DruulbachCreature 12
Source Pathfinder #203: Shepherd of Decay
Perception +25 (low light vision)
Languages Aklo, Common, Jotun, Thalassic
Skills Acrobatics +22, Athletics +25, Intimidation +22, Nature +23, Religion +23
Str +7, Dex +4, Con +5, Int +1, Wis +5, Cha +0
AC 32; Fort +25; Reflex +20; Will +23;
HP 230
Speed 35 feet (swim 20 feet)
Resistances Poison 10
Sickle
+26 (+22, +18) to hit (agile, finesse, magical, reach 10, trip) 1d10 Poison + 2d4+13 SlashingFist
+26 (+22, +18) to hit (agile, reach 10, unarmed) 2d10+13 BludgeoningSpit
+26 (+21, +16) to hit (primal, water) 8d6 BludgeoningBalanced Blades
Druulbach's multiple attack penalty with agile weapons and agile unarmed attacks is –3 for his second attack and –6 for subsequent attacks (rather than –4 and –8).
Drowning Hook
(primal, water)Requirements A creature is Prone within Druulbach's reach
Effect Druulbach uses his sickle to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if it can't breathe water. The target takes 6d6 bludgeoning damage (DC 29 fortitude) and loses 3 rounds worth of air if it fails the save.
Flurry of Hooks
Requirements Druulbach is wielding two sickles
Effect Druulbach makes three sickle Strikes against one target. If multiple attacks hit, combine their damage and apply weaknesses and resistances only once.
Serrated Takedown
Requirements Druulbach hit with a sickle Strike on his most recent action this turn
Effect Druulbach drags down the target, knocking it Prone and dealing 3d6 persistent,bleed damage to the creature.
Occult Innate Spells (DC 29, +21 to hit)
2nd Level: Augury, Mist
5th Level: Mariner's Curse
Traits
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.
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.
GiantGiants are massive humanoid creatures.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
WaterEffects 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.