Quatoid
Creature 7- 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