Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Pathfinder 2e) (Sea Devil Baron)
Actions/Abilities/Traits: (Pathfinder 2e) (Sea Devil Baron)
Ability
Blood Frenzy
2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued.
Ability
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.
Ability
Hateful Tide
Circumstance: The sea devil baron is in a blood frenzy.
The sea devil baron unleashes a whirlwind of attacks against its foes, making a single melee Strike with its claws or jaws against each opponent within reach.
Ability
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.”
Offense
Melee
Circumstance: combat round (melee)
longspear +17 [+12/+7] (reach 10 feet), Damage 1d8+11 piercing
Offense
Ranged
Circumstance: combat round (ranged)
spear +17 [+12/+7] (thrown 20 feet), Damage 1d8+11 piercing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Mutant
The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
Trait
Sea Devil
Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.
Item
longspear
spear (2)
Language
Aquan
shark commune 150 feet
Perception
darkvision
wavesense 30 feet

Actions/Abilities/Traits:
(Pathfinder 2e) (Sea Devil Brute)
Actions/Abilities/Traits: (Pathfinder 2e) (Sea Devil Brute)
Ability
Blood Frenzy
2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued.
Ability
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.
Ability
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.”
Ability
Unimpeded Throw
A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment.
Offense
Melee
Circumstance: combat round (melee)
trident +14 [+9/+4], Damage 1d8+8 piercing
Offense
Ranged
Circumstance: combat round (ranged)
trident +11 [+6/+1] (thrown 20 feet), Damage 1d8+8 piercing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Sea Devil
Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.
Item
trident
Language
Aquan
shark commune 150 feet
Perception
darkvision
wavesense 30 feet

Actions/Abilities/Traits:
(Pathfinder 2e) (Sea Devil Scout)
Actions/Abilities/Traits: (Pathfinder 2e) (Sea Devil Scout)
Ability
Blood Frenzy
2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued.
Ability
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.
Ability
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.”
Offense
Melee
Circumstance: combat round (melee)
longspear +11 [+6/+1] (reach 10 feet), Damage 1d8+3 piercing
Offense
Ranged
Circumstance: combat round (ranged)
spear +12 [+7/+2] (thrown 20 feet), Damage 1d6+3 piercing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Sea Devil
Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.
Item
longspear
spear
Language
Aquan
shark commune 150 feet
Perception
darkvision
wavesense 30 feet