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Sea Anemone, Great

This is a flowerlike creature with a dark green to gray trunk and a brightly colored interior. It has a smooth front bordered by dozens of fleshy tendrils, and a rougher outer trunk. At the center of the creature’s front is a circular opening that leads into its interior.

Great Sea Anemone CR 8

XP 4,800
N Huge vermin (aquatic)
Init +4; Senses blindsight 40 ft.; Perception +9


AC 8, touch 8, flat-footed 8 (–2 size)
hp 138 (12d8+84)
Fort +15; Ref +6; Will +5
Defensive Abilities defensive curl; DR 5/piercing or slashing; Immune vermin traits; Resist acid 20


Speed 0 ft. (immobile)
Melee tendrils +14 (paralysis plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks acid cloud, paralytic venom, swallow whole (3d8 acid damage, AC 10, 13 hp)


Str 24, Dex 10, Con 24, Int —, Wis 12, Cha 2
Base Atk +9; CMB +18 (+22 grapple); CMD 28 (can’t be tripped)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Perception +9, Stealth –4; Racial Modifiers +4 Stealth, +8 Perception


Acid Cloud (Ex)

When provoked, the great sea anemone can eject the contents of its stomach, including any creatures being digested. This forms a cloud of acidic mucous in a 20-foot radius that deals 3d8 points of acid damage (DC 23 Reflex, half) for 1d3 rounds before dissipating. It can only do this once per minute. The save DC is Constitution-based.

Defensive Curl (Ex)

As a move action, the great sea anemone can retract its vulnerable front and tendrils into its trunk. While in this curl it cannot attack with its tendrils, though it can eject its acid cloud and gains a +15 natural armor bonus to AC from the thick, rubbery hide of its trunk.

Paralytic Venom (Ex)

Tendril—contact; save DC 23; frequency 1/round for 1 round; effect paralyzed 1d6 minutes. The save DC is Constitution-based.

Tome of Horrors Complete
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