Quatoid

Creature 7
  • Small
  • aquatic
  • elemental
  • water
Perception
+18; darkvision
Languages
Common, Thalassic
Skills
Athletics +15, Diplomacy +12, Elemental Lore +17, Occultism +17, Society +17, Stealth +13
Str +4, Dex +2, Con +0, Int +4, Wis +3, Cha +1

At-Will Spells

AC
25; Fort +13, Ref +15, Will +18
HP
120; Immunities bleed, paralyzed, poison, sleep; Resistances bludgeoning 5, fire 5

Calming Bioluminescence (aura, emotion, mental, visual) 30 feet.

The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.

Effect: Calming Bioluminescence

Speed
25 feet, swim 25 feet

Melee ◆ tentacle +16 (reach 10 feet, unarmed), Damage 2d12+6 bludgeoning plus Grab

Primal Innate Spells DC 27, attack +17; 2nd hydraulic push (at will)

Constrict ◆ 1d12+6 bludgeoning, DC 25 basic Fortitude

Grab ◆

Source: Pathfinder Monster Core

Running this fight? Add the quatoid to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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