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Wishbound Mist Stalker (7-8)Creature 5


UncommonNEMediumAmphibiousElementalWater
Source Pathfinder Society Scenario #2-16: Freedom for Wishes
Perception +14 (darkvision, mist vision)
Languages Aquan
Skills Athletics +12, Stealth +14
Str +5, Dex +5, Con +2, Int +1, Wis +5, Cha +0

AC 22; Fort +12; Reflex +14; Will +13;
HP 73
Speed 20 feet (climb 20 feet, swim 30 feet)
Immunities bleed, paralyzed, poison, sleep

Tentacle One Action +15 (+10, +5) to hit (finesse, reach 10, sweep) 2d8+6 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.

Mist Cloud (aura, conjuration, primal, water)

15 feet Aura


The mist stalker is surrounded by mist. Creatures in the aura are Concealed. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water.

Mist Vision

The mist stalker ignores the Concealed condition from mist and fog.

Constrict One Action

1d8+6 bludgeoning damage DC 21 basic fortitude, Escape DC 21


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Solidify Mist One Action (primal, transmutation, water)

The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 21 reflex save or become Immobilized until it Escapes or it is no longer in the mist cloud's emanation.

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.



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.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.