Kelp Angler (CR 9)

Large Plant (Aquatic)
Alignment: Usually neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: blindsight 100 ft. and low-light vision

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
Organization: Solitary
Treasure/Possessions: Standard

Source: Fiend Folio

Improved Grab (Ex): if a kelp angler hits an opponent that is at least one size category smaller than itself with a tendril attack, it deals normal damage and attempts to start a grapple as a free action without provoking an a track of opportunity (grapple bonus +16). Thereafter, the kelp angler has the option to conduct the grapple normally, or simply use its tendril to hold the opponent (-20 penalty on grapple check, but the kelp angler is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage.

Spell-like Abilities: 3/day - dispel magic, entangle; 1 day - confusion, displacement. Caster level 11th; save DC 11 + spell level.

Blindsight (Ex): A kelp angler is not blind, but it maneuvers and fights as well as a sighted creature by using sonar, like that of a bat. This ability enables it to discern objects and creatures within 100 feet. A kelp angler usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the kelp angler to rely on its vision (which is as good as a human's).

Camouflage (Ex): A kelp angler can change its coloring to match its environment, gaining a +10 competence bonus on Hide checks.

Immunities (Ex): A kelp angler is immune to cold damage and bludgeoning damage.

Regeneration (Ex): Acid attacks deal normal damage to a kelp angler. Attack forms that don't deal hit point damage ignore regeneration, and a kelp angler does not restore hit points lost from starvation, thirst, or suffocation.

Skills: Due to their stealthy nature, kelp anglers have a +6 racial bonus on Move Silently checks. Kelp anglers have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.

A kelp angler's natural appearance ensures that one is rarely spotted until it attacks. It often begins a fight by using its confusion ability on one opponent before moving in to grapple others. Kelp anglers know something of magic and have evolved the ability to dispel spells with some proficiency. Once a target is grappled, a kelp angler typically triggers its dispel magic effect to remove magical protection (such as water breathing) from the victim, thereby subjecting it to the effects of being underwater and possibly the threat of drowning.

Kelp anglers can be summoned using a summon nature's ally VII spell.

Aquatic Subtype

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.