Sedacthy ScoutCreature 2
Source Pathfinder #216: The Acropolis Pyre
Perception +9 (darkvision, wavesense (imprecise) 30 feet)
Languages Thalassic, Sea Speech
Skills Athletics +8, Intimidation +9, Stealth +8, Survival +7
Str +4, Dex +4, Con +1, Int +0, Wis +1, Cha +3
AC 17; Fort +7; Reflex +10; Will +7;
HP 30
Speed 20 feet (swim 40 feet)
Jaws
+10 (+5, +0) to hit 1d4 Bleed + 1d4+4 PiercingClaw
+10 (+6, +2) to hit (agile) 1d6+4 SlashingSpear
+10 (+5, +0) to hit 1d6+6 PiercingSpear
+10 (+5, +0) to hit (thrown 20) 1d6+4 PiercingClingy Octopus
+10 (+5, +0) to hit (thrown 15) 1d4+4 Bludgeoning + 1 BleedSea 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.
Shared Feast
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.
Wriggling Rush
Frequency once per round;
Effect The scout takes a Stride action and a Swim action, in either order. They ignore difficult terrain from mud, quicksand, and similar terrain during this movement.
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
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.
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.