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Kraken CallerCreature 11


RareMediumAmphibiousHumanoidSedacthy
Source Pathfinder #220: Crypt of Runes
Perception +21 (darkvision, wavesense (imprecise) 30 feet)
Languages Azlanti, Thalassic, Sea Speech
Skills Athletics +23, Crafting +21, Diplomacy +20, Intimidation +22, Society +22
Str +6, Dex +4, Con +5, Int +5, Wis +4, Cha +5

AC 31; Fort +24; Reflex +21; Will +19;
HP 195
Speed 20 feet (swim 40 feet)

Jaws One Action +23 (+18, +13) to hit (unarmed) 2d8+12 Piercing + 2d6 Bleed
Claw One Action +23 (+19, +15) to hit (agile, unarmed) 2d8+12 Slashing
Trident One Action +24 (+19, +14) to hit (magical) 2d8+12 Piercing
Trident One Action +22 (+17, +12) to hit (magical, thrown 20) 2d8+12 Piercing

Sea Speech

A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.

Wavesense (Imprecise) 30 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.

Shared Feast Two Actions

The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.


Scouts, usually young sedacthies, ply the ocean in search of animal servants or tread ashore to hunt. Scouts hunting on the surface press crocodiles and snakes into service, while those underwater prefer electric eels and hippocampi.


Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Amphibious

An 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Sedacthy

Ocean-dwelling humanoids who communicate with sea life and usually have darkvision and wavesense.