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Quatoid

CREATURE 7

Quatoids are peculiar elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles. Mysterious even to other elementals, quatoids nevertheless respond to mortal summons. They assist these mortals in combat but seem to prefer offering calm advice, looking for alternate solutions even in the midst of bloody conflict.

With the return of their elemental lord from her long imprisonment, quatoids are slowly becoming more active on the Plane of Water. However, much of their activity still seems to be centered on the mortal realm.


Water elementals can be very destructive, but often not intentionally so; just as water can bring life to mortals in need, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.


Perception +18; darkvision
Languages Common, Thalassic
Skills Athletics +15, Diplomacy +12, Elemental Lore +17, Occultism +17, Society +17, Stealth +13
Str +4, Dex +2, Con +0, Int +4, Wis +3, Cha +1
At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.


AC 25; Fort +13, Ref +15, Will +18
HP 120; Immunities bleed, paralyzed, poison, sleep; Resistances bludgeoning 5, fire 5
Calming Bioluminescence (aura, emotion, mental, visual)

30 feet.

The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.

Effect: Calming Bioluminescence


Speed 25 feet, swim 25 feet
Melee Tentacle +16 (reach 10, unarmed), Damage 2d12+6 bludgeoning plus Grab
Primal Innate Spells DC 27, attack +17; 2nd Hydraulic Push (At Will)
Constrict

1d12+6 bludgeoning, DC 25 basic Fortitude


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.

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Monster CoreORC