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Aqudel

CREATURE 7

Aqudels are obsessed with control. They consider everything around them open to manipulation, and their position in the alghollthu hierarchy leads them to lord over networks of ugothols or small, established societies that they often bully and exploit from the shadows. Aqudels answer only to vidileths, following their commands with a combination of simpering compliance and scheming distrust.


Perception +18; darkvision
Languages Aklo, Alghollthu, Common, Sakvroth, Thalassic; Truespeech
Skills Athletics +17, Deception +15, Intimidation +17, Lore (any one subcategory) +16, Occultism +18, Stealth +15
Str +6, Dex +2, Con +5, Int +5, Wis +3, Cha +4

AC 24 (all-around vision); Fort +18, Ref +11, Will +16
HP 120
All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.


Speed 10 feet, swim 60 feet
Melee Tentacle +16 (reach 20), Damage 2d10+9 bludgeoning
Melee Cirrus +16 (agile, versatile p), Damage 2d8+6 bludgeoning
Occult Innate Spells DC 26, attack +17; 4th Suggestion (×3), Charm (×3); 3rd Mind Reading (At Will); 2nd Telekinetic Maneuver (At Will); Constant (5th) Truespeech
Barbed Cirri

The aqudel makes up to four cirrus Strikes, each against a diferent target. These attacks count toward the aqudel's multiple attack penalty, but the multiple attack penalty doesn't increase until after they makes all of their attacks.

Strobe (concentrate, visual)

The aqudel changes the intensity and pattern of their skin in a rapid pulse, attempting to disorient any creatures that can see them. Creatures within 30 feet of the aqudel must attempt a DC 25 Will save. The aqudel can't use Strobe again for 1d4 rounds.


Critical Success The target is unaffected.

Success The target is Dazzled for 1 round.

Failure The target is dazzled for 1 minute and Stunned 1.

Critical Failure The target is dazzled for 1 minute and Stunned 2

Pathfinder Monster Core 2ORC