CREATURE 6
Perception +13; darkvision, wavesense 30 feet
Languages Aquan; shark commune 150 feet
Skills Athletics +15 (+18 to Swim), Intimidation +12, Stealth +12, Survival +11
Str +5 Dex +2 Con +4 Int +0 Wis +3 Cha +2
Items longspear, spear (2)
Shark Commune (mental, telepathy) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
AC 24; Fort +16, Ref +14, Will +13
HP 95
Speed 25 feet, swim 35 feet
Melee longspear +17 (reach 10 feet), Damage 1d8+11 piercing
Melee claw +17 (agile), Damage 1d6+8 slashing
Melee jaws +17, Damage 1d6+8 piercing
Ranged spear +17 (thrown 20 feet), Damage 1d8+11 piercing
Blood Frenzy (rage) As sea devil scout, 15 temporary HP.
Bloodletting When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was flat-footed or if the attack was a critical hit.
Hateful Tide (rage) Requirements The sea devil baron is in a blood frenzy. Effect The sea devil baron unleashes a whirlwind of attacks against its foes, making a single melee Strike with its claws or jaws against each opponent within reach.
Bestiary, page 287.
Open Sea Devil Baron in the interactive creatures list or browse all creatures starting with S.