---
title: "Sedacthy Scout"
obsidianUIMode: preview
noteType: pf2eMonster
cssClasses: pf2e
aliases: "Actor.wNUtzfkjJcW1v7FD" 
tags:
  - pf2e/creature/type/amphibious
  - pf2e/creature/type/humanoid
  - pf2e/creature/type/sedacthy
  - pf2eMonster
  - pf2e/creature/level/2
  - remaster
statblock: inline
name: "Sedacthy Scout"
level: 2
license: ORC
---

```statblock
columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Monster Core"
name: "Sedacthy Scout"
level: "Creature 2"

alignment: ""
size: "Medium"
trait_01: [[amphibious]]
trait_02: [[humanoid]]
trait_03: [[sedacthy]]
modifier: 9
perception:
  - name: "Perception"
    desc: "+9; Darkvision, Wavesense (Imprecise) 30 Feet"
languages: "Thalassic; Sea Speech"
skills:
  - name: "Skills"
    desc: "Athletics: +8, Intimidation: +9, Stealth: +8, Survival: +7"
abilityMods: [4, 4, 1, 0, 1, 3]
speed: 20 feet,  swim 40 feet
sourcebook: "_Pathfinder Monster Core_"
ac: 17
armorclass:
  - name: AC
    desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +7"
hp: 30
health:
  - name: ""
  - name: HP
    desc: "30"
abilities_top:
  - name: ""
  - name: "Items"
    desc: "[[Equipment/Spear|Spear]]"
  - name: "[[Actor.UFffYNzK9swYaOAF.Item.B0SPjSFAOw4yPnrw|Sea Speech]]"
    desc: "  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."

  - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
    desc: "  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."

abilities_mid:
  - name: ""
attacks:
  - name: ""

  - name: "**Melee** `pf2:1` Jaws"
    desc: "+10 ()\n__Damage__  1d4 bleed 1d4 + 4 piercing"

  - name: "**Melee** `pf2:1` Claw"
    desc: "+10 (agile)\n__Damage__  1d6 + 4 slashing"

  - name: "**Melee** `pf2:1` Spear"
    desc: "+10 ()\n__Damage__  1d6 + 6 piercing"

  - name: "**Ranged** `pf2:1` Spear"
    desc: "+10 (thrown 20 ft.)\n__Damage__  1d6 + 4 piercing"

  - name: "[[Actor.UFffYNzK9swYaOAF.Item.xkke602pekBofSGw|Shared Feast]]"
    desc: "`pf2:2`  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."

  - name: "Wriggling Rush"
    desc: "`pf2:1`  **Frequency** once per round;\n* * *\n\n**Effect** The scout takes a Stride action and a Swim action, in either order. They ignore difficult terrain from mud, quicksand, and similar terrain during this movement."
 
```

```encounter-table
name: Sedacthy Scout
creatures:
  - 1: Sedacthy Scout
```



Scouts, usually young sedacthies, ply the ocean in search of animal servants or tread ashore to hunt. Scouts hunting on the surface press crocodiles and snakes into service, while those underwater prefer electric eels and hippocampi.

* * *

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.
