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Sedacthy Marauder

CREATURE 4

Physically imposing sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks and giant moray eels.


Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.


Perception +9; darkvision, wavesense (imprecise) 30 feet
Languages Thalassic; Sea Speech
Skills Athletics +14, Intimidation +13, Survival +9
Str +6, Dex +3, Con +4, Int +0, Wis +1, Cha +3
Sea Speech

A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.

Wavesense (Imprecise) 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.


AC 19; Fort +14, Ref +9, Will +9
HP 75
Vengeful Throw
Trigger The marauder takes damage from a creature 20 feet or further away

Effect The marauder makes a ranged spear Strike against the triggering creature. This attack doesn't take a range increment penalty if the target is within the second range increment.

Speed 20 feet, swim 40 feet
Melee Claw +14 (agile, unarmed), Damage 2d4+8 slashing
Melee Jaws +14 (unarmed), Damage 1d4 bleed plus 1d4+8 piercing
Melee Spear +14, Damage 1d6+10 piercing
Melee Spear +11 (thrown 20), Damage 1d6+10 piercing
Challenging Shriek (auditory, emotion, fear, mental)

The marauder unleashes a terrifying battle cry. Each enemy in a 30-foot emanation must attempt a DC 21 Will save. Regardless of the results, creatures are temporarily immune for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Immobilized for 1 round and Frightened 3.

Shared Feast

The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.

Pathfinder Monster CoreORC