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Pathfinder

Compendium

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Giant Sea Anemone

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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
Species CR Size HD
Common anemone 1/4 Tiny 1d8
Bluehair anemone 1/2 Small 2d8
Coffin anemone 1 Medium 3d8
Darkforest anemone 6 Huge 9d8
Siren's bed anemone 9 Gargantuan 14d8
Deep tiger anemone 13 Colossal 19d8

Special Abilities

Anchored (Ex) 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.

Poison (Ex) Tentacle—injury; Save Fort DC 16; Frequency 1/round for 6 rounds; Effect 1d2 Dex damage; Cure 2 consecutive saves.

Sightless (Ex) A sea anemone is blind and is not affected by any effect that relies on sight, such as Gaze Attacks or blindness.

Attributes

AC
14, Touch 11, Flat-footed 12 (+2 Dex, +3 Natural, -1 Size)
Alignment
N
Base Atk
+3
CMB
+5
CMD
17 (Can't Be Tripped)
CR
CR 2
Cha
2
Con
18
Creature Type
Vermin (Aquatic)
Defensive Abilities
Amorphous
Dex
15
Environment
Any Oceans Or Coastlines
Fort
+8
HP
34 (4d8+16)
Immune
Gaze Attacks, Mind-affecting Effects, Poison , Vision-based Effects
Init
N Large Vermin ( Aquatic ) +2
Int
&Mdash;
Melee
Tentacles +3 (2d6+1 Plus Grab And Poison )
Organization
Solitary, Pair, Or Cluster (2-10)
Racial Modifiers
+8 Stealth
Reach
10 Ft.
Ref
+3
SQ
Anchored, Sightless
Senses
Blindsight 30 Ft.; Perception +0
Size
Large
Skills
Stealth +6
Space
10 Ft.
Special Attacks
Swallow Whole (1d6+1 Bludgeoning Damage, Ac 11, 3 Hp)
Speed
5 Ft.
Str
12
Treasure
Incidental
Will
+1
Wis
10
XP
600
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