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Scion of the Sea (Fiendish Divine Guardian Chuul)


Scion of the Sea CR 9

XP 6,400
Fiendish divine guardian chuul
CE Large aberration (aquatic, chaotic, evil)
Init +11; Senses darkvision 60 ft.; Perception +19

DEFENSE

AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 85 (10d8+40); fast healing 5
Fort +7, Ref +6, Will +11
DR 5/good; Immune disease, mind-affecting effects, poison; Resist cold 10, fire 10; SR 14

OFFENSE

Speed 60 ft., swim 40 ft.
Melee 2 claws +14 (2d6+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d6+7), paralytic tentacles (DC 18), smite good 1/day (+10 damage)
Spell-Like Abilities (CL 10th; concentration +9)

At willdimension door (within its domain only)
3/dayalarm, knock
1/day
arcane lock, augury, clairaudience/clairvoyance, commune, dismissal (DC 13), hold portal

TACTICS

Before Combat The Scion of the Sea casts alarm on the secret doors in its area every day.

During Combat The Scion of the Sea seals doors with arcane lock or hold portal to prevent foes from escaping, attacking them with its claws before transferring them to its paralytic tentacles. It focuses its attacks on paladins or clerics of good gods, if possible.

Morale The Scion of the Sea fights to the death to protect the temple.

STATISTICS

Str 25, Dex 16, Con 18, Int 10, Wis 18, Cha 9
Base Atk +7; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Focus (claw)
Skills Intimidate +12, Knowledge (religion) +8, Perception +19, Sense Motive +16, Stealth +12, Swim +23
Languages Common
SQ ability healing, amphibious, blessed life, bound to the faith, sacred site

SPECIAL ABILITIES

Ability Healing (Ex)

A divine guardian heals 1 point of ability damage per round in each damaged ability score.

Blessed Life (Ex)

A divine guardian does not age or breathe. It does not require food, drink, or sleep.

Bound to the Faith (Ex)

A cleric or paladin (or other class that can channel energy) of the deity who granted the divine guardian its power can expend one use of channel energy to command the divine guardian as if using the Command Undead feat. The divine guardian is treated as if it were an undead creature with half its total Hit Dice for the purpose of this ability.

Paralytic Tentacles (Ex)

A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature’s mandibles.

Sacred Site (Ex)

Each divine guardian is assigned to guard a specific site sacred to the deity that invested it with power. The divine guardian is charged with protecting the site from harm and preventing incursions by those not of the faith. Should the divine guardian ever move out of the area defined as the sacred site, it immediately loses the divine guardian template.

Publisher’s Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games

Section 15: Copyright Notice

Pathfinder Adventure Path #46: Wake of the Watcher

Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.