Sea Devil Invader

Level 4
Creature· amphibiousMediumLegacy
AC 23
HP 75
Speed 25 ft.
Fort +15
Ref +13
Will +11
Perc +9
Size Medium
Common
Languages thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Speeds 25 ft., swim 35 ft.
Skills athletics +14, intimidation +11, survival +11
Recall Knowledge society DC 19

Attacks

Melee Trident +16/+11/+6
Damage: 1d8+10 piercing
Melee Claw +16/+12/+8(agile, unarmed)
Damage: 1d6+8 slashing
Melee Jaws +16/+11/+6(unarmed)
Damage: 1d8+8 piercing
Melee Trident +13/+8/+3(thrown 20 ft.)
Damage: 1d8+10 piercing

Abilities

Shark Commune 150 feetinteraction(mental)

The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."

Wavesense 30 feetinteraction

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Aquatic Throwingoffensive

A sea devil invader's thrown weapons don't have their range increments halved when attacking from underwater or targeting an underwater creature.

Blood Frenzyoffensive(rage)

Requirements The sea devil is not Fatigued or already in a frenzy

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.

Bloodlettingoffensive

When the sea devil deals piercing or slashing damage, it also deals 1d4 bleed if the target was Off-Guard or if the attack was a critical hit.