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PelagiadaemonCreature 11


UncommonLargeAquaticDaemonFiendUnholy
Source Pathfinder Lost Omens High Seas
Perception +21 (darkvision)
Languages Azlanti, Common, Daemonic, Thalassic, Telepathy 100 Feet
Skills Lore +21, Lore +21, Lore +21, Athletics +26, Deception +21, Diplomacy +21, Intimidation +23, Survival +21
Str +7, Dex +3, Con +5, Int +3, Wis +3, Cha +2

AC 28; Fort +24; Reflex +18; Will +21; +1 status to all saves vs. magic
HP 245
Speed 15 feet (swim 40 feet)
Immunities cold, death effects
Weaknesses Holy 10
Resistances Fire 12

Tentacle One Action +22 (+17, +12) to hit (magical, reach 10, unholy) 2d12+15 Bludgeoning

+1 Status to All Saves vs. MagicDeep Cold (aura, cold)

20 feet. 5d6 cold damage, DC 28 fortitude save

Constrict One Action

(1d12+15) bludgeoning, DC 28 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.

Riptide Two Actions (concentrate, divine, manipulate, water)

A flood of water bursts from the pelagiadaemon and retracts, pulling creatures closer. All creatures within a 30-foot emanation from the pelagiadaemon must succeed at a DC 30 reflex save or be knocked Prone and pulled up to 10 feet toward them (up to 20 feet on a critical failure).

Swallow Whole One Action (attack)

Medium, (2d8+6) bludgeoning, Rupture 20

Due to their fluidity, a pelagiadaemon can use Swallow Whole to absorb a creature they have Grabbed or Restrained by their tentacle. The pelagiadaemon's stomach is a tumultuous space like a roiling ocean, and creatures take a –2 circumstance penalty to attack rolls while swallowed.

Effect: Tumultuous Stomach


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

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.


Divine Innate Spells (DC 28, +0 to hit)

3rd Level: Aqueous Orb (At Will), Crashing Wave (At Will)
4th Level: Grasp of the Deep
5th Level: Control Water (At Will)
7th Level: Hungry Depths


Pelagiadaemons, also known as drowning daemons, embrace death through the suffering of others, feeding on the pain of those who pass on through drowning. From those who are smothered in the cold isolation of the ocean's depths to a weighted body stuck on the floor of a placid lake, or even something as mundane as a raging river sweeping a traveler away, pelagiadaemons thrive on them all. Their own methods imitate these deaths: slow, careful, methodical, and deadly. These daemons prefer to isolate victims, taking the things dear to them one by one until even light or warmth becomes a faint memory as they grasp just to keep air in their lungs.

From a distance, pelagiadaemons appear shadowed and indistinct, their pellucid bodies almost as amorphous as the watery depths they choose to inhabit. If you get close enough to their heavy and plodding body, the thousands of tiny red-and-black webbed arms that make up the surface of the pelagiadaemon come into focus, constantly folding and unfolding over each other as their muted and quiet voice enters your mind.

Despite their brutish presence, pelagiadaemons often willingly communicate with mortals, eschewing the short-term gains of one mortal's death if they can arrange through bargaining, temptation, or coercion the ongoing deaths of others. Such mortals drive dozens of new victims to a watery grave in an effort to maintain their own power, life, or loved ones. Once their mortal collaborator no longer suits their purposes, the pelagiadaemon emerges from the dark to drag them down into the oceanic depths.


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.

Daemon

A family of fiends spawned on the desolate plane of Abaddon, most daemons are irredeemably unholy. They typically have darkvision and weakness to holy.

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.