with a combination of simpering compliance and scheming distrust.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.