Saltborn Stalkers

Level 13
Creature· aquaticGargantuanRemaster
AC
34
HP
240
Speed
10 ft.
Perception
+24
Fort
+22
Ref
+26
Will
+20
Immunities bleed, paralyzed, poison, sleep
Weaknesses area-damage 10, splash-damage 10
Languages thalassic
Senses darkvision
Skills athletics +27, stealth +26, intimidation +22, nature +22
Other Speeds swim 60 ft.
Recall Knowledge DC 31 (nature)

Abilities

Troop Defenses

Thresholds 160 (3 segments), 80 (2 segments)


Lightlure

Effect The saltborn stalkers move their luminescent lures in an entrancing light show, drawing nearby creatures into their grasp. Each creature in a 100-foot area must attempt a DC 33 will save; regardless of the result of its save, the creature is then temporarily immune to Lightlure for 24 hours.

Success The creature is unaffected.

Failure The creature is Fascinated with the lures and must spend all its actions on its next turn to move closer to them as expediently as possible, avoiding ob

Saline Crust

20 feet


Requirements The saltborn stalkers are in a body of water


Effect Layers of the saltborn's salty skin flake off to foul the water around them. A creature that ends its turn in the aura takes 2d6 acid damage with a DC 30 reflex save; creatures with the amphibious or aquatic trait are immune.

Salty Clutch

Frequency once per round


Effect The stalkers reach out to Grab their foes and drag them underwater. Each enemy in a 5-foot area must succeed at a DC 33 reflex save or be Grabbed by the stalkers (or Restrained on a critical success). For the rest of the current turn, the saltborn stalkers can move toward water or in water without ending the grab, carrying any grabbed or restrained creatures along with them.

Scour the Bones

1 to 3

Frequency once per round


Effect The saltborn stalkers use their teeth and claws to vivisect each enemy within 5 feet (DC 30 reflex save). The damage depends on the number of actions.

1 2d10 slashing damage

2 (3d10+8)[slashing] damage

3 (3d10+16)[slashing] damage

Troop Movement

Whenever the saltborn stalkers Stride or Swim, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move. This works just like a Gargantuan creature moving; for instance, if any of the stalkers' squares enter difficult terrain, the extra movement cost applies to the whole troop.

The briny depths of the Boundless Sea sometimes twist large groups of merfolk into swarms with vicious rows of teeth and sharp claws known as saltborn stalkers. Saltborn stalkers hunt in groups, using their drooping, tentacle-like appendages as bioluminescent lures, posing them as wisps or bubbles of planar energy to draw unsuspecting prey into clever ambushes.


THE RITE OF SALT AND STONE

When a merfolk joins the ranks of the saltborn, they undergo a secret rite known only to other saltborn and the brine dragons of Kelizandrika. The recruits are encased in graves of salt and ice and left at the floor of the Boundless Sea to claw themselves free. Those who overcome the trial are never truly rid of the salt from their tombs, which covers the body of every saltborn stalker.