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PFS StandardSedacthy Scout

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.

Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Sedacthy ScoutCreature 1

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 300
Perception +9; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +6, Intimidation +7, Stealth +6, Survival +5
Str +4, Dex +4, Con +1, Int +0, Wis +1, Cha +3
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.
Items spear
AC 15; Fort +5, Ref +8, Will +5
HP 20
Speed 20 feet, swim 40 feet
Melee [one-action] spear +8 [+3/-2], Damage 1d6-2+6 piercingMelee [one-action] jaws +8 [+3/-2], Damage 1d4-2+4 piercing plus 1d4-2 persistent bleedMelee [one-action] claw +8 [+4/+0] (agile), Damage 1d6-2+4 slashingRanged [one-action] spear +8 [+3/-2] (thrown 20 feet), Damage 1d6-2+4 piercingShared Feast [two-actions] 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 [one-action] 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.

All Monsters in "Sedacthy"

NameLevel
Sedacthy6
Sedacthy Marauder4
Sedacthy Scout2

Sedacthy

Source Monster Core pg. 300
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.

Sidebar - Additional Lore Ancient Wish

The most important story in sedacthy oral history tells of impressing a powerful faydhaan genie in a game of wordplay and being granted the ability to speak with all creatures worthy of wisdom. As a result, faydhaans are held in special regard and are among the few that can broker peace with sedacthies.

Sidebar - Advice and Rules Fleshwarping

Sedacthies' constant drive to strengthen their animal servants has led to generations of experiments in fleshwarping and body modification. Those most seen by land dwellers include mucus glands that keep the gills wet, allowing breathing in air, and implanted crab legs, granting a land Speed of 15 feet.