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PFS StandardSedacthy

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.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

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

Elite SedacthyCreature 7

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 301
Perception +17; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +18, Crafting +16, Diplomacy +15, Intimidation +17, Nature +17
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +5
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 +1 trident
AC 25; Fort +16, Ref +15, Will +17
HP 115
Speaker's Privilege [reaction] Trigger The sedacthy speaker takes damage; Requirements The sedacthy speaker has cover from an animal ally; Effect The animal takes the damage instead.
Speed 20 feet, swim 40 feet
Melee [one-action] trident +19 [+14/+9] (magical), Damage 1d8+2+10 piercingMelee [one-action] jaws +18 [+13/+8], Damage 1d6+2+8 piercing plus 1d4 persistent bleedMelee [one-action] claw +18 [+14/+10] (agile), Damage 1d6+2+8 slashingRanged [one-action] trident +16 [+11/+6] (magical, thrown 20 feet), Damage 1d8+2+8 piercingAnimal Shield [one-action] Requirements The sedacthy speaker is adjacent to a Large or larger animal ally; Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.Exploit Weakness The speaker's Strikes deal 1d6 additional damage to creatures that are frightened or sickened.Painful Cry [two-actions] (mental, sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 25 basic Fortitude save. A creature that fails its save is sickened 1.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.Swim Together [two-actions] Requirements The speaker is adjacent to an animal ally; Effect The speaker and the animal both Swim, ending their movement adjacent to one another.

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.