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Dhuthorex SageCreature 11


RareCNLargeAberrationAmphibious
Source Pathfinder #165: Eyes of Empty Death
Perception +22 (darkvision, wavesense (imprecise) 60 feet)
Languages Aklo
Skills Athletics +23, Occultism +16, Stealth +20, Survival +21
Str +8, Dex +3, Con +5, Int +3, Wis +4, Cha +0

AC 31 all-around vision; Fort +24; Reflex +18; Will +21;
HP 195
Speed 20 feet (swim 40 feet)
Immunities acid

Jaws One Action +24 (+19, +14) to hit (deadly d12, reach 10) 3d10+12 Piercing
Snout One Action +24 (+19, +14) to hit (reach 10) 3d8+12 Bludgeoning
Tentacle One Action +22 (+18, +14) to hit (agile, reach 15) 3d6+12 Slashing

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) 60 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.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Attack of Opportunity Reaction

Trigger 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.

Frightful Presence (aura, emotion, fear, mental)

60 feet Aura DC 27 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Aquatic Ambush One Action

50 feet


Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.


Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

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.

Push One Action

Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.


Occult Prepared Spells (DC 27, +19 to hit)

Cantrips (6th Level): Detect Magic, Mage Hand, Message, Read Aura, Shield
1st Level: Bane, Fear, Mindlink, Sanctuary
2nd Level: Augury, Death Knell, Telekinetic Maneuver
3rd Level: Enthrall, Paralyze
4th Level: Confusion, Nightmare, Read Omens
5th Level: Cloak of Colors, Crushing Despair, Hallucination

Occult Innate Spells (DC 27, +19 to hit)

3rd Level: Hypnotic Pattern, Mind Reading
5th Level: Mariner's Curse


More intelligent than their lesser kin, dread dhuthorexes possess eerie, enchanting powers.


Strange things swim in sunless seas, but few as fierce as the shark-like dhuthorexes. These beasts chase prey fearlessly and tenaciously.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.