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Getidline (Riptide Demon)Creature 6


UncommonLargeAquaticFiendUnholy
Source Pathfinder Society Scenario #6-00: Salt of the Ocean
Perception +14 (darkvision)
Languages Chthonian, Telepathy 100 Feet
Skills Acrobatics +15, Athletics +18, Stealth +15
Str +5, Dex +1, Con +4, Int +0, Wis +2, Cha +0

AC 24; Fort +17; Reflex +14; Will +11;
HP 100
Speed 15 feet (swim 25 feet)
Weaknesses Cold Iron 5, Holy 5

Claw One Action +17 (+12, +7) to hit (unarmed) 2d6+9 Bludgeoning

Telepathy (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.

Abandonment Vulnerability

A getidline holds on to relationships and refuses to let go. When a creature grabbed by it loses the grabbed condition, the getidline takes 4d6 mental damage.

Constrict One Action

(1d4+9) bludgeoning, DC 24 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Gripping Aura (aura, mental, unholy)

15 feet.

A getidline subtly influences all living creatures within its aura to focus their attentions on holding to things they care about above all other concerns. When a living, non-demon creature starts its turn in the getidline's aura, it must attempt a DC 21 will save. On a failure, the targeted is Stunned 1 as it focuses on maintaining its grip on its weapons and gear (Stunned 2 on a critical failure). The elementals are immune to this aura as they don't have possessions.

Rip Away Two Actions

The getidline rushes forward and rips a creature away from its standing. It Strides, then Grapples a creature. If it successfully Grapples, it then Constricts the creature.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Daze, Figment
1st Level: Hydraulic Push
2nd Level: Invisibility
3rd Level: Paralyze


Rituals

Demonic Pact



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.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Fiend

Creatures 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.

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.