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TantriogCreature 7


MediumAmphibiousElementalWater
Source Pathfinder Rage of Elements
Perception +16 (all-around vision)
Languages Thalassic
Skills Lore +15, Lore +17, Deception +16, Diplomacy +14, Performance +14
Str +3, Dex +3, Con +3, Int +4, Wis +1, Cha +5

AC 24; Fort +18; Reflex +15; Will +12;
HP 118
Speed 20 feet (swim 40 feet)
Resistances Fire 8

Claw One Action +15 (+10, +5) to hit (unarmed) 5d6+5 Piercing
Beak One Action +15 (+10, +5) to hit (unarmed) 5d4+5 Piercing
Spitball One Action +13 (+8, +3) to hit 4d6+5 Bludgeoning

Shell Defense One Action

The tantriog retracts their limbs and head into their shell and ends their turn. This increases their AC to 26, but they can't act except to reemerge, which they can do as a single action.

Listless Saliva (emotion, mental)

The tantriog's essence is imbued with their endless ennui. Any creature hit by the tantriog's beak or spitball Strikes must succeed at a DC 24 will save or become Stunned 1 (Stunned 2 on a critical failure).


Primal Innate Spells (DC 25, +17 to hit)

Cantrips (4th Level): Spout
3rd Level: Wall of Water


Wherever exquisite cuisine is consumed, amazing songs are performed, or epic waves crest, there wait tantriogs. With a crab's foreclaws, turtle's shell, and back flippers, tantriogs are among the more unique water elementals. They ply the Boundless Sea constantly seeking new experiences, whether the next big wave to ride, a tasty delicacy to sample, or a piece of art to collect. They crave new sensations and often seek them out at the expense of others.

If one possesses rare art, lost lore, or fantastic surfing or cooking skills, a tantriog can be a wonderful companion. They're charming and friendly to those they find interesting, but their interest can be highly precarious, dropped the second someone bores them. Tantriogs may even betray acquaintances if it would give them another interesting story to tell. This makes befriending one a tricky proposition, as nothing can be taken for granted.

It's a mystery how tantriogs came to wear their current forms. Some say that, in the earliest days of the elemental planes, tantriogs were assassins of ice and mist who committed a crime so great that they're being punished for it to this day. Others claim tantriogs assumed their shape after losing a bizarre cosmic bet. One of the more popular theories about the tantriog's current form is that in the past, they used to be able to shift shape as easily as water molds to its container. In their endless boredom, they were trying out a variety of shapes when a sudden curse (possibly cast by faydhaans) caused them to lose their ability while transforming from a turtle to a crab, leaving them stuck between the two. It's said that any who can teach a tantriog how to relearn their morphing ability could earn the elemental's undying friendship. Whatever the case, the surest way to anger a tantriog is to ask them about their appearance.

Conversely, the surest way to befriend a tantriog is with compliments about their appearance or their skills. Don't be too fawning, though. Tantriogs don't like being tricked or made to look a fool.


IMPRESSING A TANTRIOG

A tantriog loves seeing a new sight or impressive exhibition of skill. Anyone who wants to stay in a tantriog's good graces needs to keep the new experiences flowing. For this reason, many tantriogs have formed unlikely friendships with gnomes, whose need to seek out new experiences provides common ground.


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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Water

Effects 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.