Sea Devil Invader
CREATURE 4 +9; darkvision, wavesense (imprecise) 30 feet
Thalassic; shark commune 150 feet
Athletics +14 (+17 to swim), Intimidation +11, Survival +11
Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +0
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.
AC 23; Fort +15, Ref +13, Will +11
HP 75
25 feet, swim 35 feet
Melee Trident +16, Damage 1d8+10 piercing
Melee Claw +16 (agile, unarmed), Damage 1d6+8 slashing
Melee Jaws +16 (unarmed), Damage 1d8+8 piercing
Melee Trident +13 (thrown 20), Damage 1d8+10 piercing
Aquatic Throwing
A sea devil invader's thrown weapons don't have their range increments halved when attacking from underwater or targeting an underwater creature.
Blood Frenzy (rage)
The sea devil is not Fatigued or already in a frenzy
The sea devil deals bleed damage to a living creature.
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. After its frenzy, the sea devil is Fatigued.
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.
Pathfinder Society Scenario #1-09: Star-Crossed VoyagesOGL