Sea Devil Scout

CREATURE 2

le medium amphibious humanoid sea devil 

Perception +9; darkvision, wavesense 30 feet

Languages Aquan; shark commune 150 feet

Skills Athletics +9 (+11 to Swim), Intimidation +5, Survival +7

Str +3 Dex +4 Con +1 Int +0 Wis +3 Cha -1

Items longspear, spear

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  18; Fort +7, Ref +10, Will +7

HP 30

Speed 25 feet, swim 35 feet

Melee [>] longspear +11 (reach 10 feet), Damage 1d8+3 piercing

Melee [>] claw +11 (agile), Damage 1d6+3 slashing

Melee [>] jaws +11, Damage 1d8+3 piercing

Blood Frenzy [F] (rage) Trigger The sea devil deals bleed damage to a living creature. Requirements The sea devil is not fatigued or already in a frenzy. Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary HP until the end of the frenzy, and takes a –2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued.

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.

Bestiary, page 286.

Open Sea Devil Scout in the interactive creatures list or browse all creatures starting with S.