ThessekkaCreature 14
Source Pathfinder #153: Life's Long Shadows
Perception +26 (darkvision, tremorsense (imprecise) 30 feet)
Languages Aklo, Common, Draconic, Undercommon
Skills Arcana +24, Athletics +28, Crafting +28, Intimidation +23, Medicine +24, Nature +22, Survival +22
Str +6, Dex +1, Con +4, Int +4, Wis +2, Cha +1
AC 35; Fort +26; Reflex +19; Will +22;
HP 255
Speed 20 feet (burrow 10 feet)
Resistances Physical 14
Jaws +28 (+23, +18) to hit 3d8+12 Piercing
Claw +28 (+24, +20) to hit (agile) 3d6+12 Slashing
Acid Flask (Greater) (Infused) +27 (+22, +17) to hit (range increment 30, splash) 4 Acid
Alchemist's Fire (Greater) (Infused) +27 (+22, +17) to hit (range increment 30, splash) 3d8+3 Fire
Frost Vial (Greater) (Infused) +27 (+22, +17) to hit (range increment 30, splash) 3d6+3 Cold
Tanglefoot Bag (Greater) (Infused) +27 (+22, +17) to hit (range increment 30) 0 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.
Tremorsense (Imprecise) 30 feetTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Infused ItemsThessekka carries the following infused items: 1 Acid Flask (Greater), 2 Alchemist's Fire (Greater), 1 Bravo's Brew (Moderate), 2 Frost Vial (Greater), 1 Quicksilver Mutagen (Greater), 1 Tanglefoot Bag (Greater). These items last for 24 hours, or until the next time Thessekka makes her daily preparations.
Powerful Stench (aura, olfactory)30 feet Aura
A creature that enters the area must attempt a DC 34 fortitude save. On a failure, the creature is Sickened 2, and on a critical failure, the creature is also Slowed 1 for as long as it is sickened. While within range of Thessekka's stench, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute.
Alchemical FormulasAcid Flask (Greater), Alchemist's Fire (Greater), Antidote (Greater), Bravo's Brew (Moderate), Comprehension Elixir (Greater), Frost Vial (Greater), Quicksilver Mutagen (Greater), Stone Fist Elixir, Tanglefoot Bag (Greater)
Earthen Blow (earth, transmutation)Frequency once per round
Effect Thessekka commands nearby earth to attack a foe. Thessekka makes a claw Strike against a creature that is within 60 feet of her and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked Prone.
Earthen Torrent (earth, transmutation)Frequency once per minute
Requirements Thessekka is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material
Effect Thessekka creates a violent wave of roiling earth. Creatures in a 15-foot cone take 10d10 bludgeoning damage (DC 34 basic reflex save; on a critical failure, creatures are also knocked Prone).
Expanded SplashThessekka's bombs with the splash trait deal 4 additional splash damage and deal splash damage to all creatures within 10 feet.
Quick AlchemyCost 1 batch of infused reagents
Effect Thessekka creates a single alchemical item from her formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the end of her next turn.
Quick BomberThessekka Interact to draw a bomb, then Strikes with it.
Stone Throes (earth, transmutation)Thessekka turns her own body into solid stone like a statue and immediately becomes Petrified. Any creature grappled or restrained by her becomes Immobilized; to get free, the creature must damage the statue enough to break it or succeed at a DC 36 acrobatics check to Escape. The only action Thessekka can take while petrified is to use Stone Throes again to end the effect.
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 34, +26 to hit)
4th Level: Shape Stone
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.