Sea Devil Impaler
Level 4Attacks
Abilities
The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
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 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. Afte
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.
The sea devil impaler pulls the rope attached to their barbed trident 10 feet closer on a success (20 feet on a critical success).
Athletics check vs. Fortitude DC.
When the sea devil hits with their barbed trident, the creature becomes skewered. The trident can be removed with an Interact action by succeeding at a DC 21 athletics check to pull it free.
A sea devil impaler can use thrown ranged weapons underwater with no penalty due to range increment.