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Averill Quint (3-4)Creature 4


UniqueMediumAmphibiousGhoulUndead
Source Pathfinder Society Scenario #6-00: Salt of the Ocean
Perception +11 (darkvision)
Languages Common, Necril
Skills Acrobatics +12, Athletics +13, Stealth +12, Survival +9
Str +3, Dex +2, Con +2, Int +1, Wis +2, Cha +3

AC 20; Fort +11; Reflex +11; Will +9;
HP 57 (void healing)
Speed 25 feet (swim 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Jaws One Action +14 (+9, +4) to hit (unarmed) 2d10+5 Piercing
Claw One Action +14 (+10, +6) to hit (agile, unarmed) 2d8+5 Slashing

Consume Flesh One Action (manipulate)

Averill devours his raw fish and regains 3d6 healing Hit Points.

Grave Tidings One Action (auditory, curse, linguistic, occult)

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 21 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 Strike Reaction

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.

Stench (aura, olfactory)

10 feet. DC 18 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 Stroke One Action (move)

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

Void Healing

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 Orders One Action (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.

Grab One Action

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 [/act 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.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Ghoul

Ghouls are vile undead creatures that feast on flesh.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.