Maddenmist

Level 14
Creature· amphibiousUniqueMediumRemaster
AC
36
HP
251
Speed
20 ft.
Perception
+24
Fort
+25
Ref
+22
Will
+26
Languages azlanti, thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Skills arcana +28, intimidation +28, crafting +26, diplomacy +26, society +26
Other Speeds swim 40 ft.
Recall Knowledge DC 42 (society)

Attacks

Melee Claw +26 (agile, unarmed), Damage 3d6+12 slashing
Melee Jaws +26 (unarmed), Damage 2d6 bleed plus 3d8+12 piercing
Melee Staff +28 (magical, monk, two-hand-d8), Damage 2d4+12 bludgeoning

Abilities

Sea Speechinteraction

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 feetinteraction
Drain Bonded Item

Frequency once per day

Requirements Maddenmist is carrying his staff


Effect Maddenmist expends the magical power stored in his greater staff of arcane might. During the current turn, Maddenmist can cast one spell he prepared today and already cast without spending a spell slot. He must still Cast the Spell and meet the spell's other requirements.

High-ranking sedacthies are expected to both plan campaigns and wade into battle. These speakers achieve their rank by accumulating several large servants or a single massive creature like a megalodon.


Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.