MaddenmistCreature 14
Source Pathfinder #220: Crypt of Runes
Perception +24 (darkvision, wavesense (imprecise) 30 feet)
Languages Azlanti, Thalassic, Sea Speech
Skills Arcana +28, Crafting +26, Diplomacy +26, Intimidation +28, Society +26
Str +6, Dex +4, Con +5, Int +6, Wis +4, Cha +6
AC 36; Fort +25; Reflex +22; Will +26;
HP 251
Speed 20 feet (swim 40 feet)
Claw
+26 (+22, +18) to hit (agile, unarmed) 3d6+12 SlashingJaws
+26 (+21, +16) to hit (unarmed) 2d6 Bleed + 3d8+12 PiercingStaff
+28 (+23, +18) to hit (magical, monk, two hand d8) 2d4+12 BludgeoningSea 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 feetThis 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.
Drain Bonded Item
(arcane, wizard)Frequency once per day
Requirements Maddenmist is carrying his staff
Effect Maddenmist expends the magical power stored in his greater staff of arcane might. During the current turn, Maddenmist can cast one spell he prepared today and already cast without spending a spell slot. He must still Cast the Spell and meet the spell's other requirements.
Arcane Prepared Spells (DC 34, +26 to hit)
Cantrips (7th Level): Daze, Detect Magic, Shield, Sigil, Telekinetic Hand
1st Level: Fear, Force Barrage, Pummeling Rubble
2nd Level: Darkness, Dispel Magic, Knock, See the Unseen
3rd Level: Locate
4th Level: Confusion, Shape Stone, Translocate
5th Level: Control Water, Hallucination, Wall of Stone
6th Level: Disintegrate, Petrify, Wall of Force
7th Level: Retrocognition, Warp Mind
High-ranking sedacthies are expected to both plan campaigns and wade into battle. These speakers achieve their rank by accumulating several large servants or a single massive creature like a megalodon.
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
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
SedacthyOcean-dwelling humanoids who communicate with sea life and usually have darkvision and wavesense.