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DrenchdeadCreature 12


UncommonNEMediumUndeadWater
Source Pathfinder #172: Secrets of the Temple-City
Perception +21 (darkvision, wavesense (precise) 60 feet)
Languages Common, (can't Speak Any Languages)
Skills Acrobatics +21, Athletics +25, Stealth +23, Survival +19
Str +7, Dex +3, Con +4, Int +0, Wis +1, Cha +3

AC 32; Fort +24; Reflex +21; Will +19;
HP 230
Speed 20 feet (swim 35 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10

Claw One Action +26 (+22, +18) to hit (agile) 3d6+13 Slashing
Jaws One Action +26 (+21, +16) to hit 3d10+13 Piercing

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 (precise) 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.

Aquatic Camouflage

When fully submerged in water, the drenchdead can Hide from other creatures even if it doesn't have cover against them and isn't Concealed from them.

Drag Down Two Actions

Requirements The drenchdead is swimming in water at least 10 feet deep


Effect The drenchdead attempts an Athletics check to Grapple an adjacent creature (on nearby land or in the water). On a success against a creature on land, in addition to the normal effects of Grapple, the drenchdead pulls the creature into the water into a space adjacent to itself. If the creature is already in the water, on a success, in addition the normal effects of Grapple, the drenchdead drags the creature 10 feet deeper, moving 10 feet with the creature. Moving a creature into water or deeper into water using Drag Down is forced movement for the target creature, but not for the drenchdead.

Drowning Touch Two Actions (conjuration, incapacitation, occult, water)

The drenchdead touches a creature and causes water from its own body to flow into the creature's lungs. If the creature can't breathe water, it must attempt a DC 32 fortitude save.

Success The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours.

Failure The creature becomes Sickened 3.

Critical Failure The creature chokes on the water and runs out of air. It falls Unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.

Surface Skimmer

A drenchdead submerged in water has cover from attacks made by creatures out of the water.

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.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.