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THESSEKKA

CREATURE 14

UNIQUE

CE

MEDIUM

HUMANOID

XULGATH

Recall Knowledge (humanoid) Society DC 42

Female xulgath commander

Perception +26; Darkvision, Tremorsense (imprecise) 30 feet

Languages Aklo, Common, Draconic, Undercommon

Skills Arcana +24, Athletics +28, Crafting +28 (+30 to Craft alchemical items), Intimidation +23, Medicine +24, Nature +22, Survival +22

Str +6, Dex +1, Con +4, Int +4, Wis +2, Cha +1

Items greater alchemist goggles, expert alchemist’s tools, formula book, infused reagents (8), ring of stoneshifting

Infused Items Thessekka carries the following infused items: 1 greater acid flask, 2 greater alchemist’s fires, 1 moderate bravo’s brew, 2 greater frost vials, 1 greater quicksilver mutagen, 1 greater tanglefoot bag. These items last for 24 hours, or until the next time Thessekka makes her daily preparations.

AC 35; Fort +26, Ref +19, Will +22

HP 255; Resistances physical 14

Powerful Stench (aura, olfactory) 30 feet. 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.

Speed 20 feet, burrow 10 feet

Melee jaws +28 / +23 / +18, Damage 3d8+12 piercing

Melee claw +28 / +24 / +20 (agile), Damage 3d6+12 slashing plus

Ranged alchemical bomb +27 / +22 / +17 (range increment 30 feet, splash), Damage varies by bomb

Primal Innate Spells DC 34; 4th shape stone

Alchemical Formulas (14th) greater acid flask, greater alchemist’s fire, greater antidote, moderate bravo’s brew, greater comprehension elixir, greater frost vial, greater quicksilver mutagen, stone fist elixir, greater tanglefoot bag

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 Thessekka 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 The stoneliege is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material; Effect The stoneliege 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 Splash Thessekka’s bombs with the splash trait deal 4 additional splash damage and deal splash damage to all creatures within 10 feet.

Quick Alchemy Cost 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 Bomber Thessekka Interacts to draw a bomb, then Strikes with it.

Stone Throes (earth, transmutation) Thessekka turns its own body into solid stone like a statue and immediately becomes petrified (Core Rulebook 621). Any creature grappled or restrained by Thessekka 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.

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.