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SEA DEVIL BRUTE

CREATURE 4

LE

MEDIUM

AMPHIBIOUS

HUMANOID

SEA DEVIL

Recall Knowledge (humanoid) Society DC 19

Perception +7; Darkvision, Wavesense 30 feet

Languages Aquan; shark commune 150 feet

Skills Athletics +12 (+15 to Swim), Intimidation +9, Survival +9

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

Items trident

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 21; Fort +13, Ref +11, Will +9

HP 60

Speed 25 feet, swim 35 feet

Melee trident +14 / +9 / +4, Damage 1d8+8 piercing

Melee claw +14 / +10 / +6 (agile), Damage 1d6+6 slashing

Melee jaws +14 / +9 / +4, Damage 1d8+6 piercing

Ranged trident +11 / +6 / +1 (thrown 20 feet), Damage 1d8+8 piercing

Blood Frenzy (rage) Requirements The sea devil is not fatigued or already in a frenzy. Trigger The sea devil deals bleed damage to a living creature. 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 11 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.

Unimpeded Throw A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment.

Physically imposing sea devils are equipped with some of the best weaponry the community can find, though most are happy to rend their foes using tooth and nail.