Latest NewsKefka Icon

A new update!

Home > Bestiary > Magical Beasts > Squid Family >

Immense in size, this great squid’s tentacles writhe and flash with almost nauseating speed. The beast’s eyes are as big as shields and stare at you with great hunger.Sea Devil

Sea Devil (CR 10)

XP 9,600
N Huge Magical Beast (Aquatic)
Init +7; Senses Low-light vision; Perception +20

DEFENSE

AC 20, touch 11, flat-footed 17 (+3 dex, +9 natural, -2 size)
hp 117 (12d10+48), fast healing 10;
Fort +14, Ref +13, Will +5
Defensive Ability Ink Cloud (20-ft. Radius); Immune Water
Weakness Lightning

OFFENSE

Speed swim 60 ft., jet 250 ft.
Melee Bite +17 (2d6+7), 2 Arms +17 (1d6+7), 4 Tentacles +15 (3d6+3/19-20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tentacles)
Special Attacks Constrict (3d6+3 plus drain), HP Absorb, Whirlpool

STATISTICS

Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
Base Atk +12; CMB +21 (+25 grapple); CMD 34
Feats Combat Reflexes, Great Fortitude, Improved Critical (Tectacle), Improved Initiative, Lightning Reflexes, Multiattack*, Skill Focus (Perception)
Skills Perception +20, Swim +21

SPECIAL ABILITIES

Drain (Ex)

During a constriction, the sea devil can heal half of the damage done from constrict.

HP Absorb (Su)

3/day, a sea devil can absorb life from a single target that heals itself. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 19 to negate) and is healed by that much. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).

Ink Cloud (Ex)

A sea devil can emit a 20-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.

Jet (Ex)

A sea devil can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.

Whirlpool (Su)

1/day, a sea devil awakens a pool of water that roots its target in place within 50 ft. Any creatures within 15 feet-radius of the target take 10d6 points of water damage and are inflicted with Immobilize status effect. All creatures within the area of effect must make a Will save (DC 20) to half the damage and negate the status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).