Devilfish (CR 5/MR 2)

Devilfish, Mythic (CR 5/MR 2)
XP 1,600
NE Large magical beast (aquatic, mythic)
Init +3; Senses low-light vision, see in darkness; Perception +5


AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 67 (5d10+40)
Fort +8, Ref +7, Will +2
Defensive Abilities DR 5/epic; Resist cold 10


Speed 10 ft., swim 40 ft.; jet (240 ft.)
Melee tentacles +7 (3d6+4 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (3d6+4), mythic power (2/day, surge +1d6), savage bite (+7 melee, 2d6+4/18–20 plus weakening poison), vile blood


Str 17, Dex 17, Con 18, Int 3, Wis 12, Cha 8
Base Atk +5; CMB +9 (+13 grapple); CMD 22 (can’t be tripped)
Feats Cleave, Combat Reflexes, Power AttackMF
Skills Escape Artist +5, Perception +5, Stealth +3, Swim +16
Languages Abyssal, Aquan, Common
SQ water dependency


Environment any aquatic
Organization solitary
Treasure none

Special Abilities

Savage Bite (Ex) A mythic devilfish can attack with its savage bite whenever it makes a successful grapple check. This attack is in place of any other action made with a successful grapple check, although constriction damage applies as normal. The bite threatens a critical hit on a roll of 18–20, and injects the target with poison as well.

Vile Blood (Su) A mythic devilfish’s blood is infused with fiendish magic. Once per day, as a swift action, a mythic devilfish can emit a night-black cloud of this foul liquid, filling a 40-foot-radius cloud if underwater, or a 40-footradius burst on land. In water, the blood provides total concealment for everything but a devilfish or mythic devilfish (which can see through the blood with ease); on land the slippery blood coats the ground, making the area difficult terrain. The blood persists for 1 minute before fading. Anyone who enters a cloud of the blood in the water or who is within the area of a burst of blood on land must make a DC 18 Fortitude save or be nauseated for as long as they remain in the cloud and for 1d4 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on the mythic devilfish’s turn. The save DC is Constitution-based and includes a +2 racial bonus. A mythic devilfish can emit another cloud of unholy blood by expending one use of mythic power.

Water Dependency (Ex) A mythic devilfish can survive out of the water for 1 hour, after which it becomes fatigued. After 2 hours, the mythic devilfish becomes exhausted and begins to suffocate (as described in the Pathfinder Roleplaying Game Core Rulebook).

Weakening Poison (Ex) Savage bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str and staggered for 1 round; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.