Sea Devil Impaler

Level 4
Creature· amphibiousUncommonMediumLegacy
AC
21
HP
60
Speed
25 ft.
Perception
+7
Fort
+13
Ref
+11
Will
+9
Languages thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Skills athletics +12, intimidation +9, survival +9
Other Speeds swim 35 ft.
Recall Knowledge DC 21 (society)

Attacks

Melee Barbed Trident +14, Damage 1d8+6 piercing
Melee Claw +14 (agile, unarmed), Damage 1d6+6 slashing
Melee Jaws +14 (unarmed), Damage 1d8+6 piercing
Melee Barbed Trident +11 (thrown 20 ft.), Damage 1d8+6 piercing

Abilities

Shark Commune 150 feetinteraction

The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."

Wavesense 30 feetinteraction
Blood Frenzy

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

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.

Reel In

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.

Skewer

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.

Unimpeded Throw

A sea devil impaler can use thrown ranged weapons underwater with no penalty due to range increment.