Haniver Gremlin

This small, bizarre humanoid creature has finlike wings, strange yellow skin, and tiny black eyes burning with malevolence.

Haniver gremlins haunt the stories of sailors and fishing communities, featuring prominently in parables told to naughty children by disapproving parents. A thousand such tales exist, each a variation on a common theme—the gremlins flap up from the sea, startle nasty fishermen or disobedient youths, and make off with their trinkets. Yet as is rarely the case with such tales, nearly every word of these stories—no matter how unlikely or comic— proves near to the truth. Strange, capricious fey creatures that enjoy skimming whitecaps, flipping over solitary horseshoe crabs, and suicidally teasing dolphins and sharks, hanivers endlessly indulge a mad racial curiosity. Such is their obsession that every haniver must know what is under every rock, in every basket, and beneath every hat. Should they like what they find, they typically attempt to make off with it, clinging to their prize like a beloved heirloom until the next curiosity or shiny treasure catches their attention. Hanivers have no concept of worth, though they know much of desirability, and might hang onto an item they would otherwise discard in moments if another creature—or former owner—expresses desire for it. The gremlins don’t steal out of any sense of maliciousness, but rather out of curiosity and selfishness. The most intelligent occasionally even believe that they’re trading, and leave behind old “treasures”—often strange or natural items that barely fit the description—in place of things they’ve claimed. Regardless, folklore advises those who have something stolen by a haniver to simply abandon it rather than face the frustration of attempting to rescue it—hence the tendency of sailors to blame the hanivers whenever something goes missing. Hanivers possess flat, leathery bodies with only a few thin bones. Most stand little more than a foot tall and 1-1/2 feet across, and weigh less than 5 pounds.

CR 1/2 XP 200
N
Tiny fey (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d6+1)
Fort +1, Ref +3, Will +2
DR 2/cold iron; SR 11
OFFENSE
Speed
10 ft., fly 20 ft. (average), swim 20 ft.
Melee bite +1 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks misplacement
Spell-Like Abilities (CL 1st; concentration +2)
At will—prestidigitation, ventriloquism (DC 12)
1/day—scare (DC 13)
STATISTICS
Str
9, Dex 13, Con 12, Int 8, Wis 11, Cha 12
Base Atk +0; CMB –1; CMD 8
Feats Improved Initiative
Skills Disable Device +3, Disguise +5, Fly +5, Perception +4, Sleight of Hand +7, Stealth +13, Swim +11
Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Common, Sylvan
SQ amphibious
ECOLOGY
Environment
temperate coasts
Organization solitary, pair, or swarm (4–12)
Treasure incidental
SPECIAL ABILITIES
Misplacement (Su)
Hanivers are swift and curious, possessing an uncanny ability to meddle with the possessions of any character whose square they enter. Any time a haniver succeeds at a Sleight of Hand check against a creature, it also rearranges that creature’s possessions. The next time that creature attempts to produce a weapon or item, it finds its possessions misplaced or disarranged; retrieving a stored item or drawing a weapon then requires a standard action instead of a move action (unless the haniver has stolen the item in question). After spending this standard action, the character takes mental inventory and is no longer affected by this ability. Occasionally, hanivers replace items they’ve stolen or leave their old treasures—seashells, old fish, clumps of sand—in containers or clothing they have rooted through. They do this without any added difficultly to their Sleight of Hand checks.
 

Ichthyocentaur

This creature has an athletic human torso from the waist up, but its lower body consists of two hoofed forelegs trailing into a finned tail.

Ichthyocentaurs, hybrids of hippocampi and more common merfolk, possess a culture that centers around communal growth fostered by mentoring and trading knowledge, songs, and services with small communities of the sea and coast. They idolize both memorable courage and wise stewardship. Ichthyocentaur warriors are known to challenge adventurers simply as a test of mettle and to offer guidance to respectful opponents whether the fight is lost or won. The leaders of ichthyocentaur tribes are usually bards, clerics, or oracles.  Most ichthyocentaurs are nomads, migrating across coastlines and sea lanes along ancient routes and largely living off what they catch. They prefer to avoid larger civilizations for fear of conquest but often form mutually beneficial arrangements with tritons, coast-dwelling satyrs, and insular coastal elf communities. Elder members of the tribe often seek out powerful magical beings such as seilenoi and sphinxes from which to learn. Most ichthyocentaurs worship deities of nature, beauty, and passion, as well as godlike elder fey.  An ichthyocentaur’s humanoid torso generally has features reminiscent of those common in nearby human societies and skin tanned by the sun. They use armor when hunting or fighting but wear little else aside from a few pieces of meaningful jewelry, often fashioned from sea creatures like crabs (whose claws are favored for circlets).  Although they are amphibious and often form relationships with terrestrial creatures, ichthyocentaurs are only able to move on land with difficulty and rarely travel out of sight of the water. They determine their carrying capacity as if they were a quadruped despite having only two legs. An average ichthyocentaur stands just over 5 feet tall when propped up by its legs and tail, is nearly 15 feet long from head to tail tip, and weighs over 1,700 pounds, but tribes from different areas vary significantly in build and size.

CR 5 XP 1,600
N
Large monstrous humanoid (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC
18, touch 13, flat-footed 15 (+3 Dex, +1 dodge, +5 natural, –1 size)
hp 59 (7d10+21)
Fort +5, Ref +8, Will +8
OFFENSE
Speed
5 ft., swim 60 ft.
Melee mwk harpoon +12/+7 (1d8+6/×3), 2 hooves +5 (1d6+2)
Ranged mwk harpoon +11 (1d8+4/×3) or  javelin +9/+4 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce
STATISTICS
Str
18, Dex 17, Con 16, Int 13, Wis 16, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Dodge, Mobility, Quick Draw, Weapon Focus (harpoon)
Skills Diplomacy +7, Intimidate +10, Knowledge (nature) +6, Perception +11, Perform (wind instruments) +7, Survival +11, Swim +20
Languages Aquan, Common, Sylvan
SQ amphibious, undersized weapons
ECOLOGY
Environment
temperate oceans or coastlines
Organization solitary, pair, band (3–6), or school (7–20 plus 3 hunters of 2nd level and 1 spellcaster mentor of 7th level)
Treasure standard (mwk harpoon, 6 javelins, other treasure)
SPECIAL ABILITIES
Pounce (Ex)
An ichthyocentaur can use its pounce ability only while swimming.
 

Polar Bear

This large bear is completely white save for small black eyes and black lips hiding huge, glistening teeth.

Polar bears swim along frigid coasts and wander icy plains looking for prey, most notably the seals they pluck from holes in the ice. A polar bear’s blubber gives it buoyancy, and its long neck helps keep its head above water. Oversized paws with webbed toes propel it steadily through the icy seas, and a polar bear can swim more than 100 miles in a single day.  While easily able to avoid conflict by plunging into the frigid ocean swells that surround their lairs, polar bears are notoriously fearless, and will attack nearly any creature if they feel threatened or desperate. This makes them particularly dangerous scavengers around arctic settlements, though a rare few civilizations hunt polar bears, both for their meat and for the furs and bones that can be fashioned into clothes and vital tools. Many of these cultures hold polar bears sacred, honoring their deaths with solemn rituals and ceremonies.  Polar bears live an average of 15 to 20 years, but arctic peoples have known individual bears to live as long as 40 years, often assuming legendary status in local lore. An adult male polar bear can weigh 800 to 1,200 pounds, with females weighing 350 to 650 pounds.  

CR 5 XP 1,600
N
Large animal
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC
20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 52 (5d8+30)
Fort +10, Ref +7, Will +4
OFFENSE
Speed
40 ft., swim 20 ft.
Melee bite +9 (1d8+7), 2 claws +9 (1d6+7 plus grab)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
25, Dex 17, Con 23, Int 2, Wis 16, Cha 10
Base Atk +3; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Perception +8, Survival +8, Swim +19
ECOLOGY
Environment
cold coastlines or plains
Organization solitary or pair
Treasure none
 

Charda

Armored in dense, bony plates, this four-armed creature drools wretched strings of black bile from its fanged maw.

In the darkest depths of the earth, in strange frozen rivers and subterranean lakes of frigid black water dwell the mysterious and ferocious chardas. These xenophobic humanoids rarely venture far from their domains, settling in small tribes and building rocky huts underwater or muddy domes along the subterranean shore. A typical charda stands just under 4 feet tall but weighs 250 pounds. Chardas reproduce by laying eggs in small clutches of two to four, which they bury among rocks offshore. Females fiercely protect their own clutches, but show no predisposition toward protecting the clutches of other chardas, even those within their tribe. Devoutly religious, chardas prefer to worship gods of war or cold. They hunt in small packs composed of both males and females. Hunting and slaying help determine an individual’s power within the group. Chardas often engage in infanticide and cannibalism. While they patrol their territories in groups, they fight individually with little strategy or structure. Chardas do not assist each other with their kills, as they perceive aid as a weakness and a dishonor to both themselves and their foes.

CR 7 XP 3,200
CN
Small monstrous humanoid (aquatic)
Init +2; Senses darkvision 120 ft.; Perception +13
DEFENSE
AC
20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
hp 85 (9d10+36)
Fort +7, Ref +10, Will +7
Defensive Abilities ferocity; Immune cold, poison
OFFENSE
Speed
20 ft., swim 60 ft.
Melee bite +13 (1d6+3 plus 1d6 cold), 4 claws +14 (1d4+3)
Special Attacks black bile
STATISTICS
Str
16, Dex 15, Con 19, Int 11, Wis 12, Cha 8
Base Atk +9; CMB +11 (+19 bull rush and trip); CMD 23
Feats Combat Expertise, Improved Bull Rush, Improved Trip, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Intimidate +6, Knowledge (religion) +4, Perception +13, Stealth +18, Survival +10, Swim +18
Languages Aklo, Undercommon
SQ amphibious, cold vigor, overwhelming
ECOLOGY
Environment
cold aquatic or underground
Organization solitary, pair, gang (3–5), or tribe (6–14)
Treasure standard
SPECIAL ABILITIES
Black Bile (Su)
A charda’s body seethes with freezing black bile. Its supernaturally cold, black bile is the source of the additional cold damage when a charda bites a creature. As a standard action, a charda can expel its full store of bile as a breath weapon that can take the form of a 60-foot line or a 30-foot cone. All creatures in this area take 8d6 points of cold damage (DC 18 Reflex half). A charda can use this breath weapon once every 1d4 rounds—while its black bile is recharging, it does not deal additional cold damage with its bite. The save DC is Constitution-based.
Cold Vigor (Ex) When a charda is in a cold environment, it becomes more animated and gains a +1 racial bonus on attack rolls and weapon damage rolls.
Overwhelming (Ex) A charda gains a +8 racial bonus on bull rush and trip attacks.
 

Dire Polar Bear

Fearsome bony growths protrude from several spots in this massive animal’s snowy fur.

Dire polar bears, kin to cave bears, are larger and more aggressive than cave bears and normal polar bears alike. These short-tempered animals tend to avoid settled regions, but sometimes venture dangerously close to them while hunting, potentially resulting in bloody massacres.

CR 8 XP 4,800
N
Large animal
Init +7; Senses low-light vision, scent; Perception +14
DEFENSE
AC
22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 115 (10d8+70)
Fort +14, Ref +10, Will +6
OFFENSE
Speed
40 ft., swim 20 ft.
Melee bite +15 (1d8+9), 2 claws +15 (1d6+9 plus grab)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
29, Dex 17, Con 25, Int 2, Wis 16, Cha 14
Base Atk +7; CMB +17 (+21 grapple); CMD 28 (32 vs. trip)
Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +14, Survival +7, Swim +21
ECOLOGY
Environment
cold coastlines or plains
Organization solitary or pair
Treasure none
 

Fjord Linnorm

This massive, eel-like dragon has two webbed talons. Its tail ends in large and powerful-looking flukes.

Fjord linnorms dwell among the deep waters that grace northern coastlines where fingers of land create complex rivulets, venturing out to sea to feed on sharks and whales when they cannot find settlements or traveling caravans to savage. As their favored haunts often overlap with coastal trade routes, regions known to be within the territory of a fjord linnorm are often avoided by ships. Fjord linnorms are not particularly adept at capsizing ships, as are some other large aquatic monsters, but one might argue that such tactics are unnecessary for a creature the size and power of a fjord linnorm in the first place. Both the curse and poison of a fjord linnorm are extremely dangerous for those who frequent the waterways of the north. The fjord linnorm’s curse is particularly devastating to aquatic creatures, and such beings are careful to avoid any possible conflict with such linnorms. A fjord linnorm is 60 feet long and weighs just over 10,000 pounds.

CR 16 XP 76,800
CE
Gargantuan dragon (aquatic)
Init +10; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +24
DEFENSE
AC
30, touch 12, flat-footed 24 (+6 Dex, +18 natural, –4 size)
hp 248 (16d12+144); regeneration 10 (cold iron)
Fort +19, Ref +18, Will +15
Defensive Abilities freedom of movement; DR 15/cold iron; Immune cold, curse effects, mind-affecting effects, paralysis, poison, sleep; SR 27
OFFENSE
Speed
30 ft., fly 100 ft. (average), swim 60 ft.
Melee bite +25 (2d8+13/19–20 plus poison), 2 claws +25 (2d6+13), tail +20 (2d6+6 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon, constrict (tail, 2d6+19), death curse
STATISTICS
Str
36, Dex 23, Con 28, Int 5, Wis 21, Cha 26
Base Atk +16; CMB +33 (+37 grapple); CMD 49 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Fly +19, Perception +24, Swim +40
Languages Aklo, Draconic, Sylvan
SQ amphibious
ECOLOGY
Environment
cold mountainous coastlines
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su)
Once every 1d4 rounds as a standard action, a fjord linnorm can expel a 120-foot line of icy fluid, dealing 16d8 points of cold damage to all creatures struck (Reflex DC 27 half). The freezing liquid quickly hardens to sheets of ice, causing any creature that takes damage to move at only half its normal speed for 1d4 rounds. A DC 27 Strength check made as a full-round action allows a character to break free of the ice before this duration expires. The save DC and Strength check DC are Constitution-based.
Death Curse (Su) Curse of Drowning: save Will DC 26; effect creature can never gain the benefit of water breathing, and if it possesses this ability, loses it as long as it suffers the curse. In addition, the creature can hold its breath only half as long as normal, and whenever the cursed creature holds its breath, it functions as if sickened.
Poison (Ex) Bite—injury; save Fort DC 27; frequency 1/round for 10 rounds; effect 3d6 cold damage and 1d6 Con drain; cure 2 consecutive saves.