Gargarthezul CaptainCreature 6
Source Pathfinder Society Scenario #6-00: Salt of the Ocean
Perception +14 (darkvision)
Languages Chthonian, Common, Telepathy 100 Feet
Skills Acrobatics +13, Athletics +15, Deception +13, Intimidation +15, Stealth +13
Str +5, Dex +4, Con +2, Int +0, Wis +3, Cha +4
AC 24; Fort +11; Reflex +17; Will +14;
HP 100
Speed 25 feet (swim 25 feet)
Weaknesses Cold Iron 7, Holy 7
Tentacle
+15 (+10, +5) to hit (magical, unarmed, unholy) 2d6+8 BludgeoningTelepathy (100 feet) (aura, magical, mental)
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Bravado AversionA gargarthezul can't stand to be shown up. The first time each round a creature successfully Demoralizes, Shoves, or Trips a gargarthezul, it takes 1d6 mental damage.
Bully
The gargarthezul Shoves a creature, and Strides after it into the nearest adjacent square if successful. It then makes a tentacle Strike against the creature, using the same multiple attack penalty.
Halyard Swing
Requirements The gargarthezul is on the deck of a ship.
Effect The gargarthezul swings from a nearby rope, moving up to twice its Speed and ignoring any terrain or lack of surface beneath it. It can make a tentacle Strike at any point during this movement.
Mark of Avarice
Requirements The gargarthezul's last action was a successful tentacle Strike.
Effect The gargarthezul places a brand on the creature it hit that fills the creature's mind with overwhelming urges towards piracy. The creature doesn't treat anyone as their ally and can't Delay or Ready. They must use all of their actions to attempt to Disarm, or Demoralize, targeting a creature randomly determined by the GM (they may use actions to facilitate their attempts, such as to move to the target or to drop an item so they have a free hand). The duration is based on a DC 24 will save. If the creature successfully Disarms or Demoralizes their target, they can attempt a DC 11 flat check to recover from Mark of Avarice. The gargarthezul may only have one mark of avarice in effect at any given time. An additional mark placed causes the previous one to fade.
Critical Success The creature becomes temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The mark lasts for 1 round.
Critical Failure The mark lasts for 1 minute.
Vicious Bluster
When a gargarthezul successfully Demoralizes a foe, it gains 1d6 temporary Hit Points (2d6 on a critical success) that last for 1 minute.
Effect: Vicious Bluster
Effect: Vicious Bluster (Critical Success)
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.
DemonA family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects 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.