Kelp Angler (CR 9)
Large Plant (Aquatic)
Alignment: Usually neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: blindsight 100 ft.
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Hit Dice: 11d8+33 (82 hp)
Fort +10, Ref +5, Will +3
Speed: 20 ft., swim 60 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +17
Attack: Tendril +13 melee
Full Attack: 4 tendrils +13 melee
Damage: Tendril 1d8+5/19-20
Special Attacks/Actions: Improved grab, spell-like abilities
Abilities: Str 20, Dex 15, Con 17, Int 6, Wis 11, Cha 12
Special Qualities: camouflage, fire resistance 20, immunities, plant traits, regeneration 4
Feats: Improved Critical (tendril); Improved Initiative; Power Attack; Weapon Focus (tendril)
Skills: Climb +9, Hide +3, Move Silently +10, and Swim +16
Advancement: 12-15 HD (Large); 16-33 HD (Huge)
Climate/Terrain: Any aquatic or coastal
Kelp anglers are reef assassins. They lurk in shadowy shoals, coral growths and kelp beds, waiting for fresh prey to wander their way. With a knack for finding shipping lanes and commonly used coastal waters they quickly become a menace to any other creatures in the vicinity of an angler's territory.
A kelp angler resembles a large tangle of kelp shaped roughly like a jellyfish, 9 feet long and 4 to 5 feet in diameter. Its coloration varies depending on the natural colors of its surroundings.
A kelp angler stakes out an area for days at a time and patiently waits for large prey to present itself. By staying in one area, the creature can remain near a large kelp patch or a reef without driving away smaller denizens, which preserves the illusion of safety in the area.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.