[FONT=Times New Roman, serif]Devil-of-the-Deep[/FONT]
[FONT=Times New Roman, serif]A bizarre flatfish climbs over the side of your vessel, carried by a multitude of arms. A long tail whips around the mast as it slowly starts to rise into the air. Far too many eyes blink at you as it begins to reach your way.[/FONT]
[FONT=Times New Roman, serif]Devil-of-the-Deep CR 7[/FONT]
[FONT=Times New Roman, serif]XP 3,200[/FONT]
[FONT=Times New Roman, serif]N Large Magical Beast (aquatic)[/FONT]
[FONT=Times New Roman, serif]Init -1; Senses Darkvision 60 ft., low light vision, can't be flanked; Perception +11[/FONT]
[FONT=Times New Roman, serif]DEFENSE[/FONT]
[FONT=Times New Roman, serif]AC 18; touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)[/FONT]
[FONT=Times New Roman, serif]hp 68 (8d10+24) [/FONT]
[FONT=Times New Roman, serif]Fort +9, Ref +9, Will +3[/FONT]
[FONT=Times New Roman, serif]OFFENSE[/FONT]
[FONT=Times New Roman, serif]Speed 10 ft., climb 30 ft., swim 30 ft.[/FONT]
[FONT=Times New Roman, serif]Melee 2 slams +12 (1d6+5 plus grab), 10 claws +7 (1d4+2 plus grab and poison), tail +12 (1d6+5)[/FONT]
[FONT=Times New Roman, serif]Space 10 ft.; Reach 5 ft. (10 ft. with tail)[/FONT]
[FONT=Times New Roman, serif]Special Attacks many arms, poison[/FONT]
[FONT=Times New Roman, serif]STATISTICS[/FONT]
[FONT=Times New Roman, serif]Str 20, Dex 8, Con 17, Int 8, Wis 12, Cha 15[/FONT]
[FONT=Times New Roman, serif]Base Atk +8; CMB +14 (+21 grapple); CMD 13 (can't be tripped)[/FONT]
[FONT=Times New Roman, serif]Feats Combat Expertise, Greater Grapple, Improved Disarm, Improved Grapple[/FONT]
[FONT=Times New Roman, serif]Skills Climb +17, Perception +11, Stealth +2 (+10 on sea floor), Swim +17; Racial Modifiers +5 Perception, + 8 to Stealth when on sea floor)[/FONT]
[FONT=Times New Roman, serif]Languages Aquan (cannot speak)[/FONT]
[FONT=Times New Roman, serif]SQ air levitation, hold breath[/FONT]
[FONT=Times New Roman, serif]ECOLOGY[/FONT]
[FONT=Times New Roman, serif]Environment shallow oceans[/FONT]
[FONT=Times New Roman, serif]Organization solitary, pair, or school (3-8)[/FONT]
[FONT=Times New Roman, serif]Treasure standard[/FONT]
[FONT=Times New Roman, serif]SPECIAL ABILITIES[/FONT]
[FONT=Times New Roman, serif]Air Levitation (Ex): A devil-of-the-deep produces a slime that reacts when it is exposed to air for more then 1 round, changing to a gas that provides a slight amount of lift to the creature. A devil-of-the-deep floats about 2 feet above the ground at all times. The lift provides no form of movement, and it must pull itself along with its arms.[/FONT]
[FONT=Times New Roman, serif]Many Arms (Ex): Every devil-of-the-deep has 2 nearly humanoid primary arms, and 10 shorter arms that are tipped with claws. Each of their arms is set into a ball socket, granting them full 360 degree mobility. A devil-of-the-deep may grapple up to 6 Medium creatures, or 3 Large creatures at once, and only gains the grappled condition if it is grappling its maximum number. [/FONT]
[FONT=Times New Roman, serif]If a devil-of-the-deep grapples a target with it's primary arms, it may attempt to bite its prey once per round, as part of it's attack action. The bite is at +7, dealing 1d8+2 points of damage.[/FONT]
[FONT=Times New Roman, serif]Poison (Ex): claw-injury, save Fortitude DC 17; frequency 1/round for 3 rounds; effect 1d3 Str, cure 1 save[/FONT]
[FONT=Times New Roman, serif]Devils-of-the-Deep are fearful predators of shallow seas and coastlines. Solitary members of the species typically lie concealed on the sea floor, and prey on passing fish and seals. When devils-of-the-deep gather in schools they become much more aggressive, and seem to develop a taste for the flesh of intelligent creatures. They are known to swim up to passing vessels and climb the sides, to attack the crew.[/FONT]
[FONT=Times New Roman, serif]Devils-of-the-Deep are a well known danger to undersea races, whom exterminate them on site. On ships, the fish often attempt to toss crew members over the side, where members of their school wait to drag them underwater. On very rare occasions, schools will work together to attack a coastal settlement, pulling their screaming victims into the surf.[/FONT]
[FONT=Times New Roman, serif]Devils-of-the-Deep tend to keep their treasures in coral niches, or simply in a hollow under their flat bodies. While their raids against other creatures are for food, they will happily grab handfuls of valuable looking items as well, before fleeing. They use their plunder for bribing more dangerous creatures, bartering for food, and as a lure for intelligent prey. They rarely think to use items like weapons, although their primary limbs are quite capable of wielding them.[/FONT]
[FONT=Times New Roman, serif]Adventure Hooks:[/FONT]
[FONT=Times New Roman, serif]-The PCs are aboard a ship, acting as bodyguards for an important personage, when a school of devils-of-the-deep attack. Do they choose to defend their employer in full force, or split their ranks in hopes of saving the crew, without whom they will be stranded at sea?[/FONT]
[FONT=Times New Roman, serif]-A seaside village has been attack at high tide every week for a month, and the devils-of-the-deep seem to be targeting their children. Can the PCs fend off the attacks, and follow the fish to their lair, ending the threat once and for all?[/FONT]
[FONT=Times New Roman, serif]-The church of a sea goddess hires the PCs to retrieve a holy relic, taken during an attack by devils-of-the-deep. The PCs locate the fish, only to find them worshiping the relic, and lead by a fish with clerical abilities. Through magical means, the devil-of-the-deep claims that the goddess called to him, ad\s her true worshipers. How do the PCs handle the opposing factions?[/FONT]