Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Weak Sea Devil ScoutCreature 1

Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +9 (darkvision, wavesense 30 feet)
Languages Aquan, Shark Commune 150 Feet
Skills Athletics +7, Intimidation +3, Stealth +6, Survival +5
Str +3, Dex +4, Con +1, Int +0, Wis +3, Cha -1

AC 16; Fort +5; Reflex +8; Will +5;
HP 20
Speed 25 feet (swim 35 feet)

Longspear One Action +9 (+4, -1) to hit (reach 10) 1d8+1 Piercing
Claw One Action +9 (+5, +1) to hit (agile) 1d6+1 Slashing
Jaws One Action +9 (+4, -1) to hit 1d8+1 Piercing
Spear One Action +10 (+5, +0) to hit (thrown 20) 1d6+1 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Shark Commune 150 feet (mental, telepathy)

The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."

Wavesense 30 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Scouts, among the lowliest of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party.

Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.

Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves "sahuagin" but have wholly embraced their enemies' name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.

Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.