Giant Sea Anemone

System: Pathfinder | SRD

Giant Sea Anemone CR 2
XP 600
Init +2 ; Senses blindsight 30 ft.; Perception +0
Defense
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +3, Will +1
Immune gaze attacks, mind-affecting effects, poison, vision-based effects
Offense
Speed 5 ft.
Melee tentacles +3 (2d6+1 plus grab and poison)
Space 10 ft., ; Reach 10 ft.
Special Attacks swallow whole (1d6+1 bludgeoning damage, AC 11, 3 hp)
CMB +5 CMD 17 (can’t be tripped)
Statistics
Str 12,, Dex 15,, Con 18,, Int —,, Wis 10,, Cha 2
Base Atk +3
Skills Stealth +6
SQ anchored, sightless
Special Abilities
Anchored (Ex) As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a +4 bonus to its CMD on all checks to resist being bull-rushed, dragged, overrun, or repositioned. This bonus increases by +4 for each size category larger the sea anemone is compared to the opponent attempting the maneuver. The creature can unanchor itself as a full-round action.
Poison (Ex) Tentacle­—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dex damage; cure 2 consecutive saves.
Sightless (Ex) A sea anemone is blind and is not affected by any effect that relies on sight, such as gaze attacks or blindness.

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