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Sedacthy SpeakerCreature 6


MediumAmphibiousHumanoidSedacthy
Source Pathfinder Monster Core
Perception +15 (darkvision, wavesense (imprecise) 30 feet)
Languages Thalassic, Sea Speech
Skills Athletics +16, Crafting +14, Diplomacy +13, Intimidation +15, Nature +15
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +5

AC 23; Fort +14; Reflex +13; Will +15;
HP 95
Speed 20 feet (swim 40 feet)

Claw One Action +16 (+12, +8) to hit (agile, unarmed) 1d6+8 Slashing
Jaws One Action +16 (+11, +6) to hit (unarmed) 1d4 Bleed + 1d6+8 Piercing
Trident One Action +17 (+12, +7) to hit (magical) 1d8+10 Piercing
Trident One Action +14 (+9, +4) to hit (magical, thrown 20) 1d8+8 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.

Speaker's Privilege Reaction

Trigger The sedacthy speaker takes damage

Requirements The sedacthy speaker has cover from an animal ally


Effect The animal takes the damage instead.

Animal Shield One Action

Requirements The sedacthy speaker is adjacent to a Large or larger animal ally


Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.

Exploit Weakness

The speaker's Strikes deal 1d6 additional damage to creatures that are Frightened or Sickened.

Painful Cry Two Actions (mental, sonic)

The sedacthy shrieks across a range of painfully high tones, dealing 3d6[sonic],1d6 mental3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 23 fortitude save. A creature that fails its save is Sickened 1.

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.

Swim Together Two Actions

Requirements The speaker is adjacent to an animal ally


Effect The speaker and the animal both Swim, ending their movement adjacent to one another.


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

Common

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.

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.