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Sea Anemone, Giant

CR 2.00 Vermin N Large HD 4
This giant, tubular creature ends in a mass of thick and brilliantly colored tendrils arrayed around an enormous, toothless maw.

Giant sea anemones are beautiful but deadly ocean-dwelling vermin that rely on camouflage and paralytic toxins to draw in their prey. A sea anemone has a long, cylindrical body that ends in a flat circular disc with a slitlike orifice for both ingesting food and dispelling waste. This disc is surrounded by a thicket of tendrils that vary in thickness from fine, hairlike cilia to thick, swollen appendages. The creature uses all of these tentacles at once when it attacks prey. Like their smaller kin, giant sea anemones come in a broad spectrum of colors—many are known for their brilliant hues.

Giant sea anemones can move at a slow pace by walking along the projections at their bases. More often, however, these predators affix themselves to rock, coral, or sunken objects like ships, then wait for prey to come to them.

As mindless creatures, giant sea anemones have no use for treasure, but the remains of prey digested and then expelled often litter the area around these creatures. Massive sea anemones big enough to eat dolphins, whales, or even sea serpents reportedly exist in the deepest parts of the ocean. Called deep tigers for their alternating fronds of black and brilliant orange, these giant sea anemones are said to lair in undersea ruins and sunken ships, where the promise of sought-after treasure conveniently lures in a constant food supply.

Other species of sea anemones exist as well, some smaller but most quite a bit larger and favoring different oceanic regions and depths. You can adjust the stats for the giant sea anemone by changing the Hit Dice and size (adjusting Strength, Dexterity, and Constitution as appropriate) to represent a wide range of species. Often, different species have additional abilities, such as the darkforest anemone's constriction attack, or the deep tiger's ability to squirt acid. The following table lists the most common variants.

Table: Sea Anemone Species
SpeciesCRSizeHD
Common anemone1/4Tiny1d8
Bluehair anemone1/2Small2d8
Coffin anemone1Medium3d8
Darkforest anemone6Huge9d8
Siren's bed anemone9Gargantuan14d8
Deep tiger anemone13Colossal19d8
HP
34 (4d8+16)
AC
14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)
Init
+2
Speed
5 ft.
Fort
+8
Ref
+3
Will
+1
BAB
+3
CMB
+5
CMD
17 (can't be tripped)
Melee
tentacles +3 (2d6+1 plus grab and poison)
Space
10 ft.
Reach
10 ft.
Defensive Abilities
amorphous
Racial Modifiers
+8 Stealth
str
12
+1
dex
15
+2
con
18
+4
int
-
wis
10
+0
cha
2
-4

swallow whole (1d6+1 bludgeoning damage, AC 11, 3 hp)

Anchored — 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.

Sightless — A sea anemone is blind and is not affected by any effect that relies on sight, such as gaze attacks or blindness.

Universal Monster Rules

Grab
Grab (tentacles) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Swallow Whole (1d6+1 bludgeoning damage, AC 11, 3 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Amorphous Ex from Universal Monster Rule
The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.
Poison (tentacles) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Anchored from text
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.
Sightless from text
A sea anemone is blind and is not affected by any effect that relies on sight, such as gaze attacks or blindness.

Stealth +6

Details
Type
Vermin
Alignment
N
Size
Large
Environment
any oceans or coastlines
Organization
solitary, pair, or cluster (2-10)
Treasure
incidental
Senses
blindsight 30 ft.; Perception +0
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

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