Sedacthy Scout

Creature 2
  • Medium
  • amphibious
  • humanoid
  • sedacthy
Perception
+9; darkvision, wavesense (imprecise) 30 feet
Languages
Thalassic, Sea Speech
Skills
Athletics +8, Intimidation +9, Stealth +8, Survival +7
Str +4, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items
spear

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
17; Fort +7, Ref +10, Will +7
HP
30
Speed
20 feet, swim 40 feet

Melee ◆ jaws +10 (unarmed), Damage 1d4 persistent bleed plus 1d4+4 piercing

Melee ◆ claw +10 (agile, unarmed), Damage 1d6+4 slashing

Melee ◆ spear +10, Damage 1d6+6 piercing

Ranged ◆ spear +10 (thrown 20 feet), Damage 1d6+4 piercing

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.

Wriggling Rush ◆ Frequency once per round;

Effect The scout takes a Stride action and a Swim action, in either order. They ignore difficult terrain from mud, quicksand, and similar terrain during this movement.

Source: Pathfinder Monster Core

Running this fight? Add the sedacthy scout 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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