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Kelp Devil

A large colony of seaweed about 20 feet or more in diameter covers the nearby area.

Kelp Devil CR 8

XP 4,800
NE Huge plant
Init +4; Senses blindsight 30 ft.; Perception +10

DEFENSE

AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
hp 76 (9d8+36)
Fort +11, Ref +4, Will +5
Defensive Abilities underwater concealment; DR 10/slashing or piercing; Immune electricity, plant traits; Resist fire 10

OFFENSE

Speed 30 ft., swim 50 ft.
Melee 6 fronds +13 (1d6+8 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks charm touch (DC 18)

STATISTICS

Str 26, Dex 10, Con 19, Int 5, Wis 12, Cha 10
Base Atk +7; CMB +17 (+21 grapple); CMD 27 (can't be tripped)
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +10, Stealth -2 (+10 in natural environment), Swim +19; Racial Modifiers +12 Stealth in natural environment
Languages Common

SPECIAL ABILITIES

Charm touch (Su)

Twice per day, on a successful hit with a frond, a kelp devil can affect the opponent as by charm monster (caster level 12th). The creature can make a DC 18 save DC to resist the effects. The save DC is Constitution-based.

Underwater Concealment (Ex)

The main body of a kelp devil remains submerged even when attacking. This grants it concealment (20% miss chance) against all attacks.