Sedacthy Marauder
Creature 4- Perception
- +9; darkvision, wavesense (imprecise) 30 feet
- Languages
- Thalassic, Sea Speech
- Skills
- Athletics +14, Intimidation +13, Survival +9
- Str +6, Dex +3, Con +4, Int +0, Wis +1, Cha +3
- Items
- spear (2), breastplate
Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.
Wavesense (Imprecise) 30 feet
- AC
- 19; Fort +14, Ref +9, Will +9
- HP
- 75
Vengeful Throw ⟲ Trigger The marauder takes damage from a creature 20 feet or further away
Effect The marauder makes a ranged spear Strike against the triggering creature. This attack doesn't take a range increment penalty if the target is within the second range increment.
- Speed
- 20 feet, swim 40 feet
Melee ◆ claw +14 (agile, unarmed), Damage 2d4+8 slashing
Melee ◆ jaws +14 (unarmed), Damage 1d4 persistent bleed plus 1d4+8 piercing
Melee ◆ spear +14, Damage 1d6+10 piercing
Ranged ◆ spear +11 (thrown 20 feet), Damage 1d6+10 piercing
Challenging Shriek ◆ (auditory, emotion, fear, mental) The marauder unleashes a terrifying battle cry. Each enemy in a 30-foot emanation must attempt a DC 21 Will save. Regardless of the results, creatures are temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Immobilized for 1 round and Frightened 3.
Shared Feast ◆◆ The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.
Source: Pathfinder Monster Core