Undine
This blue-haired, blue-skinned man moves with a liquid grace. His ears are fin-like, and his hands and feet are webbed.
Undines are humans whose ancestry includes elemental beings of water, such as marids. This connection with the Plane of Water is most noticeably manifested in their coloration, which tends to mimic that of lakes or oceans—all undines have limpid, blue eyes, and their skin and hair can range from pale blue-white to the deep blue or green of the sea.
Undine cleric 1
N Medium (native)
Init +2; Senses 60 ft.; Perception +3
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 8 (1d8)
Fort +1, Ref +2, Will +5
cold 5
OFFENSE
Speed 30 ft. (20 ft. in armor); 30 ft.
Melee trident +0 (1d8)
Ranged sling +2 (1d4)
Special Attacks channel positive energy 7/day (DC 12, 1d6)
(CL 1st; concentration +3)
1/day—hydraulic push
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—dazing touch
6/day—icicle (1d6+1 cold damage)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, charm person, divine favor
0 (at will)—create water, guidance, stabilize
Domains Charm, Water
STATISTICS
Str 11, Dex 14, Con 8, Int 10, Wis 17, Cha 14
Base Atk +0; +0; CMD 12
Feats Extra Channel
Skills Diplomacy +6, Knowledge (religion) +4, Swim +4
Languages Aquan, Common
SQ water affinity
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (scale mail, trident, other treasure)
SPECIAL ABILITIES
Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
UNDINE CHARACTERS
Undines are defined by class levels—they do not possess racial Hit Dice. Undines have the following racial traits.
+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Speed: Undines have a swim speed of 30 feet.
Darkvision: Undines can see in the dark up to 60 feet.
Spell-Like Abilities: Hydraulic push 1/day. (Caster level equals the undine’s total Hit Dice.)
Energy Resistance: Undines have cold resistance 5.
Water Affinity: See above.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose any of the following bonus languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Reefclaw
Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.
Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water. In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes. Reefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold. A typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.
CN Small (aquatic)
Init +5; Senses 60 ft., ; Perception +6
DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 13 (2d8+4)
Fort +2, Ref +1, Will +4
Defensive Abilities ; cold 5
OFFENSE
Speed 5 ft., 40 ft.
Melee 2 claws +2 (1d4 plus and poison)
Special Attacks death frenzy, (1d4)
STATISTICS
Str 10, Dex 13, Con 14, Int 5, Wis 12, Cha 13
Base Atk +1; +0 (+8 grapple); CMD 11 (can’t be tripped)
Feats Improved Initiative
Skills Perception +6, Swim +8
Languages Common (can’t speak)
SQ
ECOLOGY
Environment any water (coastal)
Organization solitary, school (2–5), or harem (6–11)
Treasure none
SPECIAL ABILITIES
Death Frenzy (Su) When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw).
Grab (Ex) A reefclaw can use its grab ability on a target of any size. Reefclaws have a +8 racial bonus on grapple checks; this bonus replaces the normal +4 bonus a creature with grab receives.
Poison (Ex) Claw—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Draugr
This barnacle-encrusted walking corpse looks like a zombie, but is dripping with water and gives off a nauseating stench.
Draugr smell of decay and the sea, and drip water wherever they go. These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. The corpses of these drowned sailors cling fiercely to unlife, attacking any living creatures that intrude upon them. Their attacks smear rancid flesh, rotting seaweed, and swaths of vermin on whatever they hit. In the case of draugr who manifest when an entire ship sinks, these undead usually stay with the wreck of their ship. Some draugr may be found under the control of aquatic necromancers, while others may wander the seas as undead pirates aboard ghost ships.
DRAUGR CAPTAIN (CR 3)
Draugr captains have malevolent, burning red eyes. They may be more richly dressed than other draugr, though their clothes are always in a similar tattered condition. A draugr captain is a draugr with the advanced simple template. In addition to this, most draugr captains have additional class levels, usually as barbarians, fighters, or rogues. Draugr captains can also use obscuring mist as a spell-like ability (CL 5th, concentration +8) three times per day, and instead of causing nausea with a successful hit, they bestow 1 negative level on a hit. A draugr captain can even bestow a negative level via a weapon it wields, but if it gains multiple attacks with a weapon, it can only bestow 1 negative level per round in this manner.
CE Medium (water)
Init +0; Senses 60 ft., Perception +6
DEFENSE
AC 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
hp 19 (3d8+6)
Fort +2, Ref +1, Will +3
5/bludgeoning or slashing; ; fire 10
OFFENSE
Speed 30 ft., 30 ft.
Melee greataxe +5 (1d12+4/×3 plus nausea) or slam +5 (1d10+4 plus nausea)
STATISTICS
Str 17, Dex 10, Con —, Int 8, Wis 10, Cha 13
Base Atk +2; +5; CMD 15
Feats Power Attack, Toughness
Skills Climb +9, Perception +6, Stealth +6, Swim +11
Languages Common (cannot speak)
ECOLOGY
Environment any coastal
Organization solitary or crew (2–8)
Treasure standard (greataxe, leather armor, other treasure)
SPECIAL ABILITIES
Nausea (Su) A creature that is damaged by a draugr must make a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
Giant Crab
This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.
Giant crabs behave much like their smaller cousins, feeding on both plant material like algae and fungus and animal matter such as fish, seabirds, and even unwary humanoids. The coloration of a giant crab’s hard exoskeleton varies widely depending on species, and over time even shifts in response to its diet. Other species of giant crab exist as well, some smaller but most quite a bit larger.
N Medium (aquatic)
Init +1; Senses 60 ft.; Perception +4
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +1
mind-affecting effects
OFFENSE
Speed 30 ft., 20 ft.
Melee 2 claws +4 (1d4+2 plus )
Special Attacks (1d4+2)
STATISTICS
Str 15, Dex 13, Con 14, Int —, Wis 10, Cha 2
Base Atk +2; +4 (+8 grapple); CMD 15 (27 vs. trip)
Skills Perception +4, Swim +10
Racial Modifiers +4 Perception
SQ
ECOLOGY
Environment any aquatic
Organization solitary or cast (2–12)
Treasure none
SPECIAL ABILITIES
Water Dependency (Ex) Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.
Giant Sea Anemone
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 camouf lage 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.
N Large (aquatic)
Init +2; Senses 30 ft.; Perception +0
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +3, Will +1
Defensive Abilities ; gaze attacks, mind-affecting effects, poison, vision-based effects
OFFENSE
Speed 5 ft.
Melee tentacles +3 (2d6+1 plus and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks (1d6+1 bludgeoning damage, AC 11, 3 hp)
STATISTICS
Str 12, Dex 15, Con 18, Int —, Wis 10, Cha 2
Base Atk +3; +5; CMD 17 (can’t be tripped)
Skills Stealth +6
Racial Modifiers +8 Stealth
SQ anchored, sightless
ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or cluster (2–10)
Treasure incidental
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.
Pteranodon
This majestic sky-rider, with its leathery wings and pointed beak, swoops and soars with breathtaking agility.
The pteranodon is not itself a dinosaur but rather a large flying reptile that is often found in areas dinosaurs are common. Its flight lacks grace, so it lands on the ground to fight foes it can’t carry away. A pteranodon has a wingspan of 30 feet but only weighs 40 pounds.
N Large
Init +8; Senses , ; Perception +11
DEFENSE
AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +3
OFFENSE
Speed 10 ft., 50 ft. (clumsy)
Melee bite +5 (2d6+4)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12
Base Atk +3; +7; CMD 21
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly –1, Perception +11
ECOLOGY
Environment warm coastline
Organization solitary, pair, or flock (3–12)
Treasure none
Seaweed Leshy
This vaguely humanoid plant creature has a body formed of soggy green seaweed and wears crude armor made from seashells.
Seaweed leshys usually dwell along coastlines, happily splashing and playing in tide pools, but they are equally at home at sea, floating among large kelp beds. Although perfectly capable of existing out of water indefinitely, seaweed leshys prefer to limit their time away from the sea almost out of a sense of pride. Most seaweed leshys take a dim view of freshwater plant life, to the point of mocking such plants in the same way an urbanite might talk down to folk who live in more rural areas. Rumors of freshwater leshys are a sure way to bring peals of mocking laughter from a seaweed leshy. Seaweed leshys resemble miniature, waterlogged green humans grown from leafy green seaweed, with skinny arms and legs, webbed hands and feet, and long strands of brown, green, or red seaweed for hair. They wear armor made from a pair of large clam shells or from several smaller shells tied together. This armor functions as a suit of masterwork padded armor for a seaweed leshy, but not for any other creature. Patient and thoughtful by inclination (save for matters associated with those silly freshwater leshys), seaweed leshys believe that in time nature brings what is needed by the ebb and flow of the tide or the steady flow of the river. They counsel against hasty decisions and rash actions, always preferring to wait and see what another day might bring.
N Small (aquatic, leshy, shapechanger)
Init +1; Senses 60 ft., ; Perception +7
DEFENSE
AC 15, touch 12, flat-footed 14 (+1 armor, +1 Dex, +2 natural, +1 size)
hp 30 (4d8+12)
Fort +6, Ref +2, Will +3
electricity, sonic,
OFFENSE
Speed 20 ft., 20 ft.
Melee slam +4 (1d6)
Ranged water jet +5 touch (1 plus blind)
Special Attack sneak attack +1d6
(CL 8th; concentration +9)
Constant—pass without trace
1/day—entangle (in water only, DC 12)
STATISTICS
Str 10, Dex 13, Con 14, Int 9, Wis 15, Cha 12
Base Atk +3; +2; CMD 13
Feats Ability Focus (water jet), Toughness
Skills Perception +7, Stealth +9 (+13 in water), Survival +3 (+7 in water), Swim +8
Racial Modifiers +4 Stealth and Survival in water
Languages Druidic, Sylvan; plantspeech (seaweed)
SQ air cyst, , (Small seaweed; tree shape), verdant burst
ECOLOGY
Environment any ocean or coastline
Organization solitary or patch (2–16)
Treasure standard
SPECIAL ABILITIES
Air Cyst (Su) Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours.
Verdant Burst When slain, a seaweed leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and seaweed quickly infests the area. If the terrain can support seaweed, the growth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this seaweed has no significant effect on movement and withers and dies within an hour.
Water Jet (Ex) A seaweed leshy can expel a high pressure jet of water from its mouth to a range of 30 feet. It must make a ranged touch attack to strike a target—if it hits, the blast deals 1 point of bludgeoning damage (this damage is not modified by Strength). In addition, the creature hit must make a DC 15 Fortitude save or be blinded by the water for 1 round. The save DC is Dexterity-based.
Wereshark
This muscular creature has a human body, but the head of a ravenous shark, complete with jet-black eyes and razorlike teeth.
In either humanoid or hybrid form, a wereshark is generally burly, has a mouth full of unusually large teeth, and typically has a personality that is both crude and bullying. They’re bloodthirsty and are very easy to anger. They will jump into fights they have no stake in just to snap bones and draw blood. Weresharks prefer life at sea or in port settlements commonly frequented by seagoing merchants and pirates. They can be found leading pirate gangs or loitering at seaside taverns accompanied by crowds of toadies. Since they get into fights so often, they try to stick close to the sea so they can escape into the water if they bite off more than they can chew. The other members of a wereshark’s crew learn quickly that the boss is bound to skip out without much notice once a bigger fish comes along.
Human natural wereshark fighter 3
CE Medium (human, shapechanger)
Init +1; Senses , ; Perception +2
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 33 (3d10+12)
Fort +5, Ref +2, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee mwk trident +9 (1d8+3)
STATISTICS
Str 17, Dex 12, Con 14, Int 8, Wis 15, Cha 8
Base Atk +3; +6; CMD 17
Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)
Skills Survival +8, Swim +10
Languages Common
SQ armor training 1, (human, hybrid, and shark; polymorph), (sharks and dire sharks)
ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or shiver (3–6)
Treasure NPC gear (mwk trident, other treasure)
CE Medium (human, shapechanger)
Init +1; Senses 30 ft., , ; Perception +2
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 36 (3d10+15)
Fort +6, Ref +2, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1; 10/silver
OFFENSE
Speed 30 ft.
Melee mwk trident +9 (1d8+4), bite +2 (1d8+2 plus )
STATISTICS
Str 19, Dex 12, Con 16, Int 8, Wis 15, Cha 8
Base Atk +3; +7; CMD 18
Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)
Skills Survival +8, Swim +11
Languages Common
SQ armor training 1, (human, hybrid, and shark; polymorph), (sharks and dire sharks)
Crab Swarm
A writhing mass of clacking shells and snapping pincers rushes from the surf, their spider-like legs twitching across the sand.
Crab swarms contain over a thousand normal-sized crabs that rush over their victims, plucking flesh with thousands of pinching claws. Some fishermen claim tides and phases of the moon cause these creatures to swarm as they do.
N Diminutive (, )
Init +2; Senses 60 ft.; Perception +0
DEFENSE
AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 38 (7d8+7)
Fort +6, Ref +4, Will +2
mind-affecting effects, , weapon damage
OFFENSE
Speed 30 ft., 20 ft.
Melee (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks (DC 14)
STATISTICS
Str 1, Dex 14, Con 13, Int —, Wis 10, Cha 2
Base Atk +5; —; CMD —
Skills Swim +10
Racial Modifiers uses Dex to modify Swim
ECOLOGY
Environment any aquatic
Organization solitary, pair, or wave (3–8 swarms)
Treasure none
Heikegani
The carapace of this large crab resembles a scowling face, its eyes seething with an ancient fury.
Samurai are renowned for their resolve, but sometimes a samurai becomes so obsessed with her purpose that her soul can’t depart from the Material Plane upon her death. Unable to seek eternal rest, and unwilling to become undead in the pursuit of vengeance, the samurai’s soul instead finds a suitable host in which to continue its existence. A heikegani is the effect of such a joining: a tragic, furious symbiosis of the soul of a dead samurai and the body of a crustacean. This usually occurs when the samurai dies near a crab habitat and her soul imprints upon a newly hatched crab zoea. Magic is always involved, either because the death happened in a high-magic environment or because the samurai was dealt a magical deathblow. A heikegani is especially vicious when young, and kills other crabs and marine creatures it encounters until it develops the ability to travel onto land. Each time the heikegani molts, its new shell comes to more closely resemble an angry demonic face. The soul of a heikegani has very few of its memories from life, but retains its single-minded sense of purpose and honor, and is quick to challenge those it meets to mortal combat. A heikegani believes it has been reincarnated, but in reality it never passed on to be judged. The unnatural genesis of a heikegani causes it great agony, and the dangerous crustacean scuttles along the shores, seeking foes that it can defeat in honorable combat so its soul can finally be put to rest.
NE Small (aquatic)
Init +1; Senses 60 ft.; Perception +10
Aura unnatural aura (30 ft., DC 14)
DEFENSE
AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
hp 42 (5d8+20)
Fort +5, Ref +2, Will +6
OFFENSE
Speed 30 ft., 20 ft.
Melee 2 claws +9 (1d3+4 plus grab) or dagger +8 (1d3+4/19–20), claw +4 (1d3+2 plus )
Ranged dagger +5 (1d3+4/19–20)
Special Attacks challenge (2/day), (1d3+4), grab (Medium), intimidating glare
STATISTICS
Str 18, Dex 13, Con 18, Int 9, Wis 14, Cha 7
Base Atk +3; +6 (+10 grapple); CMD 17 (25 vs. trip)
Feats Power Attack, Skill Focus (Intimidate), Weapon Focus (claw)
Skills Intimidate +9, Knowledge (nobility) +4, Perception +10, Swim +18
Languages Common (can’t speak)
ECOLOGY
Environment any coastlines
Organization solitary or guard (3–7)
Treasure none
SPECIAL ABILITIES
Challenge (Su) Two times per day as a swift action, a heikegani can challenge a foe to combat. Until either that foe is rendered unconscious, or the combat ends, the heikegani gains a +4 bonus on damage rolls against that enemy, and takes a –2 penalty to AC except against attacks made by the challenged foe. The heikegani gains DR 2/— against attacks made by the target of its challenge.
Intimidating Glare (Ex) As a full-round action, a heikegani can stand on its rear legs and display its facelike carapace, snapping its pincers in a threatening display. The heikegani can attempt an Intimidate check to demoralize all foes within 30 feet that can see its display, as if it had used the Dazzling Display feat. It doesn’t take penalties on this check for being smaller than its targets.
Memory of Honor (Su) Once per day when the heikegani is about to attempt a saving throw or skill check, it can call upon the resolve it held to in its prior life, gaining a +4 bonus on the roll. The heikegani must decide to use this ability before the roll is made.
Globster
This grotesque mass of blubber and rancid flesh piles up hideously upon itself, opening a vast maw filled with teeth.
A globster is a living collection of half-digested parts from large sea creatures such as whales and squid. Passersby usually discover it by smell long before they see it. Many unfortunate folk who happen upon a globster mistake it for the carcass of a beached sea animal, getting too close before discovering the seemingly dead creature is very much alive. For a time, sages believed globsters were undead—that they were simply undulating wads of rotting flesh animated with a drive to feed. However, globsters are actually living creatures. Globsters usually wash up on a beach or float to the shore to feed on terrestrial stock for a few hours before returning to the safety of water. Some say the tides and phases of the moon are to blame for the times globsters come to land to feed. Globsters reproduce by mixing parts of their own foul bodies with the poorly digested remains of their meals.
N Large (aquatic)
Init –5; Senses Perception –5
Aura (DC 18, 10 rounds)
DEFENSE
AC 16, touch 4, flat-footed 16 (–5 Dex, +12 natural, –1 size)
hp 57 (6d8+30)
Fort +7, Ref –3, Will –3
acid, bludgeoning and piercing damage, ; cold 10, electricity 10
OFFENSE
Speed 20 ft., 40 ft.
Melee slam +9 (2d6+9 plus and nausea)
Space 10 ft.; Reach 5 ft.
Special Attacks create spawn, (2d6+9)
STATISTICS
Str 22, Dex 1, Con 20, Int —, Wis 1, Cha 1
Base Atk +4; +11 (+15 grapple); CMD 16 (can’t be tripped)
Skills Swim +14
SQ decompose,
ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or beaching (3–8)
Treasure none
SPECIAL ABILITIES
Create Spawn (Ex) When a globster eats a living creature, it only digests a small portion of the remains. As the undigested remains accumulate inside of it, the globster grows more and more bloated. As a full-round action that does not provoke attacks of opportunity, a globster can regurgitate these foul remains along with portions of its own mass. Doing so causes the globster 1d6 points of damage, but creates a new, fully grown globster that immediately attacks the nearest non-globster target. A globster can create spawn up to once per day, though only after it has fed upon at least four Medium-sized creatures (or the equivalent number of creatures of other sizes).
Decompose (Ex) A slain globster decays into a mass of goo in the span of 24 hours. However, the corpse retains the creature’s stench aura for 1d10 days after its death.
Nausea (Ex) Any creature struck by a globster must make a DC 18 Fortitude save to avoid being nauseated for 1 round. Once a creature makes this saving throw, it is immune to further nausea effects from that particular globster for 24 hours. This is a poison effect. The save DC is Constitution-based.
Grodair
Several water-dripping tentacles sprout from this four-eyed fish’s belly, while long fins protrude from its back.
A grodair is a bloated aquatic creature from the primal world of the fey. The bulbous sac on its spine is an extradimensional space that can contain thousands of gallons of water. The creature drains water (including small bits of debris and even very small creatures) from one place and releases it in another, typically creating boggy areas as it moves so it can travel more quickly than its tentacles can carry it. A grodair can rise up to 6 feet on its tentacles, measures 7 feet long, and weighs about 400 pounds. A grodair is intelligent, but extremely absentminded and careless. Its memory is poor, and it has difficulty remembering things it was told even 5 minutes prior— though it can recall some events of the distant past with perfect (and often frustrating) clarity.
CN Medium (aquatic, )
Init –1; Senses 60 ft., ; Perception +1
DEFENSE
AC 16, touch 9, flat-footed 16 (–1 Dex, +7 natural)
hp 66 (7d10+28)
Fort +11, Ref +4, Will +5
OFFENSE
Speed 30 ft., 60 ft.
Melee bite +11 (1d8+4), 2 tentacles +6 (1d4+2 plus trip)
Ranged water blast +7 touch (1d8 plus push)
Special Attacks death flood, (water blast, 5 ft.)
(CL 7th; concentration +9)
At will—control water
STATISTICS
Str 18, Dex 8, Con 19, Int 12, Wis 13, Cha 15
Base Atk +7; +11; CMD 20 (24 vs. trip)
Feats Combat Reflexes, Great Fortitude, Iron Will, Weapon Focus (water blast)
Skills Knowledge (nature) +8, Survival +8, Swim +22
Languages Aquan, Sylvan
SQ , muddy field
ECOLOGY
Environment any water or coastlines
Organization solitary
Treasure standard
SPECIAL ABILITIES
Death Flood (Su) When a grodair is killed, it immediately explodes in a 15-foot-radius burst of highly pressurized water that deals 5d6 points of bludgeoning damage (Reflex DC 17 half). After the explosion, a successful DC 25 Survival check allows a creature to recover a cluster of strange organs from the remains. This cluster functions as a decanter of endless water for 2d6 hours, but can only produce a “stream” or “fountain” effect. Failing this Survival check by 5 or more causes the cluster to burst, dealing an additional 2d6 points of damage to that creature (no save) and destroying the organs entirely. The save DC is Constitution-based.
Muddy Field (Su) As a standard action when on sand, soil, or other types of loose earth, a grodair can gush standing water into the area surrounding it. Upon doing so, the land within 15 feet of the grodair is treated as a shallow bog. This water remains as long as the grodair is within 15 feet and wishes to maintain the water. The bog instantly disperses as soon as the grodair is killed or moves out of the area.
Water Blast (Ex) The grodair’s ranged attack is a pressurized blast of water. This attack has a range of 60 feet with no range increment.
Sea Drake
Not quite sea serpent or dragon, this vicious beast is covered with shiny blue-green scales. Its arms serve as both wings and flippers.
While obviously the product of draconic inbreeding, the heritage of sea drakes is less clear than that of other drakes. Among the strongest of the drakes, sea drakes still lack the mental acuity of their true dragon forebears, though they remain as brutally cunning as other drakes. Although amphibious, sea drakes spend the majority of their time in shallow coastal waters. Sea drakes are up to 14 feet long from their noses to the tips of their powerful tails. They weigh 2,000 pounds. The most solitary of all drakes, sea drakes prefer to hunt alone. Occasionally, however, they band together in packs to hunt larger prey. Such rampages can be a significant danger to coastal shipping.
NE Large (aquatic)
Init +6; Senses 60 ft., , ; Perception +10
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 73 (7d12+28)
Fort +9, Ref +9, Will +5
electricity, paralysis, sleep
OFFENSE
Speed 20 ft., 60 ft. (average), 60 ft.
Melee bite +12 (1d8+6 plus 1d6 electricity), tail slap +7 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks ball lightning breath,
STATISTICS
Str 23, Dex 15, Con 18, Int 8, Wis 10, Cha 9
Base Atk +7; +14; CMD 26
Feats Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Skills Fly +10, Intimidate +9, Perception +10, Stealth +11, Swim +24
Languages Draconic
SQ , speed surge
ECOLOGY
Environment any coastlines
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES
Ball Lightning Breath (Su) A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of 100 feet, and deals 6d6 points of electricity damage (DC 17 Reflex half) to the primary target. After it strikes, the ball lightning can arc to a number of secondary targets equal to the sea drake’s Hit Dice (usually 7) within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Capsize (Ex) A sea drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.
Speed Surge (Ex) Three times per day as a swift action, a sea drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
Giant Starfish
This bright orange creature has seven arms radiating from its core and is covered with thick, ridged hide.
The giant starfish dwells along coastlines and in other shallow marine areas. The undersides of each of the giant starfish’s arms are lined with thousands of small tube feet that propel it along and aid in grappling and pinning its prey. The tube feet at the end of the arms are also sensory organs, detecting scents and textures. The starfish moves via a water vascular system, drawing in ocean water and pumping the water throughout its body and out to its tube feet. Because of this, the giant starfish is highly dependent on water to remain mobile and alive. The giant starfish can be an active hunter, relentlessly attacking marine mammals and coastal avian life alike, but just as often it lies in wait along the water’s edge for its prey to venture into reach. When attacking, the giant starfish latches on with up to three of its arms and attempts to pin its opponent. It then extends its stomach outside of its inner cavity in order to begin digesting the pinned or grappled creature. The giant starfish’s stomach can also shoot out as an elongated tubelike stalk to strike potential prey up to 20 feet away. When the series of barbed hooks at the end of the stomach stalk catch the targeted creature, the starfish begins to pull it closer, in order to more thoroughly secure its meal with its multiple arms. A giant starfish can have anywhere from five to 24 arms, and while the total number of arms can result in a wildly different-looking creature, the number of limbs has no effect on its statistics since a giant starfish of any size can attack with only up to three of its limbs at a time. A giant starfish typically measures 15 feet in diameter and weighs 800 pounds.
N Large (aquatic)
Init +1; Senses 60 ft., 30 ft.; Perception +0
DEFENSE
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 104 (11d8+55)
Fort +12, Ref +4, Will +3
Defensive Abilities slow regeneration; mind-affecting effects
OFFENSE
Speed 10 ft., 10 ft.
Melee 3 slams +12 (1d8+5 plus grab), stomach +12 (1d6+5 plus )
Space 10 ft.; Reach 10 ft. (20 ft. with stomach)
Special Attacks firm grip, stomach, (2d6+7 bludgeoning, AC 15, 10 hp)
STATISTICS
Str 20, Dex 13, Con 20, Int —, Wis 11, Cha 3
Base Atk +8; +14 (+22 grapple); CMD 25 (can’t be tripped)
Skills Climb +13
ECOLOGY
Environment any coastlines or oceans
Organization solitary, pair, or cluster (3–10)
Treasure incidental
SPECIAL ABILITIES
Firm Grip (Ex) The giant starfish excels at grappling prey, and gains a +8 racial bonus on grapple checks (rather than the standard +4 bonus most monsters gain as a result of having the grab ability).
Slow Regeneration (Ex) A giant starfish has regeneration but heals very slowly, regaining a number of hit points each hour equal to its Hit Dice (11 hp per hour for the typical giant starfish). Acid, cold, or fire damage suppresses this regeneration for 24 hours.
Stomach (Ex) The giant starfish can invert its stomach to attack prey up to 20 feet away. The hook-lined opening to the starfish’s stomach is a primary attack that deals piercing damage. If a giant starfish successfully grapples a foe with its stomach, it gains the benefit of the fast swallow universal monster rule and can swallow the target immediately rather than waiting until the start of its next turn. It does not trigger a fast swallow effect if it grapples a foe with a slam attack.
Galvo
This creature is composed of dozens of electric eels tightly knotted into a slithering, humanoid shape, crackling with energy.
In sunless ocean trenches, aberrant fleshcrafters created the first galvos to serve as soldiers in their war against the sahuagin and skum. Since those days, galvos have moved beyond their darkened trenches, breeding and expanding into shallower, warmer waters. In recent years, they have come closer to civilizations, preying on coastal communities. A galvo can live both in the water and on land, and frightening stories tell of galvos springing up from the water to strike at prey both on ships and on beaches. A true horror to look upon, a galvo averages 7 feet tall and weighs around 300 pounds.
NE Medium (aquatic)
Init +4; Senses 60 ft., 60 ft., ; Perception +10
DEFENSE
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 127 (15d10+45)
Fort +12, Ref +13, Will +6
Defensive Abilities swarmlike; 10/slashing; electricity
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +19 (1d6+3 plus 2d6 electricity), 2 slams +19 (1d6+3 plus 2d6 electricity)
Ranged eel dart +19 touch (1d6+3 plus 1d6 electricity)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
STATISTICS
Str 17, Dex 19, Con 16, Int 7, Wis 12, Cha 8
Base Atk +15; +18; CMD 33 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Dodge, Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, Weapon Finesse
Skills Perception +10, Stealth +15, Swim +15
Languages Aquan (can’t speak)
SQ , , varied attack
ECOLOGY
Environment any water
Organization solitary, pair, or tangle (3–9)
Treasure none
SPECIAL ABILITIES
Eel Dart (Ex) A galvo can launch one of its component eels like a dart up to 30 feet as a ranged touch attack. An eel dart deals a number of points of damage equal to 1d6 + the galvo’s Strength modifier plus 1d6 points of electricity damage.
Swarmlike (Ex) A galvo has no discernible anatomy, and is not subject to critical hits or flanking. It is also immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). Mind-affecting effects that target a single creature function normally against a galvo, since the creature’s individual components share a hive mind. A galvo takes half again as much damage (+50%) from damaging area effects such as fireball and splash weapons.
Varied Attack (Ex) A galvo’s slam attack deals both bludgeoning and slashing damage since the creature is formed completely of biting eels.
Giant Snapping Turtle
This lumbering turtle is the size of a house; its head features a powerful, razor-sharp beak.
Giant snapping turtles typically grow to diameters of about 35 feet and weigh 20,000 pounds.
N Gargantuan
Init +2; Senses , ; Perception +21
DEFENSE
AC 23, touch 4, flat-footed 23 (–2 Dex, +19 natural, –4 size)
hp 115 (11d8+66)
Fort +12, Ref +5, Will +6
OFFENSE
Speed 20 ft., 20 ft.
Melee bite +16 (4d6+16 plus )
Space 20 ft.; Reach 15 ft.
Special Attacks (2d8+16 bludgeoning, AC 23, 22 hp)
STATISTICS
Str 32, Dex 6, Con 21, Int 1, Wis 13, Cha 6
Base Atk +8; +23 (+27 grapple); CMD 31 (35 vs. trip)
Feats Improved Initiative, Iron Will, Lunge, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +21, Swim +19
SQ armored stomach, , shell
ECOLOGY
Environment temperate or warm water or shore
Organization solitary or band (2–5)
Treasure none
SPECIAL ABILITIES
Armored Stomach (Ex) A giant snapping turtle’s body is difficult to cut through—its stomach gains a +4 bonus to its AC and has double the normal hit points when determining the success of a creature attempting to cut its way free.
Tiberolith
A bizarre thrum echoes from somewhere deep within this towering stone hulk, and blue liquid runs down its shuddering body.
Tiberoliths are magical constructs with primitive internal mechanical components, held together with sinew and plant matter. Created by a vicious lost civilization to protect its citadels, villages, and treasures, tiberoliths are found in submerged ruins and remain immobile unless attacked or approached by unauthorized intruders. Each is covered in a unique pattern of markings that glow blue when it moves. When active, it makes an unmistakable high-pitched whirring sound. A tiberolith typically stands 18 feet tall and weighs 7,000 pounds. Its stone body is filled with an acidic blue alchemical liquid that channels electricity from its mechanisms. In addition to this fluid, its hollow interior spaces have puzzlebox-like devices anchored within them, though how these relate to the creature’s movement is unknown.
N Huge
Init +0; Senses 60 ft., ; Perception +0
DEFENSE
AC 24, touch 8, flat-footed 24 (+16 natural, –2 size)
hp 111 (13d10+40)
Fort +4, Ref +4, Will +4
Defensive Abilities spell trap; 10/adamantine and bludgeoning; acid, ; electricity 30; 24
OFFENSE
Speed 30 ft.
Melee 2 slams +19 (3d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks corrosive strikes, shockwave
STATISTICS
Str 26, Dex 11, Con —, Int —, Wis 11, Cha 1
Base Atk +13; +23; CMD 33
ECOLOGY
Environment any coastlines or water
Organization solitary, pair, or squad (3–4)
Treasure standard
SPECIAL ABILITIES
Corrosive Strikes (Ex) A tiberolith reduced to 30 or fewer hit points leaks acid, and deals an additional 1d6 points of acid damage with its slam attacks.
Shockwave (Su) Three times per day, a tiberolith can unleash a burst of electricity. This blast deals 12d6 points of electricity damage to all creatures within 30 feet (Reflex DC 16 half). A tiberolith is immune to its shockwave and that of other tiberoliths. The save DC is Constitution-based.
Spell Trap (Su) When a tiberolith is targeted by a spell that allows spell resistance and its spell resistance fails to protect it against that spell, the spell instead becomes trapped in the tiberolith’s magical runes. The runes can only trap one spell at a time; if a second spell would become trapped, the first spell affects the tiberolith normally (including allowing a saving throw, if appropriate) and the second spell is trapped. A trapped spell dissipates harmlessly after 24 hours.
Lorelei
This strange creature appears to be a gigantic human head carved from stone, with thick tentacles sprouting from its scalp.
A lorelei resembles an enormous, stony sea anemone with a humanlike face covering much of its body. Noted for their magical murmurs that entrance sailors, the creatures lurk near rocky shoals barely concealed by crashing waves or rushing rivers, eager to lure humanoids to their deaths. Also known as a “murmur stone” for its rocklike natural camouflage, a lorelei is a solitary creature that shuns peaceful contact with other living things. It broods in the shadows of seaside cliffs and ocean trenches, emerging only to torment the living. When not pursuing complicated schemes, a lorelei is fond of wrecking ships on rocks and luring sailors beneath the surface to drown. Some scholars claim that these creatures were once a species of beautiful fey cursed by foul forces. This claim is backed by the fact that they behave much like nereids, nixies, and sirens. A lorelei stands 9 feet tall, not counting the mess of tentacles atop its body, and weighs around 2,000 pounds.
NE Large (aquatic)
Init +5; Senses 60 ft.; Perception +24
DEFENSE
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 162 (12d8+108)
Fort +13, Ref +5, Will +13
sonic; cold 10
OFFENSE
Speed 20 ft., 20 ft., 20 ft.
Melee 4 tentacles +18 (1d8+9 plus poison)
Space 10 ft.; Reach 15 ft.
Special Attacks murmur, poison, vortex
(CL 12th; concentration +17)
At will—ghost sound (DC 15), speak with dead (DC 18), ventriloquism (DC 16), whispering wind
3/day—command undead (DC 17), control water, fog cloud
STATISTICS
Str 28, Dex 13, Con 29, Int 11, Wis 16, Cha 20
Base Atk +9; +19; CMD 30 (can’t be tripped)
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (tentacle)
Skills Bluff +15, Climb +21, Perception +24, Sense Motive +15, Stealth +18 (+26 in rocky areas), Swim +21
Racial Modifiers +8 Stealth in rocky areas
Languages Aquan, Common
SQ ,
ECOLOGY
Environment any coastlines
Organization solitary
Treasure none
SPECIAL ABILITIES
Murmur (Su) A lorelei’s murmur has the power to infect the minds of those that hear it. This effect even influences undead creatures despite their usual immunity to mind-affecting effects. When a lorelei murmurs, all creatures aside from other lorelei within a 300-foot spread must succeed on a DC 20 Will saving throw or become captivated. A creature that successfully saves is not subject to the same lorelei’s song for 24 hours. A victim under the effects of the murmur moves toward the lorelei using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Affected creatures can take no actions other than to defend themselves. A victim within 5 feet of the lorelei simply stands and offers no resistance to its attacks. This effect continues for as long as the lorelei murmurs and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Poison (Ex) Tentacle—injury; save Fort DC 25; frequency 1/round for 4 rounds; effect 1d4 Str; cure 2 consecutive saves.
Vortex (Su) A lorelei can create a whirlpool as a standard action, at will. This ability functions identically to the special attack, but can form only underwater and cannot leave the water. A creature must succeed at a DC 25 Reflex save or be snared by the churning waters. The vortex is 20 feet across and 80 feet deep, and deals 2d8+9 points of damage. The save DC is Constitution-based.
Bronze Dragon
This sleek dragon is covered in dull metallic scales that range in color from shining bronze to mottled blue.
Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right and just.
CR
LG (water)
Init + ; Senses ; Perception +
DEFENSE
AC
hp
Fort + , Ref + , Will +
electricity, paralysis, sleep
OFFENSE
Speed 40 ft., , 60 ft.
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk + ; + ; CMD
Feats
Skills
Languages
SQ ,
ECOLOGY
Environment temperate coastlines
Organization solitary
Treasure triple
SPECIAL ABILITIES
Repulsion Breath (Su) Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect.
Ketesthius
This enormous wolf-headed sea serpent’s maw leads into what seems to be an endless expanse within.
Ketesthiuses are large sea monsters with wolf like heads and foreclaws, eel-like bodies, and powerful fish tails. They are voracious eaters with great jaws that can gulp down prey that can be as large as themselves. Creatures a ketesthius swallows are not digested immediately, because ketesthiuses’ vast stomachs and unique anatomy allow them to sustain living creatures inside their gullets indefinitely. Entire ecologies can form within a single ketesthius’s extradimensional digestive tract. Though the stomach’s ecosystem is capable of supporting life, it’s far from a welcome environment: no sunlight comes in, the air is thin and dank, and most creatures trapped within become feral in short order. Larger creatures that end up inside a ketesthius have a difficult time surviving long term, and must resort to quickly snapping up prey that their host later swallows. Though it makes no attempt to hoard treasure, within a ketesthius’s vast gut lies all the treasure of the creatures—and even ships—that the ketesthius has swallowed. More than once, tales of lost treasure within have led foolish adventurers to risk being intentionally swallowed by a ketesthius. An adult ketesthius typically measures over 50 feet long. Its weight varies based on the size of its extradimensional gullet, but usually ranges from 5–60 tons.
LE Gargantuan (aquatic)
Init +11; Senses 60 ft., ; Perception +14
DEFENSE
AC 28, touch 13, flat-footed 24 (+7 Dex, +15 natural, –4 size)
hp 200 (16d10+112); 10 (fire or acid)
Fort +17, Ref +17, Will +10
OFFENSE
Speed 20 ft., 40 ft.
Melee bite +22 (4d8+10/19–20 plus ), 2 claws +22 (2d6+10/19–20)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks bigger inside, , grab (Gargantuan), (see text)
(CL 13; concentration +13)
3/day—gust of wind, obscuring mist
1/day—control weather
STATISTICS
Str 30, Dex 25, Con 24, Int 5, Wis 16, Cha 11
Base Atk +16; +30 (+34 grapple); CMD 47
Feats Critical Focus, Improved Critical (bite), Improved Critical (claws), Improved Initiative, Iron Will, Lunge, Power Attack, Staggering Critical
Skills Perception +14, Swim +29
Languages Common (can’t speak)
SQ
ECOLOGY
Environment any oceans or coastlines
Organization solitary
Treasure double
SPECIAL ABILITIES
Bigger Inside (Su) A ketesthius’s stomach is an extradimensional space, much larger on the inside than its physical size would allow. A ketesthius can swallow any Gargantuan or smaller creature, and its cavernous stomach is an entirely new location, its size varying wildly from ketesthius to ketesthius. Creatures swallowed by the ketesthius are not considered grappled, nor do they take damage each round, and damage to the walls of the stomach do not harm the ketesthius or allow the creatures to escape. Creatures trapped inside can generally escape only via teleportation magic that crosses planes or if the ketesthius is defeated or nauseated from outside. As a result of its unusual anatomy and huge appetite, a ketesthius often has other monsters living inside its stomach, which in turn feed on things the ketesthius swallows. A ketesthius usually has from one to four monsters of CR 8–9 in its gullet. Sea creatures like dire sharks, dire crocodiles, giant octopus, or giant squid are most common, but less frequently giants or other land-dwelling creatures live in its gut as well. Ketesthiuses are even known to swallow each other, though only on rare occasions.
Seaweed Siren
This creature’s three singing heads sway atop serpentine necks that extend from a bulbous body split by a wide, toothy mouth.
A seaweed siren is a predator that uses false humanlike heads on its upper appendages in order to lure prey. The heads babble nonsense words and fragments of overheard sentences. If spoken to, they respond with words from a similar language. This behavior allows the seaweed siren to creep about under the water with only the heads showing, pretending to be swimming humanoids until it is ready to attack.
CN Large (aquatic)
Init +2; Senses 60 ft., ; Perception +17
Aura cacophony (100 ft., DC 22)
DEFENSE
AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, –1 size)
hp 184 (16d10+96)
Fort +16, Ref +12, Will +8
mind-affecting effects; fire 10, sonic 10
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +25 (4d6+15/19–20)
Ranged 3 sonic beams +17 (5d6 sonic)
Space 10 ft.; Reach 5 ft.
Special Attacks staggering , (1d10+15, DC 28)
(CL 16th; concentration +19)
At will—shatter (DC 16)
3/day—charm monster (DC 18), quickened confusion (DC 18)
1/day—bestow curse (DC 18, ranged touch attack, 30 ft.)
STATISTICS
Str 30, Dex 15, Con 22, Int 11, Wis 16, Cha 19
Base Atk +16; +27; CMD 39 (47 vs. trip)
Feats Blind-Fight, Critical Focus, Deafening Critical, Improved Critical (bite), Point-Blank Shot, Power Attack, Quicken Spell Like Ability (confusion), Skill Focus (Perception)
Skills Bluff +12, Perception +17, Stealth +17 (+21 in water), Swim +18
Racial Modifiers +4 Stealth in water
Languages Aklo, tongues
SQ false heads, water dependency
ECOLOGY
Environment any coastlines
Organization solitary
Treasure standard
SPECIAL ABILITIES
Cacophony (Su) A seaweed siren’s noises disrupt spellcasting; casting within 100 feet of a seaweed siren requires a concentration check (DC 15 + the level of the spell being cast). All other concentration checks and Perception checks involving hearing made inside the aura have their DCs increased by 5. A siren can begin or end this ability as a free action. This is a sonic effect.
False Heads (Ex) A seaweed siren’s false heads can be severed. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting the head. A head is considered a separate weapon with hardness 0 and hit points equal to the siren’s Hit Dice (typically 16 hp). To sever a head, an opponent must deal enough damage to reduce the head’s hit points to 0 or fewer. Severing a head deals an amount of damage to the siren’s body equal to the siren’s Hit Dice. A siren can’t attack with a severed head. A siren with no remaining heads can’t use its cacophony ability or its spell-like abilities.
Sonic Beams (Su) Each of the siren’s false heads can fire a beam at a range of 60 feet, dealing 4d6 points of sonic damage.
Staggering Gaze (Su) Staggered 1d6 rounds, 30 feet, Will DC 22 negates. This is a mind-affecting effect. The save DC is Charisma-based.
Water Dependency (Ex) A seaweed siren can survive out of the water for 1 hour per point of Constitution (typically 22 rounds). Beyond this limit, a seaweed siren begins to suffocate.
Scylla
This horrifying creature has the upper body of a beautiful woman, but a lower body of snapping wolf heads and writhing tentacles.
The scylla is one of the more nightmarish aberrations to blight the mortal world. Conf licting tales of her origins abound, from demonic flesh-crafting and arcane experiments to a divine curse handed down by a vengeful deity. The most popular stories cast the first scylla as the monstrous spawn of a union between a mortal and a god. Whatever the case, scyllas are fortunately quite rare, enough so that many consider them nothing more than tall tales told by sailors deep in their cups. Scyllas dwell along major shipping lanes, often near coastlines, where they use their spell-like abilities to lure entire ships to their doom. The hideous monsters are intelligent creatures, though half-mad with hunger and self-loathing. They normally do not use weapons, but when they do, they prefer to fight with light weapons wielded by their human-sized upper arms. However, they much prefer to keep their hands free to utilize magic items like wands, staves, and other powerful devices.
CE Huge (aquatic)
Init +11; Senses , 30 ft., 60 ft., , see invisibility; Perception +29
Aura (30 ft., DC 26)
DEFENSE
AC 30, touch 20, flat-footed 18 (+11 Dex, +1 dodge, +10 natural, –2 size)
hp 250 (20d8+160); 10
Fort +14, Ref +17, Will +18
Defensive Abilities freedom of movement, improved evasion; 10/cold iron and lawful; cold, charm effects, confusion and insanity effects; acid 20, fire 20; 27
OFFENSE
Speed 30 ft., 50 ft.
Melee 4 bites +25 (1d8+8/19–20 plus bleed), 4 tentacles +23 (1d6+4 plus )
Space 15 ft.; Reach 15 ft.
Special Attacks (1d6), (1d6+8)
(CL 16th; concentration +22)
Constant—freedom of movement, nondetection, see invisibility
At will—acid arrow, control water, fog cloud, greater dispel magic, major image (DC 19)
3/day—black tentacles, charm monster (DC 20), insanity (DC 23), mirage arcana (DC 21), solid fog
1/day—control weather, power word stun, project image (DC 23), (level 8, 1 charybdis)
STATISTICS
Str 27, Dex 32, Con 27, Int 20, Wis 23, Cha 22
Base Atk +15; +25 (+29 grapple); CMD 47 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Critical (bite), Mobility, Multiattack, Power Attack, Vital Strike, Weapon Finesse, Weapon Focus (bite), Weapon Focus (tentacles)
Skills Acrobatics +34, Bluff +26, Intimidate +29, Knowledge (nature) +25, Perception +29, Sense Motive +26, Stealth +26, Swim +39, Use Magic Device +26
Languages Abyssal, Aquan, Common
SQ , (1 humanoid form, alter self),
ECOLOGY
Environment any water
Organization solitary
Treasure triple