Devilfish
CR 4, NE Large Aberration (aquatic)
Senses: Perception 5, Low Light Vision, Darkvision
Speed: 10 ft., swim 40 ft. Skills: Athletics 7, Stealth 3
Languages: Abyssal, Aquan, Common
Ability Scores: Str 17 (+9), Dex 17 (+9), Con 16 (+9), Int 3 (-2), Wis 12 (+3), Cha 8 (+1)
INIT: +3 CP: +5 HP: 42 (5d10+15) SA: -- DC: 17
AC: 17 Touch: 12 Flat-footed: 14 [+3 Dodge, +5 Natural, -1 Size]
SR: -- Vulnerable: -- Resistant: Cold 10 Bypass: --
Immunity: -- Effect Immunity: --
Combat Reflexes (ex) - The Devilfish gets a number of reactions equal to its dexterity bonus.
Power Attack (ex) - A Devilfish may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Devilfish does one extra point of damage. The Devilfish must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Water Breathing (ex) - The creature can breathe under water.
Water Dependency (ex) - This creature can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs the risk of suffocation, as if it were drowning.
Attacks
- Melee (Natural) - 1 x tentacles +7 (3d6+4 plus grab). Reach: 15 ft. Grab - Each time this attack is successful, the Devilfish can make a grapple check as a free action to see if it holds his opponent. If successful, the opponent is grappled. Grabbing does not provoke an attack of opportunity
Cleave (ex) - As a standard action, the Devilfish can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Devilfish may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.
Unholy Blood (Bonus)(su, 1/day) - A devilfish's blood is infused with fiendish magic. A devilfish can emit a night-black cloud of this foul liquid, filling a 20-foot-radius cloud if underwater, or a 20-foot-radius burst on land. In water, the blood provides total concealment for everything but a devilfish (which can see through the blood with ease); on land the slippery blood coats the ground, making the area difficult terrain. The blood persists for 1 minute before fading. Anyone who enters a cloud of the blood in the water or who is within the area of a burst of blood on land must make a CON save or be fatigued (level 2) for 1d4 rounds-this save need be made only once per cloud.
Environment: any aquatic
Organization: None
Treasure: none
This purple, seven-armed octopoid monstrosity is the size of a horse, with hook-lined tentacles and cold, blue eyes.
Although the devilfish superficially resembles a seven-armed octopus, it is an altogether different creature. Possessing a rudimentary intellect, a devilfish can understand and even speak a few words and phrases in various languages, although when it speaks, it has a tendency to mix languages together, making it somewhat difficult to understand for anyone who doesn't speak all the languages known by the devilfish. More than those of a mere animal, the devilfish's intelligence and several of its abilities are gifts from a fiendish legacy-most sages believe that the original devilfish were once outsiders from the Abyss, and that over the course of thousands of years they became true natives of the Material Plane's oceans. Rumors of far more intelligent devilfish dwelling in the deepest ocean trenches persist, although if these rumors are true, these deep-dwelling devilfish do not often come to the surface. A devilfish is 10 feet long and weighs 500 pounds.