Sargassum Fiend

System: Pathfinder | SRD

Sargassum Fiend CR 9
N Plant (aquatic) Large
Init +6 ; Senses blindsense 60 ft., tremorsense 120 ft.; Perception +11
Defense
AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural, -1 size)
hp 123 (13d8+65)
Fort +15 Ref +8 Will +4
DR 5/slashing
Immune plant traits
Resist cold 10
Offense
Speed 20 ft., climb 20 ft., swim 40 ft.
Melee 2 slams +16 (2d8+7 plus grab)
Space 10 ft. ; Reach 10 ft.
Special Attacks constrict (2d8+10), grab (Huge)
Aura mirage (300 ft., DC 18)
CMB +17 (+25 grapple) CMD 30 (can't be tripped)
Statistics
Str 25, Dex 14, Con 20, Int 2, Wis 11, Cha 15
Base Atk +9
Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy, Weapon Focus (slam)
Skills Climb +19, Escape Artist +4, Perception +11, Stealth +7, Swim +15
Special Abilities
Grab (Ex) A sargassum fiend can grab Huge or smaller foes, and has a +8 racial bonus on grapple checks rather than the normal +4 bonus most creatures with grab possess.
Mirage (Su) A sargassum fiend emits a powerful scent that causes specific, miragelike hallucinations. All creatures within 300 feet of a sargassum fiend must make a DC 18 Will save or become enraptured by the scent. An enraptured creature sees the monster as whatever would most compel it to approach. This might be a lost loved one, a child in need of help, an enchanting mermaid, the promise of dry land, and so on. The extent of this illusion functions as mirage arcana (CL equals the sargassum's CR), but is a mind-affecting phantasm, not a glamer. This effect ends immediately if the plant makes an attack against any target. The save DC is Charisma-based.
This shifting mass of green seaweed transforms from the shape of a humanoid back to a patch of algae, continually changing.

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