QuatoidCreature 7
Source Pathfinder Bestiary
Perception +18 (darkvision)
Languages Common, Thalassic
Skills Lore +17, Athletics +15, Diplomacy +12, Occultism +17, Society +17, Stealth +13
Str +4, Dex +2, Con +0, Int +4, Wis +3, Cha +1
AC 25; Fort +13; Reflex +15; Will +18;
HP 120
Speed 25 feet (swim 25 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Bludgeoning 5, Fire 5
Tentacle
+16 (+11, +6) to hit (reach 10, unarmed) 2d12+6 BludgeoningCalming Bioluminescence (aura, emotion, mental, visual)
30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.
Effect: Calming Bioluminescence
Constrict
(1d12+6) bludgeoning, DC 25 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.
Grab
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.
Primal Innate Spells (DC 27, +17 to hit)
1st Level: Hydraulic Push (At Will)
Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles.
Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AquaticAquatic 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.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.