Sea Devil Scout

The Sea Devil Scout is a Level 2 creature, with Armor Class 18 and 30 hit points. The Sea Devil Scout is a cunning aquatic predator that leads shark packs to ambush coastal travelers.

Sea Devil Scout, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

- **Shark Commune** (mental, telepathy) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack." - **Blood Frenzy** (rage) **Trigger** The sea devil deals bleed damage to a living creature. **Requirements** The sea devil is not fatigued or already in a frenzy. 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 7 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 persistent damage if the target was flat-footed or if the attack was a critical hit.

Common Questions

How much HP does a Sea Devil Scout have?

30 hit points.

What level is a Sea Devil Scout?

Level 2.

What is a Sea Devil Scout's Armor Class?

AC 18.

How fast can a Sea Devil Scout move?

Speed 25 ft., swim 35 ft.

Use Sea Devil Scout at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Sea Devil Scout into a ZapGM campaign and customize it further.

Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.

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