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Weak Mist StalkerCreature 4


MediumAmphibiousElementalWater
Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +13 (darkvision, mist vision)
Languages Thalassic
Skills Athletics +9, Stealth +10
Str +4, Dex +4, Con +2, Int +1, Wis +5, Cha +0

AC 18; Fort +8; Reflex +10; Will +9;
HP 43
Speed 20 feet (climb 20 feet, swim 30 feet)
Immunities bleed, paralyzed, poison, sleep

Tentacle One Action +12 (+7, +2) to hit (finesse, reach 10, sweep, unarmed) 2d8+2 Bludgeoning

Mist Vision

The mist stalker ignores the Concealed condition from mist and fog.

Mist Cloud (aura, primal, water)

15 feet. The mist stalker is surrounded by mist. Creatures in the aura are Concealed. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water.

Constrict One Action

(1d8+2) bludgeoning damage, DC 19 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Solidify Mist One Action (primal, water)

The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn.

In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 18 reflex save or become Immobilized until it Escapes or it is no longer in the mist cloud's emanation.

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.


The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking its prey.


Water elementals that become infused with cold or mist have increased mobility in regions outside of bodies of water.


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.