Exhumed Fishmelder

EXHUMED FISHMELDER
CR 10  

NE Medium undead (aquatic)

Init +7; Senses Blindsense (30 ft.), Darkvision (60 ft.), Perception +18,

 DEFENSE  

AC 32, touch 13, flat-footed 28 (+3 Dex, +18 natural, )

hp 137 (4d8)+(8d8)+56

Fort +8, Ref +9, Will +13

Defensive Abilities Channel Resistance +4,

DR 10/magic and slashing

Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,

Resistances Fire 10,

OFFENSE
Speed 30 ft. Swim 60 ft.

Melee bite +23 (1d6+13), claws +23/+23 (1d6+13), slam +23 (1d6+19)

Ranged water gun + 23 (vs Touch) 8d8+13 force damage

Special Attacks Blood Frenzy, Water Gun

Known Spells (CL 8th, concentration +11):

3rd (3/day) - control summoned creature (DC 16), dispel magic , evolution surge (DC 16)

2nd (5/day) - ablative barrier (DC 15), bear's endurance (DC 15) , haste (DC 15) , summon eidolon

1st (5/day) - mage armor (DC 14), magic fang (DC 14) , protection from evil (DC 14) , rejuvenate eidolon, lesser , unfetter (DC 14)

0th (at will) - detect magic, guidance (DC 13) , mending (DC 13) , message , read magic (DC ) , resistance (DC 13)

STATISTICS 

Str 36, Dex 17, Con *, Int 15, Wis 17, Cha 16

Base Atk +10; CMB +23; CMD 36

Feats Extra Evolution (3x), Great Fortitude, Improved Initiative, Improved Natural Attack (Bite (w/o weapon), Claws), Toughness

Skills Acrobatics +3, Appraise +2, Bluff +3, Climb +21, Craft (Untrained) +2, Diplomacy +3, Disguise +3, Escape Artist +15, Fly +3, Heal +7, Intimidate +3, Perception +18, Perform (Untrained) +3, Ride +3, Sense Motive +7, Stealth +18, Survival +3, Swim +36,

Languages Aquan, Speak with Sharks,

Archetypes Synthesist,

SQ Blindsense, Cantrips, Darkvision, Fused Eidolon, Fused Link, Maker's Jump, Shielded Meld, Summon Monster,

Possessions

SPECIAL ABILITIES
Blindsense (Ex)  Range 30 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Blood Frenzy (Ex)  Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round.

Cantrips  You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Channel Resistance (Ex)  You are less easily affected by clerics or paladins.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fused Eidolon  A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolon's senses and speaks through its voice, as the two are now one creature. The synthesist directs all of the eidolon's actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon's physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon's hit points as temporary hit points. When these hit points reach 0, the eidolon is sent back to its home plane. The synthesist uses the eidolon's base attack bonus, and gains the eidolon's armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon's special abilities and the eidolon's evolutions. The synthesist is still limited to the eidolon's maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon's temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner's normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

Fused Link (Su)  The synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner's temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Immunity to Ability Drain (Ex)  You are immune to ability drain attacks.

Immunity to Cold (Ex)  You never take cold damage.

Immunity to Death Effects (Ex)  You are never subject to death effects.

Immunity to Death from Massive Damage (Ex)  You are not at risk of death from massive damage.

Immunity to Disease (Ex)  You are never subject to disease effects.

Immunity to Electricity (Ex)  You never take electricity damage.

Immunity to Energy Drain (Ex)  You are immune to energy drain attacks.

Immunity to Exhaustion (Ex)  You can never be exhausted.

Immunity to Fatigue (Ex)  You can never be fatigued.

Immunity to Magic Missile (Ex)  You are never affected by magic missiles.

Immunity to Mind-Affecting Effects (Ex)  You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Immunity to Nonlethal Damage (Ex)  You are never subject to nonlethal damage.

Immunity to Paralysis (Ex)  You can never be paralyzed.

Immunity to Poison (Ex)  You never take poison damage.

Immunity to Sleep (Ex)  You are never subject to sleep effects.

Immunity to Stunning (Ex)  You are never subject to stunning.

Light Blindness (Ex)  You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell.

Maker's Jump (Sp)  Whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability 1/day.

Resistance to Fire (Ex)  You may ignore 10 points of Fire damage each time you take fire damage.

Shielded Meld (Ex)  Whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

Speak with Sharks (Su)  A sahuagin can communicate telepathically with sharks to a distance of 150 feet.

Summon Monster (Sp)  You can cast Summon Monster 4 as a spell-like ability 6 times per day as a standard action and the creatures remain for 8 minutes (instead of 8 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.