Sargassum Fiend

Sargassum Fiend

This shifting mass of green seaweed transforms from the shape of a humanoid back to a patch of algae, continually changing.

Sargassum Fiend CR 9

XP 6,400
N Large plant (aquatic)
hp 123 (13d8+65)
Fort +15, Ref +8, Will +4
Melee 2 slams +16 (2d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Base Atk +9; CMB +17 (+25 grapple); CMD 30 (can’t be tripped)
Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy, Weapon Focus (slam)

Environment any oceans
Organization solitary, pair, or bed (3-8)
Treasure incidental (1d6 sargassum fiend bulbs, other treasure)

A sargassum fiend is a free-floating mass of intelligent seaweed capable of luring its victims to their deaths via a powerful hallucinogenic pheromone. Once the sargassum fiend lures prey within striking distance, it grabs the entranced creature and attempts to crush it to death. Experienced sailors tell tales of entire crews jumping overboard to swim out to a murderous field of the sea plants.

The strange pheromone produced by a sargassum fiend can be harvested from the numerous bulbs that grow within the fiend’s body, but these bulbs rot quickly once harvested. A fresh bulb lasts for 1 hour before becoming useless; until that point it can be crushed as a standard action to produce a mirage effect as detailed above. A single sargassum fiend generally has 1d6 bulbs of musk when slain—harvesting one requires a DC 29 Survival check. To date, no alchemical or magical process has successfully preserved this musk.

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.