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Tehialai-Thief-of-ShipsCreature 13


UniqueCNGargantuanAmphibiousAquaticBeast
Source Pathfinder Lost Omens: Monsters of Myth
Perception +26 (darkvision, wavesense 60)
Languages Aquan, Okaiyan
Skills Acrobatics +27, Athletics +28, Lore +30, Stealth +24, Survival +27
Str +8, Dex +5, Con +4, Int +4, Wis +6, Cha +4

AC 32; Fort +26; Reflex +20; Will +23; +2 status to all saves vs. water
HP 200 (Hardness 10 (Ship Armor)
Speed 30 feet (swim 60 feet)

Mandibles One Action +27 (+22, +17) to hit (magical, reach 10) 4d8+10 Bludgeoning
Barbed Spear One Action +27 (+22, +17) to hit (magical, reach 15) 4d8+12 Piercing
Boiling Club One Action +25 (+20, +15) to hit (magical) 1d6 Fire + 4d12+12 Bludgeoning
Toothed Shredder One Action +27 (+22, +17) to hit (fatal d10, magical, reach 15) 4d6+12 Slashing
Water Spit One Action +25 (+20, +15) to hit (magical, range 120, water) 4d6+10 Piercing
Salt Darts One Action +26 (+21, +16) to hit (magical, range 120) 2d8 Acid + 2d8+12 Piercing
Tidal Gourd One Action +36 (+31, +26) to hit (magical, thrown 60, water) 2d8+4 Bludgeoning + 2d8 Cold

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 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.

+2 Status to All Saves vs. WaterExoskeletal Armory

At the beginning of each day, Tehialai can molt to change the morph of her two massive striking claws. She chooses two morphs and adds their Strikes and Release Claw effects to the stat block presented here. Tehialai can molt two different claws or two copies of the same claw.

Ship Armor

Tehialai hides within a shell made of all the ships she has stolen. This ship armor reduces any damage Tehialai takes by an amount equal to its Hardness. Once Tehialai is reduced to fewer than half her Hit Points, or immediately upon being damaged by a critical hit, her ship armor breaks, removing her Hardness and reducing her Armor Class to 32.

Capsize One Action (attack)

Tehialai attempts to capsize an aquatic vessel of her size or smaller that she's adjacent to. She must succeed at a DC 33 athletics check (reduced by 5 for each size smaller the vessel is) or the pilot's Sailing Lore DC, whichever is higher.

Move Home Three Actions (manipulate)

Requirements Tehialai is adjacent to a broken ship, and her ship armor is broken


Effect Tehialai claims nearby ship pieces to rebuild her home. She destroys the adjacent ship and rebuilds her ship armor, restoring her Hardness and increasing her AC back to 36.

Pressurize Claw One Action

Requirements Tehialai's claw isn't currently Pressurized


Effect Tehialai draws water into the base of one of her claws, building immense hydraulic pressure as she prepares to attack. The claw remains loaded until she Releases that Claw or 1 minute has passed, whichever comes first. While the claw is Pressurized, Tehialai can't use that claw to Strike. If Tehialai isn't at least partially within a body of water when she Pressurizes her Claw, she takes a -2 penalty to any attack rolls and DCs when she Releases that Claw.

Release Claw One Action

Requirements Tehialai has Pressurized a Claw


Effect Tehialai lashes out with the force of the sea. See each claw for its released effect; the DC for any effect is 33. After Releasing a Claw, the claw depressurizes.

Release Claw (Barbed Spear) One Action

Requirements Tehialai has Pressurized a Claw


Tehialai's spear shoots out, impaling prey and reeling them back. All creatures in a 40-foot line take 8d6 piercing damage (DC 33 basic reflex save); creatures that critically fail are Grabbed until the end of Tehialai's next turn.


After Releasing a Claw, the claw depressurizes.

Release Claw (Boiling Club) One Action (fire, range 15, sonic)

Requirements Tehialai has Pressurized a Claw


The impact of Tehialai's claw begets a burning vacuum. Tehialai makes a boiling club Strike against one target within 15 feet. If she hits, a shock wave booms out, dealing 3d6 fire damage and 3d6 sonic damage to all creatures except her within 15 feet of the target, including the target itself (DC 33 basic fortitude save). If the Strike was a critical hit, the target uses the degree of success one lower than it rolled on its save. Unlike most fire abilities, this ability can be used underwater, and the typical 5 fire resistance for being underwater doesn't apply.


After Releasing a Claw, the claw depressurizes.

Release Claw (Salt Darts) One Action

Tehialai launches a flurry of darts. She makes two salt dart Strikes against two different creatures. Both attacks count towards her multiple attack penalty, but she doesn't increase her penalty until after she has made both attacks.

Release Claw (Tidal Gourd) One Action (water)

Tehialai atomizes the water in her claw to create a mist that fills a 40-foot emanation centered on her and that lasts until the end of her next turn or until dispersed by a strong wind. All creatures within the mist become Concealed, and all creatures outside the mist become concealed to creatures within it. Wavesense functions through the mist and ignores the concealment.

Release Claw (Toothed Shredder) One Action

Tehialai's claw whirs and spins to cut through armor and ship hulls. Tehialai makes a toothed shredder Strike. On a hit, the target becomes Flat-Footed until the end of Tehialai's next turn and takes 2d12 Persistent Bleed Damage.


Though her current form is but a small and pale shell of her former glory, Tehialai is a legend even in her waning days. The titanic crustacean wears the hulls of ruined ships as her shell, ripped into shape by vessel-rending claws, as nothing else in Golarion's oceans is large enough to shield her body-or perhaps nothing else will satisfy her. Few ships can withstand her might, and fewer still are prepared for her appearance. Those who don't know of the thief of ships won't know to watch for her coming, and those who do know Tehialai offer her tribute to ward off her predation.


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.