Kelp Devil

Kelp Devil

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

Kelp Devil CR 8

XP 4,800
NE Huge plant
Init +4; Senses blindsight 30 ft.; Perception +10

hp 76 (9d8+36)
Fort +11, Ref +4, Will +5
Defensive Abilities underwater concealment; DR 10/slashing or piercing; Immune electricity, plant traits; Resist fire 10

Melee 6 fronds +13 (1d6+8 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks charm touch (DC 18)

Base Atk +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

Environment temperate and 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.

Kelp Devil from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Bruce Cordell.