Wishbound Mist Stalker (5-6)Creature 3
Source Pathfinder Society Scenario #2-16: Freedom for Wishes
Perception +11 (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
+12 (+7, +2) to hit (finesse, reach 10, sweep, unarmed) 2d8+2 BludgeoningMist 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
(1d8+2) bludgeoning damage DC 19 fortitude, [/act escape dc=19]
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
(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
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
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.