🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

The Saboteur (3-4)Creature 3


UncommonLEMediumAmphibiousHumanoidSeaDevil
Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +9 (darkvision, wavesense 30 feet)
Languages Aquan, Common, Shark Commune 150 Feet
Skills Acrobatics +10, Athletics +8, Deception +12, Intimidation +8, Medicine +10, Stealth +10
Str +1, Dex +4, Con +2, Int +0, Wis +2, Cha +3

AC 19; Fort +6; Reflex +10; Will +9;
HP 48
Speed 25 feet (swim 30 feet)

Jaws One Action +12 (+7, +2) to hit 2d6+1 Piercing
Scalpel One Action +8 (+4, +0) to hit (agile, versatile p) 1d4+1 Slashing

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.

Odru: Wind and Wavesense

Odru's faith extends her wavesense to a range of 60 feet and allows it to function equally well in clouds of water droplets or vapor, such as mist. (Odru only.)

Shark Commune 150 feet (mental, telepathy)

The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."

Wavesense 30 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.

Sythi: Nervous Retreat Reaction

TriggerAn ally ends a move action adjacent to Sythi.


EffectSythi hides behind his ally. He Steps to another square adjacent to the triggering ally and gains a +2 circumstance bonus to his AC against the next attack that targets him. (Sythi only.)

Blood Frenzy Free Action (rage)

Requirements The sea devil is not Fatigued or already in a frenzy

Trigger The sea devil deals bleed damage to a living creature.


Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is Fatigued.

Effect: Blood Frenzy

Bloodletting

When the sea devil deals piercing or slashing damage, it also deals 1d4 Persistent Bleed Damage if the target was Flat-Footed or if the attack was a critical hit.

Rahla: Applied Anesthesia

Rahla's scalpel is coated with a disorienting agent. The first creature she successfully hits with a scalpel strike must succeed on a DC 22 fortitude save or be Sickened 1; this is a poison effect. (Rahla only.)

Sneak Attack

The saboteur deals an extra 2d6 precision damage to Flat-Footed creatures.

Surprise Attack

On the first round of combat, if the saboteur rolls Deception or Stealth for initiative, creatures that haven't acted are Flat-Footed to them.



Traits

Uncommon

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.

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.