Ulat-Kini ScoutCreature 9
Source Pathfinder Adventure Path: Hell's Destiny
Perception +19 (darkvision)
Languages Alghollthu, Azlanti, Common
Skills Athletics +22, Stealth +16, Survival +19
Str +7, Dex +1, Con +4, Int +0, Wis +4, Cha +0
AC 29; Fort +21; Reflex +18; Will +17;
HP 205
Speed 20 feet (swim 40 feet)
Ranseur
+23 (+18, +13) to hit (disarm, magical, reach 10) 1d8 Bleed + 2d10+13 PiercingClaws
+23 (+19, +15) to hit (agile) 2d8+13 SlashingFangs
+23 (+18, +13) to hit 2d10+13 PiercingSea-Beast Rider
The ulat-kini scout automatically succeeds at checks to Command an Animal with the aquatic trait that their riding. The first attack the ulat-kini makes each round doesn't share a multiple attack penalty with their mount.
Blood in the Water
Requirements The ulat-kini scout begins their turn within 30 feet of a creature taking persistent bleed damage
Effect Until the beginning of their next turn, the ulat-kini gains 9 temporary Hit Points and a +4 status bonus to their Strikes' damage rolls.
Effect: Blood in the Water
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.