Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant water orm
Ability
Hooktongue Venom
(poison) Saving Throw Fortitude DC 34; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage, clumsy 1, and confused (1 round); Stage 3 4d6 poison damage, clumsy 2, and confused (1 round)
Ability
Poison Spray
(evocation, poison, primal) Hooktongue sprays poison from its throat in an 80-foot line that deals 15d6 poison damage (DC 34 basic Reflex save). A creature that fails or critically fails this save is exposed to Hooktongue Venom as well. Hooktongue can't use Poison Spray again for 1d4 rounds.
Ability
Slow Metabolism
Hooktongue can go for 10 years without feeding. After this, its hunger makes it slowed 1 but doesn't otherwise impact its lifespan. If Hooktongue is slowed as a result of starvation, it can remove this condition by using Swallow Whole to gulp down a meal.
Ability
Undetectable
(abjuration, primal) Hooktongue automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for the counteract check.
Ability
Water Travel
(primal, transmutation, water) Hooktongue dissolves into water, appearing only as a long, serpentine silhouette on the waves. While in this form, Hooktongue's swim Speed increases to 600 feet, it automatically succeeds at Athletics checks to Swim, and it gains a +4 circumstance bonus to Stealth checks in water. Hooktongue can remain in this form for 8 hours but can't enter salt water when using this ability. Hooktongue can return to its normal form using a single action, which has the concentrate trait.
Offense
Capsize
Hooktongue attempts to capsize an aquatic vessel of its size or smaller that it's adjacent to. It must succeed at an Athletics check with a DC of 35 or the pilot's Sailing Lore DC, whichever is higher.
Offense
Melee
Circumstance: combat round (melee)
jaws +30 [+25/+20] (reach 15 feet), Damage 3d12+14 piercing plus Grab
Offense
Swallow Whole
Large, 2d10+10 bludgeoning, Rupture 28
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Language
(can't speak any language)
Aquan
Perception
darkvision
Resistance
cold 15
fire 15