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ThessekkaCreature 14


UniqueMediumChaoticEvilHumanoidXulgath
Source Pathfinder #153: Life's Long Shadows
Perception +26 (darkvision, tremorsense (imprecise) 30 feet)
Languages Aklo, Common, Draconic, Sakvroth
Skills Arcana +24, Athletics +28, Crafting +28, Intimidation +23, Medicine +24, Nature +22, Survival +22
Str +6, Dex +1, Con +4, Int +4, Wis +2, Cha +1

AC 35; Fort +26; Reflex +19; Will +22;
HP 255
Speed 20 feet (burrow 10 feet)
Resistances Physical 14

Jaws One Action +28 (+23, +18) to hit (unarmed) 3d8+12 Piercing
Claw One Action +28 (+24, +20) to hit (agile, unarmed) 3d6+12 Slashing
Acid Flask (Greater) (Infused) One Action +27 (+22, +17) to hit (splash) 1 Acid + 3d6 Acid + 3 Acid
Alchemist's Fire (Greater) (Infused) One Action +27 (+22, +17) to hit (splash) 3d8 Fire + 3 Fire + 3 Fire
Frost Vial (Greater) (Infused) One Action +27 (+22, +17) to hit (splash) 3d6 Cold + 3 Cold
Tanglefoot Bag (Greater) (Infused) One Action +27 (+22, +17) to hit 0 Bludgeoning

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Infused Items

Thessekka carries the following infused items: 1 Acid Flask (Greater), 2 Alchemist's Fire (Greater), 1 Bravo's Brew (Moderate), 2 Frost Vial (Greater), 1 Quicksilver Mutagen (Greater), 1 Tanglefoot Bag (Greater). These items last for 24 hours, or until the next time Thessekka makes her daily preparations.

Powerful Stench (aura, olfactory)

30 feet. A creature that enters the area must attempt a DC 34 fortitude save. On a failure, the creature is Sickened 2, and on a critical failure, the creature is also Slowed 1 for as long as it is sickened. While within range of Thessekka's stench, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute.

Alchemical Formulas

Acid Flask (Greater), Alchemist's Fire (Greater), Antidote (Greater), Bravo's Brew (Moderate), Comprehension Elixir (Greater), Frost Vial (Greater), Quicksilver Mutagen (Greater), Stone Fist Elixir, Tanglefoot Bag (Greater)

Earthen Blow One Action (earth)

Frequency once per round


Effect Thessekka commands nearby earth to attack a foe. Thessekka makes a claw Strike against a creature that is within 60 feet of her and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked Prone.

Earthen Torrent Two Actions (earth)

Frequency once per minute

Requirements Thessekka is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material


Effect Thessekka creates a violent wave of roiling earth. Creatures in a 15-foot cone take 10d10 bludgeoning damage (DC 34 reflex save; on a critical failure, creatures are also knocked Prone).

Expanded Splash

Thessekka's bombs with the splash trait deal 4 additional splash damage and deal splash damage to all creatures within 10 feet.

Quick Alchemy One Action

Cost 1 batch of infused reagents


Effect Thessekka creates a single alchemical item from her formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the end of her next turn.

Quick Bomber One Action

Thessekka Interact to draw a bomb, then Strikes with it.

Stone Throes One Action (earth)

Thessekka turns her own body into solid stone like a statue and immediately becomes Petrified. Any creature grabbed or restrained by her becomes Immobilized; to get free, the creature must damage the statue enough to break it or succeed at a DC 36 acrobatics check to Escape. The only action Thessekka can take while petrified is to use Stone Throes again to end the effect.

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.


Primal Innate Spells (DC 34, +26 to hit)

4th Level: Shape Stone



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Xulgath

These subterranean reptilian creatures tend to have darkvision and smell awful.