Devil, Kelp

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

Devil, Kelp (CR 8)

Huge Plant
Alignment: Neutral Evil
Initiative: +4
Senses: Blindsight 30 feet; Perception +10
  Speed: 30 feet, Swim 50 feet
Space: 15 feet
 

Defense

Armor Class: 20, touch 8, flat-footed 20 (+12 natural, -2 size)
Hit Points: 76 (9d8+36)
Saving Throws: Fort +11, Ref +4, Will +5
underwater concealment
Damage Reduction: 10/slashing or piercing
Immunity: electricity, plant traits
Energy Resistance: fire 10
 

Offense

Melee: 6 fronds +13 (1d6+8 plus Grab)
Reach: 15 feet
  Special Attacks: Charm touch (DC 18)
  Spells Known (CL 8th):

Statistics

StrDexConIntWisCha
26 (+8) 10 (+0) 19 (+4) 5 (-3) 12 (+1) 10 (+0)
Base Attack Bonus: +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 Constitutionbased.

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.
 

Ecology

Environment: Temperate or Warm Aquatic
Organization: solitary
Treasure: none

  Kelp devils are relatives of kelpies and are believed to have once been of that race before being subjected to vile and evil experiments that placed them in their current state. To the casual observer, the kelp devil resembles a large colony of slow moving seaweed about 20 feet in diameter. A closer look reveals six 10-foot long pseudopods extending from its body.
  Kelp devils are patient creatures. They lie perfectly motionless until potential prey moves within 10 feet. Once their prey is within range, they strike quickly with their pseudopods, attempting to grab an opponent. Grappled creatures are dragged underwater and drowned. Slain creatures are devoured by the kelp devil.
  Credit The Kelp Devil originally appeared in the Second Edition module Return to White Plume Mountain (© Wizards of the Coast, 1999) and is used by permission.
  Copyright Notice Author Scott Greene, based on original material by Bruce Cordell.

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