Dhuthorex SageCreature 11
Source Pathfinder #165: Eyes of Empty Death
Perception +22 (darkvision, wavesense (imprecise) 60 feet)
Languages Aklo
Skills Athletics +23, Occultism +16, Stealth +20, Survival +21
Str +8, Dex +3, Con +5, Int +3, Wis +4, Cha +0
AC 31 all-around vision; Fort +24; Reflex +18; Will +21;
HP 195
Speed 20 feet (swim 40 feet)
Immunities acid
Jaws
+24 (+19, +14) to hit (deadly d12, reach 10, unarmed) 3d10+12 PiercingSnout
+24 (+19, +14) to hit (reach 10) 3d8+12 BludgeoningTentacle
+22 (+18, +14) to hit (agile, reach 15, unarmed) 3d6+12 SlashingWavesense (Imprecise) 60 feet
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.
All-Around VisionThis monster can see in all directions simultaneously and therefore can't be flanked.
Attack of Opportunity
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.
Frightful Presence (aura, emotion, fear, mental)60 feet. DC 27 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Aquatic Ambush
50 feet
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Grab
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.
Push
Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
Occult Prepared Spells (DC 27, +19 to hit)
Cantrips (6th Level): Detect Magic, Mage Hand, Message, Read Aura, Shield
1st Level: Bane, Fear, Mindlink, Sanctuary
2nd Level: Augury, Death Knell, Telekinetic Maneuver
3rd Level: Enthrall, Paralyze
4th Level: Confusion, Nightmare, Read Omens
5th Level: Cloak of Colors, Crushing Despair, Hallucination
3rd Level: Hypnotic Pattern, Mind Reading
5th Level: Mariner's Curse
More intelligent than their lesser kin, dread dhuthorexes possess eerie, enchanting powers.
Strange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
AmphibiousAn 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.