Warden of Oceans and RiversCreature 22
Source Pathfinder Howl of the Wild
Perception +39 (darkvision, scent (imprecise) 200 feet)
Languages Voices Of Nature
Skills Acrobatics +37, Athletics +40, Intimidation +36, Nature +39, Stealth +42, Survival +42
Str +10, Dex +9, Con +12, Int +6, Wis +8, Cha +6
AC 47; Fort +39; Reflex +36; Will +33; +1 to all saves vs primal
HP 540
Speed 0 feet (swim 100 feet)
Immunities controlled, emotion, mental, poison, precision
Weaknesses Electricity 15
Resistances Bludgeoning 20, Cold 20
Horned Crown
+41 (+36, +31) to hit (magical, reach 10) 2d8+15 Cold + 2d8+15 PoisonTentacle
+43 (+39, +35) to hit (agile, magical, unarmed) 4d10+16 BludgeoningScent (Imprecise) 200 feet
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
DarkvisionA monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Voice of NatureThough the Wardens of the Wild do not speak in words, they can communicate complex concepts flawlessly and wordlessly with any animal, beast, plant, or other creature of the natural world through prolonged eye contact. Sapient creatures with strong ties to the natural world, such as animal instinct barbarians or druids who speak the Wildsong, can somewhat understand a Warden of the Wild, though the meaning can be vague.
Warden's CrownA Warden of the Wild's horned crown commands respect from wild creatures. Wild creatures native to a warden's biome automatically improve their attitude toward it by one step (up to friendly) and typically do not take hostile actions towards each other while in the warden's presence.
+1 To All Saves vs. PrimalBioluminescent Maelstrom (aura, primal, visual, water)30 feet. DC 45 will
The warden's wrath conjures a dazzling storm around them that makes the area difficult terrain. Creatures that enter the storm must attempt a Will save. A creature that succeeds at this save is temporarily immune to the luring visuals for 24 hours.
Success The creature is unaffected.
Failure The creature is Dazzled for 1 round, and for the first action on its next turn, the creature must use a single action to move as close to the warden as possible.
Critical Failure The creature is dazzled for as long as it remains in the aura. Whenever the creature begins its turn within the aura, the creature must use the first action of its turn to move as close to the warden as possible. It can attempt a new save at the end of its turn, ending this effect on a success.
All Are One
Frequency once per turn
Effect The warden attracts organisms that extend their influence. The area of bioluminescent maelstrom and the reach of their tentacle Strike increase by 10 feet for 1 minute, to a maximum of an additional 30 feet.
Arctic Embrace
(cold)All creatures in the warden's bioluminescent maelstrom take 10d6 cold damage (DC 45 fortitude save). On a failure, the creature is also Slowed 1 for 1 round.
Grasp of the DeepCreatures struck by one of the warden's tentacles gain cold weakness 10 and take a β2 status penalty to Fortitude saves for 1 round.
Effect: Grasp of the Deep
I Am The Tide
(primal, water)The warden creates three lines of rushing water, each 10 feet wide and 120 feet long. Creatures in the area take 18d8 bludgeoning damage (DC 45 fortitude save). The warden can either push or pull, and all creatures that fail this save move up to 40 feet in the direction chosen. The warden can't use I Am The Tide again for 1d4 rounds.
What Lurks Beneath
The warden attacks with their tentacles six times.
A Vengeful Present
In past eras, the Warden of Oceans and Rivers was once connected to the world of landed creatures and deeply involved in their channels of commerce. Now the descendants of these creatures are unable to rely on the bounty of the sea and feel that they must take what they can to survive. Fishing folk must be swift and deliberate now that the oceans and rivers zealously protect their goods. It is for this reason not all agree with the new warden's tactics⦠and some wish to see the old ways restored.
Traits
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.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual β2 penalty for being underwater. Aquatic creatures can breathe water but not air.
BeastA creature similar to an animal but with an Intelligence modifier of β3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
WaterEffects 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.