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Cecaelia TrapperCreature 5


CNMediumAmphibiousHumanoid
Source Pathfinder Bestiary 3
Perception +11 (darkvision, wavesense (imprecise) 10 feet)
Languages Aquan, Common
Skills Acrobatics +13, Athletics +11, Stealth +13, Survival +9
Str +4, Dex +4, Con +3, Int -1, Wis +2, Cha +0

AC 24; Fort +10; Reflex +15; Will +11;
HP 53
Speed 20 feet (swim 35 feet)

Longspear One Action +15 (+10, +5) to hit (magical, reach 10) 2d8+7 Piercing
Tentacle One Action +15 (+11, +7) to hit (agile, reach 10) 2d4+7 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Wavesense (Imprecise) 10 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Cecaelia Jet Two Actions (move)

The cecaelia moves up to 140 feet in a straight line through the water.

Hurl Net One Action

Requirements The cecaelia is holding a net in two appendages.


Effect The cecaelia hurls their net, attempting to hamper a foe. The cecaelia makes a ranged Strike (with a +15 modifier) against a Medium or smaller creature within 20 feet.

On a hit, the target is Flat-Footed and takes a -10-foot circumstance penalty to its Speeds. On a critical hit, the creature is Restrained. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it from the target.

Effect: Hurl Net

Ink Cloud One Action

The cecaelia emits a cloud of black ink in a 10-foot emanation. This ink cloud has no effect outside of water. Creatures inside the cloud are Undetected by creatures using sight or smell, and they can't see or smell while inside the cloud. The cloud dissipates after 1 minute.

The cecaelia can't use Ink Cloud again for 2d6 rounds.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud. Their inquisitiveness often brings them into contact with strangers, where a poor turn of phrase or an unintended insult can quickly spark their legendary tempers.

Cecaelias live nomadic lives, hunting and scavenging along coastlines for food and tradeable trinkets. They engage in frequent trade with terrestrial communities, offering anything from seafood to treasures retrieved from sunken vessels in exchange for goods not readily available underwater. Some take to piracy or hire themselves out as mercenaries, but their quarrelsome disposition invariably leads to them going their own way again before too long. The only non-cecaelia communities that maintain long-lasting relationships with cecaelias are those of the remarkably laid-back locathahs, who coexist with cecaelias in the city of Xidao.

Cecaelias live in warm waters along verdant ocean reefs or coastlines, often near humanoid settlements. Able to adapt rapidly over a few generations, cecaelias adopt the physical features of their closest humanoid neighbors, which sages liken to an octopus's natural camouflage.


Traits

Common

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.

Amphibious

An 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.