SeetangeistCreature 12
Source Pathfinder Book of the Dead
Perception +19 (darkvision, wavesense (imprecise) 100 feet)
Languages none
Skills Athletics +22
Str +4, Dex +4, Con +7, Int -5, Wis +3, Cha +2
AC 32; Fort +25; Reflex +22; Will +19;
HP 160 (negative healing)
Speed 0 feet (swim 40 feet)
Immunities death effects, disease, mental, paralyzed, poison, precision, prone, unconscious
Weaknesses Area Damage 10, Splash Damage 10
Resistances Bludgeoning 5, Cold 10, Fire 10, Slashing 10, Piercing 10
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) 100 feetThis 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.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Necrotic Runoff (aura, poison)60-foot emanation Aura
A seetangeist secretes foul fluids into the surrounding water, poisoning it. A creature that enters or starts its turn in the aura must succeed at a DC 29 fortitude save or become Sickened 2 (Sickened 3 on a critical failure). Creatures that breathe water take a -2 circumstance penalty to this saving throw. As long as a creature remains in the aura, it can't reduce its sickened condition below 1. A creature that succeeds at its save is temporarily immune for 1 minute.
Putrid AssaultEach enemy in the seetangeist's space takes 3d6 slashing and 3d6 poison damage (DC 32 basic reflex). A creature that fails this save also takes 1d12 Persistent Poison Damage.
Seetangeists are composed of the bloated corpses of marine life, encrusted with bleached coral and wrapped in rotting seaweed. Although occasionally created by water-breathing necromancers, seetangeists most often arise when an aquatic ecosystem collapses, resulting in the deaths of countless creatures. Bound by spiritual trauma, these corpses merge together, forming a writhing school of flesh and decaying plant matter that seeks out and consumes what life remains in the region.
The disasters that lead to the creation of seetangeists are typically caused by mortal interference: overhunting, ecological overexploitation, pollution, or necromantic magic and experimentation.
When disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other animals don't possess a psychology complex enough to experience the emotional catharsis required to return as undead without intervention from an outside force. Mass extinction can serve as that outside force.
Humanoids clear-cutting an entire forest or a seaside community wiping out a species critical to their ecosystem can spawn a verdorite. The collective spiritual energy and emotional distress of a dying biome powers these undead, formed as conglomerates or representatives.
Traits
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.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.