LE Medium Amphibious Humanoid Sea Devil
Senses 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
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
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
Ranged spear +12 (thrown 20 feet), Damage 1d6+3 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 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.
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.