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Smilglen DaetCreature 1


UniqueCESmallAberrationAmphibious
Source Pathfinder Bounty #15: Treasure off the Coast
Perception +5 (darkvision)
Languages Aquan
Skills Deception +4, Occultism +7, Stealth +7
Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +0

AC 15; Fort +5; Reflex +6; Will +7;
HP 21
Speed 10 feet (swim 25 feet)

Bite One Action +6 (+1, -4) to hit (finesse) 1d6 Piercing
Tentacle One Action +6 (+2, -2) to hit (agile, finesse, trip) 1d4 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.

Attack of Opportunity Reaction

Smilglen Daet gains 1 extra reaction at the start of each of her turns that she can use only to make an Attack of Opportunity with a tentacle. She can't use more than one Attack of Opportunity triggered by the same choice.


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.

Clinging Suckers

When Smilglen Daet Grabs a creature larger than herself, she attaches to that creature. The Grabbed creature is not Immobilized, but if it moves, Smilglen moves with it. If the creature is Medium or smaller, it takes a -5-foot status penalty to its Speeds while Smilglen is attached. Smilglen is Flat-Footed while it is attached to a creature.

Jet Two Actions (move)

Smilglen moves up to 60 feet in a straight line through the water without triggering reactions.

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.


Occult Prepared Spells (DC 17, +9 to hit)

Cantrips (1st Level): Chill Touch, Daze, Guidance, Mage Hand, Shield
1st Level: Grim Tendrils, Soothe

Witch Hexes (DC 17, +0 to hit)

Cantrips (1st Level): Evil Eye


The top half of a grindylow looks vaguely like that of a goblin, but from the waist down, their bodies split into a tangle of suckered, wriggling tentacles. They dwell mostly in shallow waters both fresh and briny, including lakes, rivers, coastal regions, and near coral reefs. Grindylows generally organize into schools ranging from a few individuals to a few hundred. Smaller schools can sometimes be brought under the leadership of a powerful aquatic creature, though such alliances last only until the school faces a major setback, at which point the surviving grindylows scatter and form smaller schools of their own.

Grindylows aren't territorial, but they are pragmatic; while they rarely build permanent structures, they will adopt a good hunting ground for generations until driven away by predators. They often lair in mobile shelters, such as a sargasso of seaweed or the hull of an abandoned ship. They are skilled scavengers and hunters that eat anything they can sink their teeth into.

Grindylows respect the power of bigger sea predators but have a special hatred for squids (or anything they believe looks like a squid). Sailors plying grindylow-infested waters often paint the images of squids on the bottoms of their hulls in hopes of warding the little terrors off. While this can keep smaller schools at bay, it can also backfire, potentially inciting larger groups to gather for a coordinated attack; this becomes especially more likely if the ship's route becomes predictable. This hatred of squids does not extend to other tentacled creatures; grindylows consider octopuses to be the epitome of grace and power.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.