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DrenchdeadCreature 12


UncommonMediumEvilUndeadUnholyWater
Source Pathfinder #172: Secrets of the Temple-City
Perception +21 (darkvision, wavesense (precise) 60 feet)
Languages Common, (can't Speak Any Language)
Skills Acrobatics +21, Athletics +25, Stealth +23, Survival +19
Str +7, Dex +3, Con +4, Int +0, Wis +1, Cha +3

AC 32; Fort +24; Reflex +21; Will +19;
HP 230
Speed 20 feet (swim 35 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10

Claw One Action +26 (+22, +18) to hit (agile, unarmed) 3d6+13 Slashing
Jaws One Action +26 (+21, +16) to hit (unarmed) 3d10+13 Piercing

Wavesense (precise) 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.

Aquatic Camouflage

When fully submerged in water, the drenchdead can Hide from other creatures even if it doesn't have cover against them and isn't Concealed from them.

Drag Down Two Actions

Requirements The drenchdead is swimming in water at least 10 feet deep


Effect The drenchdead attempts an Athletics check to Grapple an adjacent creature (on nearby land or in the water). On a success against a creature on land, in addition to the normal effects of Grapple, the drenchdead pulls the creature into the water into a space adjacent to itself. If the creature is already in the water, on a success, in addition the normal effects of Grapple, the drenchdead drags the creature 10 feet deeper, moving 10 feet with the creature. Moving a creature into water or deeper into water using Drag Down is forced movement for the target creature, but not for the drenchdead.

Drowning Touch Two Actions (incapacitation, occult, water)

The drenchdead touches a creature and causes water from its own body to flow into the creature's lungs. If the creature can't breathe water, it must attempt a DC 32 fortitude save.

Success The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours.

Failure The creature becomes Sickened 3.

Critical Failure The creature chokes on the water and runs out of air. It falls Unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.

Surface Skimmer

A drenchdead submerged in water has cover from attacks made by creatures out of the water.

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

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.

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.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.