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IncutilisCreature 2

Source Pathfinder Bestiary 3
Perception +7 (darkvision)
Languages Aklo, Aquan, Telepathy 30 Feet
Skills Athletics +8, Deception +5, Stealth +9
Str +4, Dex +3, Con +1, Int +1, Wis +3, Cha -1

AC 17; Fort +7; Reflex +7; Will +9;
HP 21
Speed 5 feet (climb 5 feet, swim 40 feet)

Tentacle One Action +8 (+3, -2) to hit 1d4+4 Bludgeoning


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.

Telepathy 30 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Abandon Puppet One Action (manipulate)

Requirements The incutilis is attached to a puppet

Effect The incutilis abandons its puppet, detaching and separating from its nervous system.

If the puppet was still alive, it's Unconscious and temporarily immune to that incutilis's Puppetmaster ability for 24 hours.

Puppetmaster Three Actions (manipulate)

An incutilis drives tendrils into a Small or Medium living creature that's Unconscious or Restrained by the incutilis. It attaches and injects the unfortunate host with enzymes to take over control of the creature's nervous system, turning the host into a puppet controlled by the incutilis.

The puppet becomes Dying 2 and is Controlled by the incutilis. If the puppet dies, its body remains under the control of the incutilis until it's destroyed or the incutilis Abandons the Puppet. If the puppet recovers from the dying condition, the incutilis immediately Abandons the Puppet.

While controlling a puppet, the incutilis is attached to the puppet's head (or elsewhere, if its brain is in an unconventional location) and moves along with it. The puppet uses its own AC, Hit Points, Fortitude and Reflex saves, and physical Strikes, but it uses the incutilis's Will save. The puppet can perform only basic actions and untrained uses of the Athletics and Stealth skills while controlled.

Any attack that deals damage to the puppet also deals 1 Mental Damage to the incutilis. Area effects are applied to both the incutilis and puppet. The incutilis always has lesser cover while in control of a puppet.

Effect: Cover

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.

Incutilises are intelligent, nautilus-like sea creatures that attack their victims' brains to take over their bodies, creating puppets to use for labor, combat, or their own malevolent amusement.

An adult incutilis is slightly smaller than an adult human head. Its shell bears a pattern of crimson streaks that resemble the ridges and furrows of a brain. Incutilises hatch within the depths of the sea, where they start off consuming bottom-dwelling crustaceans and sometimes even whales or sharks, but as they grow into adults, incutilises instinctively crave the complex tissues of other creatures' brains-the more complex, the better.

An incutilis makes excursions onto land specifically to use their iconic puppetmaster ability. They use their tentacles to crawl up onto shore or climb aboard a ship. An incutilis then drives their tendrils directly into the brain of a helpless living (or very recently dead) land creature, taking control of it through this neurological connection. They prefer to target humanoids and animals. This host-now called a puppet-rarely survives the experience.

After the incutilis has taken full control, they can usually ride their puppet for as long as they wish. Often, they use the puppet to seek out other potential prey, battling other creatures until the wear and tear from repeated conflict renders the body useless.



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.


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.