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Sea Devil Scout

Creature 2 — amphibious, humanoid, sea-devil

Pre-Remaster content. May include legacy alignment.

FlankerLANDAQUATICsea-devil

Scouts, among the lowliest 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. 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

Source: pathfinder-bestiary (Pre-Remaster)

Perception +9; darkvision, wavesense (imprecise) 30 feet
Languages thalassic; 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
AC 18 Fort +7 Ref +10 Will +7
HP 30
Speed 25 feet, swim 35 feet

Offense

Melee Longspear (reach-10) +11, Damage 1d8+3 piercing
Melee Claw (agile, unarmed) +11, Damage 1d6+3 slashing
Melee Jaws (unarmed) +11, Damage 1d8+3 piercing
Ranged Spear (thrown-20) +12, Damage 1d6+3 piercing

Abilities

Shark Commune 150 feet (mental) — The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
Wavesense 30 feet — 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.
Blood Frenzy (rage) —
Bloodletting — 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.

WORKS WELL WITH

AnvilLAND / AQUATICThe Anvil holds the enemy's focus, solving the Flanker's positioning priority by creating the off-guard condition that triggers Bloodletting.
WeaverLAND / AQUATICThe Weaver moves enemies into the Flanker's reach or through water, solving the positioning requirement for establishing favorable flanking angles.
CrasherLAND / AQUATICThe Crasher's charge disrupts enemy formations, solving the Flanker's positioning needs by breaking cohesion for ambush strikes.

PUNISHES

✖ standing still✖ ranged reliance
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary.

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