Sedacthy Scout

Level 2
Creature· amphibiousMediumRemaster
AC
17
HP
30
Speed
20 ft.
Perception
+9
Fort
+7
Ref
+10
Will
+7
Languages thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Skills intimidation +9, athletics +8, stealth +8, survival +7
Other Speeds swim 40 ft.
Recall Knowledge DC 16 (society)

Attacks

Melee Jaws +10, Damage 1d4 bleed plus 1d4+4 piercing
Melee Claw +10 (agile), Damage 1d6+4 slashing
Melee Spear +10, Damage 1d6+6 piercing
Melee Spear +10 (thrown 20 ft.), Damage 1d6+4 piercing
Melee Clingy Octopus +10 (thrown 15 ft.), Damage 1d4+4 bludgeoning plus 1 bleed

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
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.

Scouts, usually young sedacthies, ply the ocean in search of animal servants or tread ashore to hunt. Scouts hunting on the surface press crocodiles and snakes into service, while those underwater prefer electric eels and hippocampi.


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.