Azarketi ExplorerCreature 2
Source Pathfinder Bestiary 3
Perception +8 (low-light vision)
Languages Alghollthu, Azlanti, Common
Skills Acrobatics +5, Athletics +8, Deception +7, Diplomacy +7, Intimidation +7, Nature +4, Society +4
Str +4, Dex +1, Con +2, Int +0, Wis +0, Cha +3
AC 18; Fort +10; Reflex +7; Will +6;
HP 30
Speed 20 feet (swim 30 feet)
Trident +10 (+5, +0) to hit 1d8+6 Piercing
Dagger +10 (+6, +2) to hit (agile, versatile s) 1d4+6 Piercing
Trident +7 (+2, -3) to hit (thrown 20) 1d8+6 Piercing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
HydrationAn azarketi must regularly submerge themself in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they take a -1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water.
Hydraulic Deflection (abjuration, water)Drawing moisture from the surrounding atmosphere, the azarketi explorer creates a disc of hovering water that deflects incoming attacks. They gain a +1 circumstance bonus to AC until the start of their next turn.
Surface SkimmerWhile the azarketi explorer is submerged just below the water's surface, they have Cover from attacks made by creatures out of the water.
This rakish azarketi explores the wrecks and ruins of the Inner Sea's coasts. At home above and below the waves, they fight to protect their discoveries, their life, and their reputation.
During the cataclysmic events of Earthfall, a fraction of the Azlanti populace was mutated by their hated alghollthu enemies to survive in the ocean depths. Commonly called "gillmen" or sometimes "Low Azlanti," azarketis primarily live in the Arcadian Ocean, Inner Sea, and ruins of Azlant. They retain the imperious attitude and violet eyes of their ancestors, but they have hairless bodies, prominent gills, and webbed hands and feet. Most have innate hydrokinetic powers, which they use to make tiny currents, cushion their dives, and read the weather. Whether this power springs from the latent magic of their Azlanti heritage or alghollthu meddling is unknown.
Azarketis endured centuries of alghollthu enslavement and experimentation before being abandoned by their alghollthu masters. In the ages since, azarketis have built their own settlements and societies, traveled the breadth of Golarion's waterways, and explored both the ruins of their shattered empire and the myriad cultures that dot the coasts of the world.
Proud of their heritage, azarketi are secretive and territorial. They don't take kindly to outsiders in their underwater settlements or explorers seeking to pillage the ruins of Azlant. Only a few build relationships with coastal or island settlements, defending them from aquatic dangers or supporting naval trade.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
AzarketiAmphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.