Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Constrict
1d8+4 bludgeoning, DC 21
Ability
Mist Cloud
(aura, conjuration, primal, water) 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are concealed. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water.
Ability
Mist Vision
The mist stalker ignores the concealed condition from mist and fog.
Ability
Solidify Mist
(primal, transmutation, water) The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex save or become immobilized until it Escapes or it is no longer in the mist cloud's emanation.
Offense
Melee
Circumstance: combat round (melee)
tentacle +14 [+9/+4] (finesse, sweep, reach 10 feet), Damage 2d8+4 bludgeoning plus Grab
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
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
bleed
paralyzed
poison
sleep
Language
Aquan
Perception
darkvision
mist vision