Psionic Bestiary
Devil Sail (Sea Nettle)
By Scott Brocius and Mark A. Jindra

Based on an idea by "Thramzorean" of the Wizards of the Coast online community.

Devil Sail (Sea Nettle)
Large Magical Beast (Aquatic)
Hit Dice: 9d10+36 (85 hp)
Initiative: +3
Speed: Swim 20 ft.
AC: 8 (-1 size, -1 Dex), touch 8, flat-footed 8
Attack: Touch +12 melee touch
Damage: Touch paralysis
Face/Reach: 10 ft. by 10 ft./20 ft.
Special Attacks: Improved grab, paralytic touch, psionics
Special Qualities: Darkvision 60 ft., low-light vision, underwater sense
Saves: Fort +10, Ref +5, Will +2
Abilities: Str 19, Dex 8, Con 19, Int 8, Wis 9, Cha 8
Skills: Listen +9,Spot +13, Swim +15
Feats: Alertness, Improved Initiative
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: 10-17 HD (Large), 18-36 HD (Huge)

The devil sail sea nettle is a psionic jellyfish. This jellyfish has a bell 8 feet in diameter and tentacles reaching 20 feet long. Juveniles are pale blue, though they turn darker as they mature and eventually become purplish brown as adults. They live in any waters, from tropical seas to arctic oceans.

COMBAT

The devil sail follows water currents and wind patterns in search of prey. When it senses something of Small to Large size, it moves to attack the target

Improved Grab (Ex): If a devil sail hits an opponent that is at least one size category smaller than itself with a touch attack, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +17). If it gets a hold, it has the option to conduct the grapple normally, or simply use its tendrils to hold the opponent (-20 penalty on grapple check, but the devil sail is not considered grappled). Each successful grapple check it makes during successive rounds automatically has a chance to paralyze the opponent.

Paralytic Touch (Ex): The devil sail's tendrils have a caustic, paralyzing touch. When the tendril makes a successful touch or grab attack, it causes 1d10 points of acid damage. It also causes 2d4 points of temporary Dexterity damage unless a Fortitude save (DC 18) is made. Even after the death of a devil sail, the tendrils remain caustic for up to 4 weeks and often harm innocent swimmers or beachcombers.

Psionics (Sp): 3/day -- dimension slide, painful touch. Effective manifester level 11th.

Attack/Defense Modes (Sp): At will -- ego whip/empty mind, thought shield, mental barrier.

Underwater Sense (Ex): A devil sail can locate creatures underwater within a 60-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a devil sail can locate such creatures only within a 30-foot radius. Devil sails are not fooled by figments when underwater.


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