Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Calming Bioluminescence
(aura, emotion, mental, visual) 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.
Ability
Constrict
1d12+6 bludgeoning, DC 25
Ability
Primal Innate Spells
DC 27, attack +17; 2nd hydraulic push (at will)
Offense
Melee
Circumstance: combat round (melee)
tentacle +16 [+11/+6] (reach 10 feet), Damage 2d12+6 bludgeoning plus Grab
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
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
Common
Perception
darkvision
Resistance
bludgeoning 5
fire 5