FulthrethuCreature 5
Source Pathfinder #214: The Broken Palace
Perception +12
Languages Aklo, Alghollthu, Common, Sakvroth
Skills Athletics +12, Deception +13, Intimidation +13, Occultism +11, Performance +12, Stealth +12
Str +3, Dex +5, Con +2, Int +2, Wis +3, Cha +4
AC 22; Fort +9; Reflex +14; Will +12;
HP 75
Speed 20 feet (swim 30 feet)
Resistances Slashing 5
Tail
+14 (+9, +4) to hit (finesse, unarmed) 2d10+5 BludgeoningJaws
+14 (+10, +6) to hit (agile, finesse, unarmed) 1d6 Bleed + 2d4+5 BludgeoningDrain Blood

The fulthrethu uses its hollow tongues to drink the blood of an adjacent, Restrained, or Unconscious creature. The creature is Drained 1, and the fulthrethu gains 4d4 temporary Hit Points that last for 1 minute.
Flotsam
(concentrate)Until the next time they act, the fulthrethu appears to be a mass of seaweed or flotsam, either floating in the water or heaped on the ground. It has an automatic result of 33 on Deception checks and DCs to pass as such.
Lasting Illusion
(concentrate)The fulthrethu sustains an Illusory Creature spell. When an illusory creature spell is sustained in this way, the illusion isn't automatically destroyed if it's hit by an attack or fails a save. Instead, the fulthrethu takes 3d6 mental damage and must attempt a DC 5 flat. On a failure, the illusory creature spell ends. The fulthrethu can sustain an illusory creature spell for up to 8 hours.
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.
Occult Innate Spells (DC 22, +14 to hit)
Cantrips (3rd Level): Daze, Figment, Light, Sigil, Telekinetic Hand
1st Level: Gentle Landing (At Will), Illusory Object, Mindlink (At Will), Sleep
2nd Level: Blur, Illusory Creature
3rd Level: Levitate, Vampiric Feast
The sinister fulthrethu often appears as nothing more than a tangle of flotsam and kelp drifting on the currents or washed onto shore. At least, until the fulthrethu attacks, at which point its true appearance—that of a manta-ray-like creature with a suckered tail, toothy maw, and a dozen orange eyes—becomes clear.
Alghollthus created the first fulthrethus eons ago to serve a unique role—to beguile unsuspecting creatures via frighteningly realistic illusions. Typically, a fulthrethu infiltrates a community by securing a safe hiding place, such as a garbage dump or cistern, from which it sends forth an illusory member of that community to spy on and interact with the locals.
Today, fulthrethus who escape their alghollthu creators often gather in small enclaves, but they're no less malevolent. Instead, the fulthrethus' goal of manipulating nearby communities simply becomes more self- serving. Members of a fulthrethu enclave often share the responsibility of maintaining the appearance of an illusory god, through which they reduce nearby villages into unsuspecting cults that supply the fulthrethus with all the food and treasure they desire.
Fulthrethu Trickery
Although a fulthrethu is skilled at deceiving others through its illusory proxies, it has no magical sensory link to its illusions. To maintain believable control over an illusion or to observe how others react to it, the fulthrethu must remain within range of its illusion (typically 500 feet). Concentrating on a lasting illusion and its flotsam disguise at the same time leaves the fulthrethu limited in the other actions it can take in a round.
Traits
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.
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.