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PFS StandardSedacthy Marauder

Physically imposing sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks and giant moray eels.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Sedacthy MarauderCreature 4

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 300
Perception +9; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +14, Intimidation +13, Survival +9
Str +6, Dex +3, Con +4, 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 breastplate, spear (2)
AC 19; Fort +14, Ref +9, Will +9
HP 75
Vengeful Throw [reaction] Trigger The marauder takes damage from a creature 20 feet or further away; Effect The marauder makes a ranged spear Strike against the triggering creature. This attack doesn't take a range increment penalty if the target is within the second range increment.
Speed 20 feet, swim 40 feet
Melee [one-action] spear +14 [+9/+4], Damage 1d6+10 piercingMelee [one-action] jaws +14 [+9/+4], Damage 1d4+8 piercing plus 1d4 persistent bleedMelee [one-action] claw +14 [+10/+6] (agile), Damage 2d4+8 slashingRanged [one-action] spear +11 [+6/+1] (thrown 20 feet), Damage 1d6+10 piercingChallenging Shriek [one-action] (auditory, emotion, fear, mental) The marauder unleashes a terrifying battle cry. Each enemy in a 30-foot emanation must attempt a DC 21 Will save. Regardless of the results, creatures are temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is immobilized for 1 round and frightened 3.
Shared 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.

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.