QuatoidCreature 7
Source Pathfinder Bestiary
Perception +18 (darkvision)
Languages Aquan, Common
Skills Athletics +15, Diplomacy +12, Lore +17, Occultism +17, Society +17, Stealth +13
Str +4, Dex +2, Con +0, Int +4, Wis +3, Cha +1
AC 25; Fort +13; Reflex +15; Will +18;
HP 120
Speed 25 feet (swim 25 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Bludgeoning 5, Fire 5
Tentacle +16 (+11, +6) to hit (reach 10) 2d12+6 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Calming Bioluminescence (aura, emotion, mental, visual)30 feet Aura
The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.
Effect: Calming Bioluminescence
Constrict1d12+6 bludgeoning, DC 25 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
GrabRequirements 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.
Primal Innate Spells (DC 27, +17 to hit)
1st Level: Hydraulic Push (At Will)
Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles.
Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
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.
WaterEffects 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.