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Sea Devil Scout

Scouts, among the lowliest (and most disposable) of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party.

Recall Knowledge - Humanoid (Society): DC 16

Sea Devil ScoutCreature 2

LEMediumAmphibiousHumanoidSea Devil
Source Bestiary pg. 286
Perception +9; darkvision, wavesense 30 feet
Languages Aquan; shark commune 150 feet
Skills Athletics +9 (+11 to Swim), Intimidation +5, Stealth +8, Survival +7
Str +3, Dex +4, Con +1, Int +0, Wis +3, Cha -1
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.”
Items longspear, spear
AC 18, Fort +7, Ref +10, Will +7
HP 30
Speed 25 feet, swim 35 feet
Melee Single ActionSingle Action longspear +11 (reach 10 feet), Damage 1d8+3 piercingMelee Single ActionSingle Action claw +11 (agile), Damage 1d6+3 slashingMelee Single ActionSingle Action jaws +11, Damage 1d8+3 piercingRanged Single ActionSingle Action spear +12 (thrown 20 feet), Damage 1d6+3 piercingBlood Frenzy Free ActionFree Action (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 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.

All Monsters in "Sea Devil"

NameLevel
Sea Devil Baron6
Sea Devil Brute4
Sea Devil Scout2

Sea Devil

Source Bestiary pg. 286
Sea devils are horrid, amphibious humanoids who lurk in Golarion’s oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.

Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves “sahuagin” but have wholly embraced their enemies’ name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.

Sidebar - Related Creatures Mutant DevilsSea devils are prone to mutations, the most common of which is the manifestation of two additional arms. These mutated sea devils almost always rise to power as barons. Other mutations occur as well, but few are as strange as those that result in sea devils who look almost like aquatic elves— save for a row of sharp teeth in their mouths.

Sidebar - Additional Lore Sea Devil "Diplomacy"

Sea devils dwell in most of the world’s oceans, and they view all others as enemies. When alliances occur, they usually take place with singularly powerful allies, such as aquatic dragons, krakens, or powerful humanoid villains. Diplomacy, to a sea devil, typically consists of violence and warfare.