Dolphin

This streamlined, fish-like mammal has sparkling eyes over a smiling mouth filled with hundreds of teeth.

Dolphins are social predators that hunt shallow seas and rivers in large family groups called pods. Sailors are fond of dolphins and frequently tell tales of dolphins saving drowning fishermen or killing sharks with blows from their powerful snouts.

CR 1/2 XP 200
N
Medium animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9
DEFENSE
AC
13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed
swim 80 ft.
Melee slam +3 (1d4+1)
STATISTICS
Str
12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13
Racial Modifiers +4 Perception
SQ hold breath
ECOLOGY
Environment
any ocean
Organization solitary, pair, or pod (3–18)
Treasure none
SPECIAL ABILITIES
Hold Breath (Ex)
A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
 

Death’s Head Jellyfish

This long-tentacled jellyfish has a wide bell with a vaguely skullshaped pattern on it.

Most common in warm or temperate waters, the death’s head jellyfish is an aggressive predator. The creature derives its name from the pattern on its 4-foot-wide bell and from the poison it delivers with its tentacles. Those unfortunate enough to be subjected to this toxin develop rigor of the facial muscles that results in a wide-eyed grimace if left untreated.

CR 1 XP 400
N
Small vermin (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +3, Will +0
Defensive Abilities amorphous; DR 5/piercing or slashing; Immune mind-affecting effects
OFFENSE
Speed
swim 20 ft.
Melee 2 tentacles +3 (1d3+1 plus poison)
Space 5 ft.; Reach 10 ft.
STATISTICS
Str
12, Dex 17, Con 16, Int —, Wis 10, Cha 1
Base Atk +1; CMB +1; CMD 14 (can’t be tripped)
Skills Swim +9
SQ compression
ECOLOGY
Environment
any oceans
Organization solitary, pack (2–5), or bloom (6–13)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Tentacle—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1 Con and 1 Cha; cure 2 consecutive saves. If a creature fails two consecutive saving throws, its jaw locks, its tongue swells, and its lips pull back, making speech impossible. This condition ends when the Charisma damage is healed.
 

Octopus

Eight tentacles, each adorned with rows of countless suckers, unfurl from the barrel-shaped body of this large-eyed creature.

The octopus is a cunning animal capable of using complex tactics to get food.

CR 1 XP 400
N
Small animal (aquatic)
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC
15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
Defensive Abilities ink cloud
OFFENSE
Speed
20 ft., swim 30 ft., jet 200 ft.
Melee bite +5 (1d3+1 plus poison), tentacles +3 (grab)
STATISTICS
Str
12, Dex 17, Con 14, Int 2, Wis 13, Cha 3
Base Atk +1; CMB +1 (+5 grapple); CMD 14 (can’t be tripped)
Feats Multiattack, Weapon Finesse
Skills Escape Artist +13, Stealth +20, Swim +9
Racial Modifiers +8 Stealth, +10 Escape Artist
ECOLOGY
Environment
temperate or cold ocean
Organization solitary
Treasure none
SPECIAL ABILITIES
Ink Cloud (Ex)
An octopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.
Jet (Ex) An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.
 

Squid

This slender red squid darts through the water with alacrity. Two large eyes stare from above the creature’s tentacles.

Squids are aggressive predators that fear little and are more than willing to attack prey larger than themselves.

CR 1 XP 400
N
Medium animal (aquatic)
Init +6; Senses low-light vision; Perception +7
DEFENSE
AC
13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (3d8)
Fort +3, Ref +7, Will +2
Defensive Ability ink cloud (5-ft. radius)
OFFENSE
Speed
swim 60 ft., jet 240 ft.
Melee bite +4 (1d3+2), tentacles +2 (1d4+1 plus grab)
STATISTICS
Str
15, Dex 15, Con 11, Int 2, Wis 12, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 16
Feats Improved Initiative, Lightning Reflexes, Multiattack
Skills Perception +7, Swim +10
ECOLOGY
Environment
any ocean
Organization solitary, pair, or school (3–12)
Treasure none
SPECIAL ABILITIES
Ink Cloud (Ex)
A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex) A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
 

Bull Shark

This sleek, gray predator weaves back and forth through the water with savage grace.

This shark is named for its stocky shape, flat snout, and aggressively territorial behavior. Its natural environment brings it close to humanoid prey, and it has been known to attack fishers, swimmers, rafts, and canoes. Though it prefers salt water, it can tolerate fresh water, and can leap over obstacles like low rapids. These qualities make it a terrifying aquatic predator that can travel dozens of miles up rivers in search of prey, striking in secluded swimming holes and placid lakes. A bull shark is over 7 feet long and weighs roughly 250 pounds. Female bull sharks are slightly larger than males.

CR 2 XP 600
N
Medium animal (aquatic)
Init +6; Senses blindsense 30 ft., keen scent, low-light vision; Perception +6
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed
swim 60 ft.
Melee bite +3 (2d8+3)
STATISTICS
Str
15, Dex 14, Con 13, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +3; CMD 15 (can’t be tripped)
Feats Improved Initiative
Skills Perception +6, Swim +10
ECOLOGY
Environment
any oceans
Organization solitary, pair, or school (3–6)
Treasure none
 

Giant Tube Worm

Several thin tendrils extend aggressively from the open tip of this red tube made of a coralline substance.

The giant tube worm resides entirely within its constructed, armored tube. It extends its stinging tendrils out into the water to search for prey.

CR 2 XP 600
N
Medium vermin (aquatic)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0
DEFENSE
AC
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +5, Will +1
Defensive Abilities tube armor; Immune mind-affecting effects
OFFENSE
Speed
10 ft., swim 20 ft.
Melee 2 stings +4 (1d4+2 plus poison)
STATISTICS
Str
14, Dex 18, Con 15, Int —, Wis 11, Cha 3
Base Atk +2; CMB +4; CMD 18 (can’t be tripped)
Skills Swim +10
ECOLOGY
Environment
any oceans
Organization solitary, pair, or cluster (3–12)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Dex damage and staggered 1 round; cure 2 consecutive saves. 
Tube Armor (Ex) A giant tube worm’s shell grants it a +4 natural armor bonus, but is somewhat brittle. Once a giant tubeworm is reduced to fewer than half its hit points (9 hp for the typical specimen), its tube shatters and it loses its natural armor bonus.
 

Incutilis

This strange nautilus drags itself forward on oversized tentacles, its crimson-streaked flesh textured like the surface a brain.

A strange sort of sea creature that appears to be an oversized cephalopod, an incutilis hides a significant intelligence behind its unassuming appearance. Though most incutilises live their entire lives within the deepest trenches of the darkest seas, some venture to the border between water and land, taking terrible control over land-dwelling flesh with an alien disregard for sentient life. Because of their aquatic physiologies, their ability to cross this border and travel on land is limited. These aberrations overcome this hurdle with a lethal solution, slaying land dwellers and commandeering their flesh to bear the incutilis on shore. Although incutilises can live as bottom feeders, they prefer not to scavenge. Their favorite foods seem to be larger sea creatures—sharks, whales, and sentient ocean dwellers—and they make no distinction between the living and the dead. Incutilises exhibit strong self-preservation compulsions, going out of their way to avoid dangerous predators. When one is on land and its zombie puppet is destroyed, it attempts to flee to the nearest body of water. An incutilis weighs about 25 pounds (30 with its shell) and measures 4 feet from the tips of its longest tentacles to the top of its shell.

CR 2 XP 600
LE
Tiny aberration (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC
17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 18 (4d8)
Fort +1, Ref +3, Will +5
OFFENSE
Speed
5 ft., climb 5 ft., swim 60 ft.
Melee 2 tentacles +2 (1d4+2 plus grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks puppetmaster
STATISTICS
Str
15, Dex 15, Con 11, Int 12, Wis 13, Cha 8
Base Atk +3; CMB +3 (+7 grapple); CMD 15 (can’t be tripped)
Feats Improved Initiative, Step Up
Skills Bluff +3, Climb +10, Disguise +3, Perception +8, Stealth +17, Swim +17
Languages Aklo, Aquan; telepathy 30 ft.
SQ amphibious
ECOLOGY
Environment
any oceans
Organization solitary, pair, or colony (3–12 plus enslaved puppets)
Treasure standard
SPECIAL ABILITIES
Puppetmaster (Su)
As a full-round action, an incutilis can drive its lesser tendrils into any helpless Small or Medium creature occupying the same square and pump the victim full of poison and chemicals. The victim is killed instantly, and becomes a zombie-like creature under the incutilis’s control. This zombie isn’t treated as being undead, and is immune to spells and effects that affect only undead (including damage from positive energy). The incutilis is attached to this zombie—typically by the head—occupying the same square and moving along with it. The incutilis can make attacks with its tentacles independently of the zombie’s slam. It can also retract its tendrils as a move action, but doing so causes the zombie to collapse and revert to a normal corpse. The incutilis must retract its tendrils before it can move away from a zombie it’s attached to. Any attack that deals damage to the zombie also deals 1 point of damage to the incutilis, regardless of how much damage is dealt to the zombie. Area-affecting spells affect both the puppeteer and zombie. A character can attempt to attack just the incutilis, but takes a –4 penalty on the attack roll. Killing the incutilis destroys the zombie.
 

Shark

This blue shark’s fins slice through the water, its black eyes rolling and its gaping jaws showing countless teeth.

The shark is a relentless eating machine, a creature evolved over the course of eons to do one job perfectly—hunting. Sharks have achieved a special place in the lore of most seafaring races, who view them as devils, monsters, and the wrath of the gods. The shark presented here is a 10-foot-long, 300-pound blue shark.

CR 2 XP 600
N
Large animal (aquatic)
Init +5; Senses blindsense 30 ft., keen scent; Perception +8
DEFENSE
AC
14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
hp 22 (4d8+4)
Fort +7, Ref +5, Will +2
OFFENSE
Speed
swim 60 ft.
Melee bite +5 (1d8+4)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
17, Dex 12, Con 13, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +7; CMD 18
Feats Great Fortitude, Improved Initiative
Skills Perception +8, Swim +11
ECOLOGY
Environment
any ocean
Organization solitary, pair, school (3–6), or pack (7–13)
Treasure none
SPECIAL ABILITIES
Keen Scent (Ex)
A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
 

Triton

This scaly, finned humanoid has an athletic build and blue-green coloration. Its legs end in wide flippers rather than feet.

These aquatic outsiders resemble merfolk, except where a merman has a single fish tail, a triton has two scaly, finned legs. They are the watchers of the sea, often using dolphins or other aquatic creatures as mounts, and maintaining a vigil against the evil races below the waves. Originally hailing from the Plane of Water, long ago the triton race migrated to the oceans of the Material Plane, and they are now fully adapted to life there. Their split legs allow them to hobble about slowly on land, but they rarely do so, preferring their natural environment and the greater mobility their forms afford there. Tritons make their homes on the sea floor, growing coral reefs and sculpting stones into gentle arcs to create living spaces that are beautiful and natural-looking. Many of these sites lie near great thermal vents, providing not only heat but also rich minerals and nutrients for the fish and other creatures tritons eat. Tritons can breathe air or water, but prefer water. While their cities are designed for water-breathers, they usually feature one or two airtight buildings set aside to hold air for landwalking visitors. Triton settlements can be found anywhere from arctic to tropical waters, but most are in temperate locations. They generally avoid the deepest reaches of the ocean, for it is here that creatures like aboleths and krakens rule—creatures that the tritons have long waged war against. Tritons maintain relationships with other good undersea creatures, but mostly keep to themselves. They aid others in fights against their enemies (primarily krakens and aboleths, but also lesser evils like sahuagin or skum). They typically form strong squadrons of aquatic cavalry trained in coordinated attacks when they go to war. Tritons tend to distrust outsiders, and usually avoid land-dwellers. They sometimes provide aid to air-breathers, even though they often see them as trespassers under the sea; when they do help landwalkers, their price for this is high. Nevertheless, when they witness a landwalker do battle against and vanquish a great evil such as an aboleth, they are quick to cast aside their prejudices and accept the great hero into their societies with open and welcoming arms. Tritons have silvery skin, hued in tones of aqua blue and kelp green. Older tritons often have barnacles, corals, and seashells crusting the back, chest, and shoulders, worn almost like jewelry as a mark of status among their kind. They have white, blue, or green hair. Tritons’ eyes shine blue like sunlight upon a clear sea. A typical triton stands 6 feet in height and weighs 180 pounds. While most exceptional tritons advance by taking class levels (typically as druids, oracles, or rangers), a rare few tritons advance by increasing in size. These Large tritons are great heroes among their kind and have 8 racial Hit Dice or more.

CR 2 XP 600
NG
Medium outsider (native, water)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC
14, touch 10, flat-footed 14 (+4 natural)
hp 19 (3d10+3)
Fort +4, Ref +1, Will +4
OFFENSE
Speed
5 ft., swim 40 ft.
Melee mwk trident +5 (1d8+1)
Ranged heavy crossbow +3 (1d10/19–20)
Spell-Like Abilities (CL 7th; concentration +7)
1/day—summon nature’s ally II (Small water elemental or 1d3 dolphins only)
STATISTICS
Str
12, Dex 10, Con 12, Int 13, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 14
Feats Mounted Combat, Ride-By Attack
Skills Craft (any one) +7, Diplomacy +6, Perception +7, Ride +6, Sense Motive +7, Stealth +6, Survival +7, Swim +9
Languages Aquan, Common
ECOLOGY
Environment
any oceans
Organization solitary, company (2–5), squad (6–11), or band (12–21 plus 2–16 dolphins)
Treasure standard (masterwork trident, heavy crossbow with 10 bolts, other treasure)
 

Ceratioidi

This flabby, fishlike humanoid has the wide mouth, bulging eyes, and dangling, luminescent flesh lure of a deep-sea predator.

Rulers of deep ocean trenches, ceratioidi share several unusual traits with the aquatic predators of the ceratiidae family, also known as angler fish. From their strange, spired cities beneath the waves, ceratioidi cast their nets of influence far and wide. Perhaps the strangest aspect of the ceratioidi is that each individual is in fact two entities—a powerful, imposing female, and a rat-sized parasitic male who spends most of his life attached to his mate’s neck. A female without a mate loses her dual mind ability, while a male unattached to a female retains his intelligence but otherwise has the same statistics as an electric eel (without the electricity special ability or electricity resistance).

CR 3 XP 800
N
Medium monstrous humanoid (aquatic)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC
15, touch 10, flat-footed 15 (+5 natural)
hp 30 (4d10+8)
Fort +3, Ref +4, Will +6
Immune mind-affecting effects
OFFENSE
Speed
30 ft., swim 50 ft.
Melee 2 shortspears +8 (1d6+3) or 2 slams +7 (1d4+3)
Ranged 2 shortspears +5 (1d6+3)
Special Attacks lure
STATISTICS
Str
17, Dex 10, Con 15, Int 15, Wis 14, Cha 12
Base Atk +4; CMB +7; CMD 17
Feats Ability Focus (lure), Weapon Focus (shortspear)
Skills Bluff +5, Intimidate +8, Perception +9, Sense Motive +6, Stealth +7, Swim +18
Languages Aquan, Common
SQ dual mind, primitive amphibian
ECOLOGY
Environment
any saltwater
Organization solitary, mated individual, or clan (3–20)
Treasure standard
SPECIAL ABILITIES
Dual Mind (Ex)
The fact that each ceratioidi is actually two creatures sharing the same body gives it a number of unique abilities. A ceratioidi can delegate various actions and physical processes to the individual minds, allowing it to fight with two weapons simultaneously without any penalties. It can also select two favored classes. The telepathic tangle between its twin consciousnesses makes a ceratioidi impervious to mind-affecting effects.
Lure (Su) As a free action, a ceratioidi can light the dangling lure on its forehead, forcing all non-ceratioidi within a 20-foot radius to make a DC 15 Will save or become fascinated for 1 round. Regardless of the preceding interaction between the ceratioidi and its target, a creature affected by this ability does not view the ceratioidi who has fascinated it as a potential threat until that ceratioidi actually attacks—allowing it to approach without breaking the fascination. Once a creature successfully saves against this effect, it is immune to the same ceratioidi’s lure ability for 24 hours. The save DC is Charisma-based.
Primitive Amphibian (Ex) Ceratioidi have rudimentary lungs capable of breathing air indefinitely, but their skin must be bathed in salt water regularly or it begins drying out painfully. They can go for a number of hours equal to twice their Constitution score (30 hours for most ceratioidi) before they need to be bathed in salt water—if they don’t, they take 1 point of Constitution damage per hour. Any Constitution damage accrued is reversed after they spend at least 10 minutes immersed in salt water.
 

Deep Merfolk

This gaunt mermaid has a long, semi-transparent tail with a vivid red crest and caudal fin.

Much like common merfolk, deep merfolk have humanoid upper bodies and fish-like tails, but they are adapted for survival within the depths of the ocean. Their skin is both dark and transparent to help them blend with the sunless ocean depths. They sometimes adorn themselves with bioluminescent dye to create glowing spots on the skin along their tails, which they use both as a form of silent communication and to lure in prey when they hunt.  Deep merfolk build villages along the sides of the deepest ocean trenches, where they hunt sea creatures and gather crustaceans from the ocean floor. They are capable hunters, and small hunting groups of deep merfolk have been known to take down sharks or other large creatures stalking the depths. When hunting, deep merfolk prefer to ambush their prey, often luring targets in with bioluminescence. They rely on their camouflage to hide within the crevices and cold sand until their traps can be sprung.  Like their cousins, deep merfolk are highly protective of their tribes and homes and go to great lengths to keep strangers away. Spellcasters among their tribes often use illusions to hide deep merfolk dwellings, while rangers and hunters set up traps, ambushes, and false trails that lead interlopers into distant and dangerous areas of the deep ocean. If such misdirection and illusion fail, deep merfolk don’t hesitate to launch proactive attacks against intruders—at a fair distance away from their homes if possible.  While their appearance has led to legends of ties to dark powers and sinister agendas, most deep merfolk are simple folk with little interest in the world above the waves. A few secretive tribes worship the demon lord Dagon, but they view him as a dark protector they must appease, not a deity to emulate or for whom they feel any affection.

CR 3 XP 800
N
Medium humanoid (aquatic)
Init +9; Senses blindsense 30 ft., darkvision 60 ft.; Perception +2
DEFENSE
AC
17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 30 (4d8+12)
Fort +4, Ref +6, Will +4
Defensive Abilities deep dweller, semitransparent; Resist cold 5
Weaknesses light sensitivity
OFFENSE
Speed
10 ft., swim 40 ft.
Melee spear +6 (1d8+4/×3)
Special Attacks sneak attack +2d6, sprint
STATISTICS
Str
17, Dex 20, Con 16, Int 11, Wis 10, Cha 11
Base Atk +3; CMB +6; CMD 21
Feats Improved Initiative, Power Attack
Skills Perception +2, Stealth +9 (+17 underwater), Swim +16
Racial Modifiers +8 Stealth (while underwater)
Languages Aquan
ECOLOGY
Environment
any oceans (trenches)
Organization solitary, family (2–4), or tribe (10–15)
Treasure standard (spear, other treasure)
SPECIAL ABILITIES
Deep Dweller (Ex)
Deep merfolk are immune to damage from water pressure; their bodies adjust instantly to different depths. 
Semitransparent (Ex) Deep merfolk are very difficult to spot while they are underwater. So long as they are at least 10 feet underwater, deep merfolk gain concealment and can use the Stealth skill while moving at their normal speed without penalty. In the ocean depths (about 3,000 feet deep or more), this benefit improves to total concealment. 
Sprint (Ex) A deep merfolk can charge or withdraw at up to 3 times its swim speed.
 

Giant Seahorse

This sea creature resembles a cross between fish and horse; it has small fins on its flanks and a gracefully curled tail.

Giant seahorses are bear-sized versions of the common, harmless seahorse. Naturally docile and skittish, seahorses are easily trained to be mounts but are difficult to train for combat. They provide a smoother but slower ride than sharks or hippocampi. A giant seahorse is considered a quadruped for the purpose of carrying capacity. A light load for a giant seahorse is up to 500 pounds, a medium load is 1,000 pounds, and a heavy load is 1,600 pounds. It can drag 8,000 pounds.

CR 3 XP 800
N
Large animal (aquatic)
Init +2; Senses low-light vision; Perception +11
DEFENSE
AC
15, touch 11, flat-footed 13 (+4 armor, +2 Dex, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities anchor
OFFENSE
Speed
swim 30 ft.
Melee slam +7 (1d6+7)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
20, Dex 14, Con 17, Int 1, Wis 12, Cha 7
Base Atk +3; CMB +9; CMD 21
Feats Endurance, Skill Focus (Perception)
Skills Perception +11, Swim +13
ECOLOGY
Environment
any oceans
Organization solitary, pair, or school (3–20)
Treasure none
SPECIAL ABILITIES
Anchor (Ex)
As a move action, a seahorse can wrap its tail around a stationary object. The seahorse remains anchored to the object until it releases its grip (a free action) or is forcibly moved. An anchored seahorse gains a +4 bonus to its combat maneuver defense and on checks and saving throws against effects that would move it against its will.
 

Tiger Shark

This ravenous blue shark is truly a monster, its black eyes rolling and its gaping jaws showing countless teeth.

The shark is a relentless eating machine, a creature evolved over the course of eons to do one job perfectly—hunting. Sharks have achieved a special place in the lore of most seafaring races, who view them as devils, monsters, and the wrath of the gods.

CR 3 XP 1200
N
Huge animal (aquatic)
Init +4; Senses blindsense 30 ft., keen scent; Perception +8
DEFENSE
AC 15, touch 8, flat-footed 15 (+0 Dex, +7 natural, –2 size)
hp 30 (4d8+12)
Fort +9, Ref +4, Will +2
OFFENSE
Speed swim 60 ft.
Melee bite +6 (2d6+7)
Space 15 ft.; Reach 5 ft.
STATISTICS
Str 21, Dex 10, Con 17, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +10; CMD 20
Feats Great Fortitude, Improved Initiative
Skills Perception +8, Swim +13
ECOLOGY
Environment any ocean
Organization solitary, pair, school (3–6), or pack (7–13)
Treasure none
SPECIAL ABILITIES
Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
 

Comozant Wyrd

The only real feature of this flaring of electrical energy is a vaguely humanoid face that flickers and plays within its shifting mass.

A comozant wyrd appears to be 3 feet of buzzing, heatless blue or green plasma. Creatures near it find their hair standing on end and their bodies crawling with harmless but unnerving sparks. Those who have “conversed” with a comozant using illuminating flames say it uses pure emotion and image as concept and word—a mixture of knowledge and ignorance.

CR 4 XP 1,200
N
Small outsider (air, elemental, extraplanar, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC
18, touch 18, flat-footed 15 (+4 deflection, +3 Dex, +1 size)
hp 27 (5d10)
Fort +1, Ref +9, Will +7
Defensive Abilities incorporeal, plasma form; Immune cold, electricity, elemental traits
OFFENSE
Speed
20 ft., fly 30 ft. (good)
Ranged lightning lash +8 (2d8 electricity damage)
Special Attacks lightning lash
Spell-Like Abilities (CL 7th; concentration +11)
2/day—control weather (standard action; intensify or dispel storm only)
STATISTICS
Str
—, Dex 17, Con 10, Int 8, Wis 17, Cha 18
Base Atk +5; CMB +7; CMD 21 (can’t be tripped)
Feats Alertness, Improved Initiative, Lightning Reflexes
Skills Diplomacy +7, Fly +17, Knowledge (nature) +3, Knowledge (planes) +7, Perception +13, Sense Motive +11
Languages Auran
SQ illuminating flames
ECOLOGY
Environment
any oceans (during storms)
Organization solitary
Treasure none
SPECIAL ABILITIES
Illuminating Flames (Su)
As a standard action, a comozant wyrd can shroud the upper halves of any Small or larger creatures it can see within 30 feet of it in cold, buzzing flames similar to the wyrd’s own. Any electricity resistance blocks this effect unless the target willingly submits. Otherwise the flames persist until the wyrd is out of range. Targets of this effect take a –10 penalty on Stealth checks. A comozant wyrd can communicate empathically with creatures subject to this effect, and gains a +4 racial bonus on Sense Motive checks when doing so. Interacting with a wyrd in this way still uses standard social skills and rules. While communicating this way, a comozant can confer unexpected insight or information equivalent to a divination spell.
Lightning Lash (Su) As a standard action that doesn’t provoke attacks of opportunity, a comozant wyrd can shock any creature or object within 30 feet to which it has line of effect, dealing 2d8 electricity damage. The wyrd can choose for this damage to be nonlethal. If the target is also affected by the wyrd’s illuminating flames, it is stunned for 1 round (Fortitude DC 16 negates) and the flames are dispelled. The save DC is Charisma-based.
Plasma Form (Ex) Although incorporeal, a comozant wyrd can’t hide inside solid objects. It must start its turn attached to the outside of something that’s solid and of Small size or larger, or else it takes 5 points of damage. Anyone attacking the wyrd must either take a –4 penalty on the attack roll or resolve the attack against whatever the wyrd is attached to as well.
 

Great White Shark

This immense silvery beast is a majestic specimen, its gigantic jaws lined with rows of serrated teeth.

The great white shark is one of the largest predatory fish in the ocean, and preys on seals, small whales, seabirds, dolphins, and turtles. Its strength and speed even allow it to leap out of the water to reach prey on land, rafts, or boats. Though fierce and ruthless, great white sharks are often careful when they encounter a new type of prey. They make many biting passes to evaluate the threat their quarry poses. An adult great white shark is 20 feet long and weighs 5,000 pounds.

CR 4 XP 1,200
N
Huge animal (aquatic)
Init +6; Senses blindsense 30 ft., keen scent, low-light vision; Perception +11
DEFENSE
AC
19, touch 10, flat-footed 17 (+2 Dex, +9 natural, –2 size)
hp 42 (5d8+20)
Fort +10, Ref +6, Will +4
OFFENSE
Speed
swim 60 ft.
Melee bite +9 (2d8+10 plus bleed)
Space 15 ft.; Reach 10 ft.
Special Attacks bleed (1d6)
STATISTICS
Str
25, Dex 14, Con 19, Int 1, Wis 16, Cha 4
Base Atk +3; CMB +12; CMD 24 (can’t be tripped)
Feats Great Fortitude, Improved Initiative, Weapon Focus (bite)
Skills Perception +11, Swim +15
ECOLOGY
Environment
any oceans
Organization solitary, pair, school (3–6), or pack (7–13)
Treasure none
 

Killer Seahorse

This elephant-sized sea creature resembles a horse crossed with a fish, with crazed whirling eyes.

These specially bred offshoots of the giant seahorse are used by aquatic creatures as guard animals. Vicious and territorial, they prefer larger prey and have been known to eat giant crabs and careless handlers. Killer seahorses are too unruly for use as mounts and only accept riders or baggage if magically controlled. Killer seahorses have been known to crush other creatures into a bloody pulp just before giving birth, ensuring a good meal for their newborns (called “fry”). A killer seahorse fry is the size of a human hand and is an aggressive swarm feeder, like a piranha. A light load for a killer seahorse is up to 2,500 pounds, a medium load is 4,900 pounds, and a heavy load is 7,400 pounds. A killer seahorse can drag 36,800 pounds.

CR 5 XP 1,600
N
Huge animal (aquatic)
Init +1; Senses low-light vision; Perception +13
DEFENSE
AC
17, touch 9, flat-footed 16 (+8 armor, +1 Dex, –2 size)
hp 63 (6d8+36)
Fort +10, Ref +6, Will +3
Defensive Abilities anchor
OFFENSE
Speed
swim 40 ft.
Melee bite +10 (1d8+8 plus bleed), tail slap +5 (1d6+4 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks bleed 1d6, constrict (1d6+8)
STATISTICS
Str
26, Dex 12, Con 21, Int 1, Wis 12, Cha 7
Base Atk +4; CMB +14; CMD 25
Feats Endurance, Skill Focus (Perception), Toughness
Skills Perception +13, Swim +16
ECOLOGY
Environment
any oceans
Organization solitary, pair, or school (3–8)
Treasure none
SPECIAL ABILITIES
Anchor (Ex)
As a move action, a seahorse can wrap its tail around a stationary object. The seahorse remains anchored to the object until it releases its grip (a free action) or is forcibly moved. An anchored seahorse gains a +4 bonus to its combat maneuver defense and on checks and saving throws against effects that would move it against its will.
 

Dunkleosteus

This gigantic, prehistoric fish has a head like a snapping turtle, complete with sharp, toothlike plates.

A dunkleosteus is a massive fish with a bony head, armor plating, and a beak-like maw capable of creating a vortex that siphons in its prey. Despite growing to over 30 feet in length and weighing 8,000 pounds, dunkleosteuses are agile swimmers. These voracious predators think nothing of swimming into estuaries where the brine of the sea extends, lying in wait under piers or in the shallows along shorelines, patiently watching for a chance to lunge up and snap their jaws around unsuspecting prey that has come to the water’s edge to fish or swim.

CR 6 XP 2,400
N
Huge animal (aquatic)
Init +6; Senses low-light vision; Perception +15
DEFENSE
AC
19, touch 10, flat-footed 17 (+2 Dex, +9 natural, –2 size)
hp 75 (10d8+30)
Fort +10, Ref +9, Will +6
OFFENSE
Speed
swim 60 ft.
Melee bite +16 (3d8+15/19–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks gulp, swallow whole (1d10 bludgeoning damage, AC 14, 7 hp)
STATISTICS
Str
30, Dex 14, Con 17, Int 1, Wis 13, Cha 6
Base Atk +7; CMB +19 (+23 grab); CMD 31
Feats Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception, Swim), Weapon Focus (bite)
Skills Perception +15, Swim +30
Racial Modifiers +4 Perception
ECOLOGY
Environment
any oceans
Organization solitary
Treasure none
SPECIAL ABILITIES
Gulp (Ex)
A dunkleosteus can open its giant mouth in a fraction of a second, creating a vortex that draws a target in. When underwater, a dunkleosteus gains an additional 5 feet of reach with its bite attack and a +2 bonus on combat maneuver checks when attempting to grapple.
 

Giant Jellyfish

The bell of this enormous amber jellyfish is as large as a carriage. A sinister bloom of tentacles dangles and writhes below.

Unlike its smaller cousins, the giant jellyfish is an active predator that seeks out prey. Capable of slithering through narrow cracks, a giant jellyfish is a horrifying beast to encounter lurking in the hold of a flooded or sunken ship. Other species of these vermin exist, as summarized on the following table—these variants often have different types of poison or other abilities like translucency or constriction.

CR 7 XP 3,200
N
Large vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 94 (9d8+54)
Fort +12, Ref +5, Will +3
Defensive Abilities amorphous; DR 10/piercing or slashing; Immune mind-affecting effects
OFFENSE
Speed
swim 20 ft.
Melee 4 tentacles +9 (1d6+4 plus poison)
Space 10 ft.; Reach 15 ft.
STATISTICS
Str
18, Dex 15, Con 22, Int —, Wis 11, Cha 1
Base Atk +6; CMB +11; CMD 23 (can’t be tripped)
Skills Swim +12
SQ compression
ECOLOGY
Environment
any oceans
Organization solitary, pack (2–5), or bloom (6–12)
Treasure None
SPECIAL ABILITIES
Poison (Ex)
Tentacles—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. The save DC is Constitution based.
 

Hookfang

This long, orange, segmented worm’s colorful head unfolds like a horrific flower to reveal five large, black, hooklike teeth.

The hookfang is primarily an ambush predator; it swims quickly, but only in brief bursts. When hunting, it covers most of its body under the sands of the ocean floor and remains perfectly still until potential prey swims nearby. When it lunges, its bite is so quick and powerful that its hook-teeth can cut targeted creatures in half. A smaller (but still sizable) variant of the hookfang is the vampire worm, which drains blood from its victims.

CR 7 XP 3,200
N
Huge vermin (aquatic)
Init +8; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +3
DEFENSE
AC
20, touch 12, flat-footed 16 (+4 Dex, +8 natural, –2 size)
hp 85 (9d8+45)
Fort +11, Ref +7, Will +6 
Immune mind-affecting effects
OFFENSE
Speed
20 ft., swim 50 ft.
Melee bite +12 (2d8+12 plus grab and poison)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d8+12), sudden bite
STATISTICS
Str
27, Dex 19, Con 21, Int —, Wis 16, Cha 2
Base Atk +6; CMB +16; CMD 30 (can’t be tripped)
Feats Improved Initiative
Skills Swim +16
ECOLOGY
Environment
any oceans
Organization solitary, pair, or shoal (3–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Str damage and 1d2 Con damage; cure 2 consecutive saves. 
Sudden Bite (Ex) During surprise rounds, a hookfang worm’s bite threatens a critical hit on a roll of 18–20.
 

Oceanid

This beautiful woman is clad only in sea foam and her long, white hair, which cascades over her body.

Aquatic kin of nymphs and dryads, oceanids are fey bound to the sea. They can live in lakes, rivers, or oceans, but truly thrive only in salt water. The mood of an oceanid can change with little warning—they are quick to love and even quicker to anger. An oceanid can be quite helpful toward mortals and their vessels— particularly if the mortals indulge her extreme vanity. Though silver-tongued people skilled at flattery might earn her help, they might also be lured away to join the oceanid under the sea until she grows bored with them. When an oceanid is in the water, the lower half of her body transforms into a pillar of water, allowing her to swim at incredible speed. When she leaves the water, this water pillar transforms into humanoid legs. However, most oceanids consider walking a chore, and avoid it when possible.

CR 7 XP 3,200
CN
Medium fey (water)
Init +8; Senses darkvision 120 ft., low-light vision, tremorsense 30 ft. (in water only); Perception +16
DEFENSE
AC
21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 76 (9d6+45); fast healing 10 (in salt water only)
Fort +8, Ref +10, Will +10
DR 10/cold iron; Immune acid; Resist cold 30
Weaknesses vulnerability to fire, water dependency, water magic
OFFENSE
Speed
20 ft., swim 80 ft.
Melee slam +6 (1d4+3)
Ranged waterspout +8 (7d6)
Special Attacks water telekinesis
Spell-Like Abilities (CL 9th; concentration +14)
Constant—speak with animals (sea creatures only)
At will—control water, create water, purify food and drink (water only), water breathing (up to 9 creatures at a time)
3/day—control winds, summon nature’s ally V (sea creatures or water elementals only)
1/day—control weather
STATISTICS
Str
14, Dex 19, Con 20, Int 14, Wis 19, Cha 21
Base Atk +4; CMB +6; CMD 26
Feats Combat Casting, Defensive Combat Training, Dodge, Improved Initiative, Mobility
Skills Diplomacy +17, Handle Animal +14, Intimidate +14, Knowledge (nature) +14, Perception +16, Sense Motive +16, Stealth +16, Swim +22
Languages Aquan, Common, Sylvan; speak with animals (sea creatures only)
SQ waveglide
ECOLOGY
Environment
any oceans
Organization solitary
Treasure standard
SPECIAL ABILITIES
Water Dependency (Ex)
An oceanid can survive out of the water for 1 hour per point of Constitution. After this limit, she takes 1 point of Constitution damage each hour until immersed in salt water.
Water Magic (Su) An oceanid can use her spell-like abilities only when she is in the ocean or within 1 mile of the ocean.
Water Telekinesis (Su) When immersed in water, an oceanid can manipulate water to affect creatures and objects within 500 feet that are in contact with the same body of water. This functions as the combat maneuver form of the telekinesis spell (caster level 9th, combat maneuver bonus +14), including the need to maintain concentration. This ability also allows her to create a small waterspout as a standard action once per round, striking an opponent within 100 feet with a blast of water as a ranged attack that deals 7d6 points of bludgeoning damage.
Waveglide (Su) An oceanid can create waves and currents to double or halve the speed of creatures or objects traveling on the surface of the water, affecting up to 100 contiguous 5-foot squares in a shapeable area (typically enough for one warship or two small sailing ships). This ability has a range of 1,000 feet, requires line of effect to some part of the area, and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by succeeding at a DC 19 Will saving throw. The save DC is Charisma-based.
 

Giant Octopus

A storm of tentacles, each twenty feet in length, flails with deadly precision from the leathery body of this gigantic octopus.

The giant octopus is a true monster capable of catching and eating sharks, humans, or anything else it can grab with its tentacles.

CR 8 XP 4,800
N
Large animal (aquatic)
Init +6; Senses low-light vision; Perception +8
DEFENSE
AC
18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 90 (12d8+36)
Fort +11, Ref +12, Will +7
Defensive Abilities ink cloud (30-foot-radius sphere)
OFFENSE
Speed
20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attack constrict (tentacle, 1d4+2)
STATISTICS
Str
20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
Base Atk +9; CMB +15 (+19 grapple); CMD 27 (can’t be tripped)
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Stealth), Stealthy
Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13
Racial Modifiers +10 Escape Artist, +8 Stealth
ECOLOGY
Environment
any ocean
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves.
 

Dire Shark

Large as a dragon, this shark’s jaws open to reveal a cavernous, tooth-lined gullet capable of swallowing a horse whole.

The true nightmare of the sea is the dire shark or megalodon, a shark that represents the pinnacle of this species’ evolution. Horrifying in its immense size and ruinous appetite, the megalodon is certainly the beast behind many legends of enormous fish who swallow ships whole. A megalodon is 60 feet long and weighs 100,000 pounds.

CR 9 XP 6,400
N
Gargantuan animal (aquatic)
Init +6; Senses blindsense 30 ft., keen scent; Perception +25
DEFENSE
AC
23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 112 (15d8+45)
Fort +14, Ref +13, Will +8
OFFENSE
Speed
swim 60 ft.
Melee bite +17 (4d10+15/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d6+15 damage, AC 17, 11 hp)
STATISTICS
Str
30, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Base Atk +11; CMB +25 (+29 grapple); CMD 37
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +25, Swim +18
ECOLOGY
Environment
any ocean
Organization solitary
Treasure none
 

Giant Squid

Immense in size, this great squid’s tentacles writhe and flash with almost nauseating speed. The beast’s eyes are as big as shields.

The giant squid is a legendary beast capable of feeding on humans with ease. Hunger has been known to drive these normally deepdwelling creatures up to the ocean surface where anything they encounter is potential prey. A giant squid is 45 feet long and weighs 1,500 pounds.

CR 9 XP 6,400
N
Huge animal (aquatic)
Init +7; Senses low-light vision; Perception +22
DEFENSE
AC
20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size)
hp 102 (12d8+48)
Fort +14, Ref +13, Will +5
Defensive Ability ink cloud (20-ft. radius)
OFFENSE
Speed
swim 60 ft., jet 260 ft.
Melee bite +14 (2d6+7), 2 arms +14 (1d6+7), tentacles +12 (4d6+3/19–20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
Special Attacks constrict (4d6+10)
STATISTICS
Str
25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
Base Atk +9; CMB +18 (+22 grapple); CMD 31
Feats Combat Reflexes, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus (Perception)
Skills Perception +22, Swim +15
ECOLOGY
Environment
any ocean
Organization solitary
Treasure none
 

Sargassum Fiend

This shifting mass of green seaweed transforms from the shape of a humanoid back to a patch of algae, continually changing.

A sargassum fiend is a free-floating mass of intelligent seaweed capable of luring its victims to their deaths via a powerful hallucinogenic pheromone. Once the sargassum fiend lures prey within striking distance, it grabs the entranced creature and attempts to crush it to death. Experienced sailors tell tales of entire crews jumping overboard to swim out to a murderous field of the sea plants. The strange pheromone produced by a sargassum fiend can be harvested from the numerous bulbs that grow within the fiend’s body, but these bulbs rot quickly once harvested. A fresh bulb lasts for 1 hour before becoming useless; until that point it can be crushed as a standard action to produce a mirage effect as detailed above. A single sargassum fiend generally has 1d6 bulbs of musk when slain—harvesting one requires a DC 29 Survival check. To date, no alchemical or magical process has successfully preserved this musk. Sargassum fiends usually reach sizes up to 10 feet in diameter before splitting, their means of asexual reproduction. Mutations have been known to exist, however, and sea-faring scholars have recorded individual sargassum fiends reaching masses of truly enormous size, up to Colossal. Such enormous sargassum fiends can be created by advancing their Hit Dice by a minimum of 5 HD per size increase step.

CR 9 XP 6,400
N
Large plant (aquatic)
Init +6; Senses blindsense 60 ft., tremorsense 120 ft.; Perception +11
Aura mirage (300 ft., DC 18)
DEFENSE
AC
24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural, –1 size)
hp 123 (13d8+65)
Fort +15, Ref +8, Will +4
DR 5/slashing; Immune plant traits; Resist cold 10
OFFENSE
Speed
20 ft., climb 20 ft., swim 40 ft.
Melee 2 slams +16 (2d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d8+10), grab (Huge)
STATISTICS
Str
25, Dex 14, Con 20, Int 2, Wis 11, Cha 15
Base Atk +9; CMB +17 (+25 grapple); CMD 30 (can’t be tripped)
Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy, Weapon Focus (slam)
Skills Climb +19, Escape Artist +4, Perception +11, Stealth +7, Swim +15
ECOLOGY
Environment
any oceans
Organization solitary, pair, or bed (3–8)
Treasure incidental (1d6 sargassum fiend bulbs, other treasure)
SPECIAL ABILITIES
Grab (Ex)
A sargassum fiend can grab Huge or smaller foes, and has a +8 racial bonus on grapple checks rather than the normal +4 bonus most creatures with grab possess.
Mirage (Su) A sargassum fiend emits a powerful scent that causes specific, miragelike hallucinations. All creatures within 300 feet of a sargassum fiend must make a DC 18 Will save or become enraptured by the scent. An enraptured creature sees the monster as whatever would most compel it to approach. This might be a lost loved one, a child in need of help, an enchanting mermaid, the promise of dry land, and so on. The extent of this illusion functions as mirage arcana (CL equals the sargassum’s CR), but is a mind-affecting phantasm, not a glamer. This effect ends immediately if the plant makes an attack against any target. The save DC is Charisma-based.
 

Siyokoy

This eel-like creature sports sharp frills that run along the back of humanoid torso and down its long, powerful tail.

Siyokoys are eel-like aquatic creatures often mistaken for merfolk by sailors. On closer inspection, however, siyokoys’ appearance might make one question the vision of said sailors, for apart from their humanoid arms, siyokoys are very much creatures of the sea. Two primary species of siyokoys exist, although both are essentially identical as far as game statistics are concerned. The most commonly encountered siyokoys are those that dwell amid the caves and crags of coral reefs in relatively shallow oceanic waters. These siyokoys tend to have colorful patterns on their flesh to mimic the riot of hues the typical coral reef displays. Reef-dwelling siyokoys are fond of decorating their lairs with particularly strange or colorful specimens of coral, especially when such marine growths encrust sunken treasures. A siyokoy variant that is encountered less frequently dwells in the deeper abysses of the ocean, far below the limits of the sun’s ability to light. These siyokoys are darker colored, and they tend to be darker in personality as well. Whereas those dwelling in the bright, sunlit environs of a coral reef might be capricious or playful, those who dwell in the dark, vast deeps of the sea are often morbid, morose, and even sadistic. Most evil siyokoys dwell in such lightless, forgotten reaches of the world’s oceans. Regardless of where they dwell, siyokoys adore shipwrecks and long-forgotten ruins claimed by the oceans. Exploring these relics and recovering strange and wondrous treasures is what most siyokoys live for, and a siyokoy’s lair is often decorated with the results of these scavenging expeditions to sunken ships and flooded cities. Strangely, siyokoys avoid making their lairs amid such ruins, mostly out of a strange superstition the creatures share about these areas—it is not lucky, say siyokoys, to sleep in a place where air breathing creatures have drowned. A siyokoy is 7 feet long and weighs 200 pounds.

CR 10 XP 9,600
N
Medium aberration (aquatic)
Init +5; Senses blindsight 60 ft., darkvision 60 ft., scent; Perception +22
DEFENSE
AC
26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp 136 (13d8+78)
Fort +10, Ref +9, Will +10
DR 10/slashing; Immune cold, electricity, poison
Weaknesses light sensitivity
OFFENSE
Speed
30 ft., swim 60 ft.
Melee bite +18 (1d6+9/19–20 plus grab), 2 claws +18 (1d6+9), tail slap +14 (1d6+4 plus stunning shock)
Space 5 ft.; Reach 5 ft. (10 ft. with tail slap)
Special Attacks constrict (2d6+4), stunning shock, swimby attack
STATISTICS
Str
28, Dex 21, Con 22, Int 12, Wis 15, Cha 11
Base Atk +9; CMB +18 (+24 grapple); CMD 34 (36 vs. grapple)
Feats Alertness, Dodge, Improved Critical (bite), Improved Grapple, Power Attack, Stealthy, Weapon Focus (tail slap)
Skills Disable Device +16, Escape Artist +7, Intimidate +9, Knowledge (geography) +10, Perception +22, Sense Motive +4, Stealth +25, Survival +16, Swim +25
Languages Aquan
ECOLOGY
Environment
any ocean
Organization solitary, pair, or bed (3–12)
Treasure double
SPECIAL ABILITIES
Stunning Shock (Su)
A siyokoy can emit a strong electrical charge from its tail. When it hits a creature with its tail slap, the attack deals 3d6 points of electrical damage and the target must succeed at a DC 22 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.
Swim-By Attack (Ex) Extremely quick in the water, a siyokoy gains Spring Attack as a bonus feat when swimming.
 

Whale

This immense whale moves slowly through the water with a grace that seems incongruous, given its immense size.

Whales are frequently hunted for their meat and the valuable oil in their blubber. Baleen whales have no teeth and attack with a tail slap; toothed whales like sperm whales instead attack with a bite.

CR 10 XP 9,600
N
Gargantuan animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +23
DEFENSE
AC
22, touch 4, flat-footed 22 (–2 Dex, +18 natural, –4 size)
hp 157 (15d8+90)
Fort +17, Ref +7, Will +7
OFFENSE
Speed
swim 40 ft.
Melee tail slap +21 (4d6+21) or bite +21 (4d6+21)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize
STATISTICS
Str
38, Dex 6, Con 23, Int 2, Wis 11, Cha 5
Base Atk +11; CMB +29; CMD 37 (can’t be tripped)
Feats Diehard, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +23, Swim +30
Racial Modifiers +4 Perception
SQ hold breath
ECOLOGY
Environment
any oceans
Organization solitary, pair, or pod (3–16)
Treasure none
SPECIAL ABILITIES
Capsize (Ex)
A whale can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the whale’s size, the whale takes a cumulative –10 penalty on this CMB check.
 

Cameroceras

Emerging from the open end of a long, conical shell, this huge creature’s unblinking eyes peer from above a mass of tentacles.

A primordial ambush predator often found in the depths where sunlight is too dim to support much plant life, the cameroceras is a grave danger to anyone who dares explore the ocean. A cameroceras can survive up to 1 mile beneath the surface, for its shell is strong enough to resist the water’s pressure at such depths, though it cannot survive for long at greater depths. At times, hunger drives these beasts to higher, brighter waters. When a cameroceras enwraps prey in its tentacles, it can pull the helpless creature into its shell while sinking to the sea floor to feed at its leisure.  The average cameroceras is 25 feet long, the majority of which is its long shell. Because much of a cameroceras’s shell is hollow, most specimens weigh only around 2,000 pounds. In addition to its grabbing tentacles, a cameroceras has four specialized tentacles that grant it a keen sense of smell.

CR 11 XP 12,800
N
Huge animal (aquatic)
Init +6; Senses keen scent, low-light vision; Perception +15
DEFENSE
AC
25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
hp 152 (16d8+80)
Fort +15, Ref +12, Will +10
OFFENSE
Speed
5 ft., swim 20 ft., jet 90 ft.
Melee tentacles +19 (4d8+9/19–20 plus grab), bite +19 (2d8+9/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (4d8+13), enwrap
STATISTICS
Str
28, Dex 14, Con 21, Int 2, Wis 17, Cha 5
Base Atk +12; CMB +23 (+27 grapple); CMD 35 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Critical (bite), Improved Critical (tentacles), Improved Initiative, Iron Will, Lunge, Skill Focus (Stealth), Vital Strike
Skills Perception +15, Stealth +14, Swim +17
Racial Modifiers +4 Perception
SQ pressure adaptation, shell, tentacles
ECOLOGY
Environment
any oceans
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Enwrap (Ex)
A cameroceras can maintain a grapple as a move action, as if it possessed the Greater Grapple feat, but if it does so, it must choose to pin its victim. 
Pressure Adaptation (Ex) A cameroceras suffers no pressure damage at depths less than 1 mile, even if it is instantaneously moved to a different pressure. 
Shell (Ex) As a move action, a cameroceras can pull its extremities into its shell along with up to one Medium or two Small or smaller grappled creatures, sealing the shell by sliding a movable “lid” into place. It cannot see, smell, or attack creatures outside its shell as long as it remains in this state, but its natural armor bonus to AC increases by 6 as long as it does. It cannot move except to swim vertically by altering the pressure of internal chambers; it loses its Dexterity bonus to AC against outside foes. A creature that escapes a grapple inside the cameroceras’s shell emerges from the shell, which closes behind it. The shell’s lid can be forced open with a grapple combat maneuver, attacked from the inside (AC 19), or attacked from the outside with a successful sunder combat maneuver. The shell’s lid has hardness 10 and 15 hit points. The cameroceras can emerge from the shell as a free action. 
Tentacles (Ex) A cameroceras’s tentacles all strike as a single primary attack.
 

Basilosaurus

This immense primeval whale has a sleek body that looks more serpentine than mammal, and jaws filled with sharp teeth.

Despite their saurian name, basilosauruses are in fact oceanic mammals, and at 60 feet in length are highly formidable beasts of the sea. In appearance, they resemble greatly elongated whales, but with long, toothed jaws resembling an alligator’s. Inexperienced observers often confuse a basilosaurus with a sea serpent or water orm— and in all fairness, in the aftermath of a basilosaurus attack on an unsuspecting ship, such distinctions are largely academic anyway. A basilosaurus relies as much on vision as echolocation to find prey, but sometimes mistakes smaller ships for food. Basilosauruses have few natural predators; only supernatural monsters like krakens, thalassic behemoths, and the largest of sea serpents can truly threaten a fully grown one.

CR 12 XP 19,200
N
Gargantuan animal
Init +5; Senses blindsense 60 ft., low-light vision; Perception +25
DEFENSE
AC
27, touch 7, flat-footed 26 (+1 Dex, +20 natural, –4 size)
hp 161 (17d8+85)
Fort +17, Ref +11, Will +7
OFFENSE
Speed
swim 40 ft.
Melee bite +23 (4d6+15/19–20 plus grab), tail slap +18 (2d8+7)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (4d6+15 bludgeoning damage, AC 20, 16 hp)
STATISTICS
Str
41, Dex 12, Con 21, Int 2, Wis 11, Cha 6
Base Atk +12; CMB +31; CMD 42
Feats Diehard, Endurance, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
Skills Perception +25, Swim +31
Racial Modifiers +4 Perception
SQ hold breath
ECOLOGY
Environment
any oceans
Organization solitary, pair, or pod (3–10)
Treasure none
 

Blue Whale

This enormous creature has a fluke tail and a wide mouth filled with baleen.

Despite their size, blue whales are docile unless threatened. They eat millions of tiny invertebrates known as krill, which they suck through their baleen in massive gulps. These enormous mammals can be found in oceans and seas. An adult blue whale is 100 feet long and weighs 200 tons.

CR 12 XP 19,200
N
Colossal animal
Init –1; Senses low-light vision; Perception +27
DEFENSE
AC
26, touch 1, flat-footed 26 (–1 Dex, +25 natural, –8 size)
hp 184 (16d8+112)
Fort +17, Ref +9, Will +8
OFFENSE
Speed
swim 40 ft.
Melee tail slap +21 (8d6+24 plus stun)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize
STATISTICS
Str
42, Dex 8, Con 25, Int 2, Wis 13, Cha 6
Base Atk +12; CMB +36; CMD 45 (can’t be tripped)
Feats Awesome Blow, Diehard, Endurance, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (tail slap)
Skills Perception +27, Swim +35
Racial Modifiers +12 Perception
SQ hold breath
ECOLOGY
Environment
any oceans
Organization solitary, pair, or pod (3–18)
Treasure none
SPECIAL ABILITIES
Hold Breath (Ex)
A blue whale can hold its breath a number of rounds equal to 10 times its Constitution score. 
Stun (Ex) A blue whale’s fluke can deliver a powerful stunning blow. A creature struck by this attack must succeed at a DC 34 Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is also stunned for 1d4 rounds. The save DC is Strength-based. 
Tail Slap (Ex) A blue whale’s tail slap is a primary attack and applies 1–1/2 times its Strength bonus on damage rolls.
 

Sea Dragon

The long, undulating body of this serpentine dragon rolls and bends with scales the color of the ocean’s waves.

Infused with the power of waves and storms, sea dragons or jiaolungs, as they are known in many lands are draconic protectors of oceans and their creatures. Possessing tempestuous natures, sea dragons wander widely, sometimes claiming thousands of miles of ocean and coastlines as their protectorates.

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CR
CG
dragon (water)
Init +; Senses dragon senses; Perception +
DEFENSE
AC

hp
Fort +, Ref +, Will +
Immune electricity, paralysis, sleep
OFFENSE
Speed 40 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Skills
Languages
SQ , water breathing
ECOLOGY
Environment
any water
Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Sea Serpent

Spine-frilled neck arching up from the water like a snake ready to strike, this ship-sized serpent hisses a challenge.

Tales of immense sea serpents have colored the accounts of seagoing folk since the first ship sailed beyond sight of land. Yet proof of these immense and elusive creatures is remarkably difficult to come by, for not only is the ocean vast and the true sea serpent rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Due to the sea serpent’s hermitic nature, many sailors take to ascribing the sighting of such a beast to an omen, although whether the sighting portends peril or providence depends as much upon the ship’s morale as it does anything else—the sea serpent itself has little interest in prophecy, and only its hunger determines how dangerous its proximity to a curious ship can be. Although sea serpents are little more than animals, they possess about them an air of mysticism that even old salts and cynics are forced to admit quickens the heart and buoys (or sinks) the spirit. Reports of sea serpent sightings are just as likely to encourage travel as they are to cause panic among seafarers, as explorers and adventurers f lock to the site in hopes of sighting such a legendary creature. Typical sea serpents are 60 feet in length and weigh 4,500 pounds, but their upward size limit is unknown. Certainly, the sea is a vast and mysterious place more than capable of supporting whales and other such leviathans, and tales of sea serpents that exceed lengths of 300 feet or more are not unheard of. You can generate statistics for a sea serpent of such tremendous size by applying the advanced simple template or the giant simple template to the statistics presented here. Alternatively, you can advance this sea serpent to Colossal size, increasing its Hit Dice to 25 and its CR to 18.

CR 12 XP 19,200
N
Gargantuan magical beast (aquatic)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +8
DEFENSE
AC
25, touch 8, flat-footed 23 (+2 Dex, +17 natural, –4 size)
hp 187 (15d10+105)
Fort +16, Ref +13, Will +7
Defensive Abilities elusive; Immune cold; Resist fire 30
OFFENSE
Speed
20 ft., swim 60 ft.
Melee bite +23 (4d8+22/19–20 plus grab), tail slap +18 (3d6+6 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (3d6+18), swallow whole (4d8+18 bludgeoning damage, AC 18, hp 18)
STATISTICS
Str
34, Dex 14, Con 25, Int 2, Wis 11, Cha 11
Base Atk +15; CMB +31 (+35 grapple); CMD 43 (can't be tripped)
Feats Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Stealthy
Skills Perception +8, Stealth +13, Swim +20
ECOLOGY
Environment
any ocean
Organization solitary
Treasure none
SPECIAL ABILITIES
Capsize (Ex)
A sea serpent 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.
Elusive (Su) Sea serpents have long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. As a fullround action while in water, a sea serpent can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). An elusive sea serpent gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.
 

Cetus

This enormous scaled serpent has the head of a shark, powerful claws, and a maw wide enough to swallow a small ship.

Masters of the oceans, the enigmatic cetuses are mighty but slow-witted dragons who demand tribute of any who would dare enter their domain. A cetus’s length and weight are immense, their dizzying coils proving almost impossible to count. Sailors have long told tales of these great creatures, noting that they are almost unstoppable unless they can be turned to stone and left to sink into the ocean depths.  Cetuses prefer to fight their enemies on or under the water, but can leap unexpectedly high to attack foes who dare to take to the air.

CR 13 XP 25,600
CN
Colossal dragon (aquatic, water)
Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 120 ft.; Perception +23
Aura mariner’s misfortune (30 ft.)
DEFENSE
AC
28, touch 16, flat-footed 22 (+8 deflection, +5 Dex, +1 dodge, +12 natural, –8 size)
hp 184 (16d12+80); regeneration 10 (petrification)
Fort +17, Ref +15, Will +14; –4 vs. petrification
Defensive Abilities ocean’s aegis; DR 5/—; Immune paralysis, sleep; SR 24
Weaknesses vulnerability to petrification
OFFENSE
Speed
20 ft., swim 120 ft.
Melee bite +26 (6d6+27 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks constrict (6d6+27), dispelling bite, fast swallow, impossible leap, rake (2 claws +26, 4d6+18), swallow whole (8d6+24 damage, AC 17, 20 hp)
Spell-Like Abilities (CL 15; concentration +23)
At will—quickened control water, control winds
1/day—control weather
STATISTICS
Str
46, Dex 21, Con 20, Int 5, Wis 18, Cha 27
Base Atk +16; CMB +42 (+46 grapple); CMD 66 (can’t be tripped)
Feats Combat Reflexes, Deflect Arrows, Dodge, Great Fortitude, Greater Vital Strike, Improved Vital Strike, Mobility, Quicken Spell-Like Ability (control water), Vital Strike
Skills Acrobatics +15, Intimidate +16, Perception +23, Stealth +3, Survival +12, Swim +30
Languages Aquan, Draconic
SQ amphibious
ECOLOGY
Environment
any oceans
Organization solitary
Treasure triple
SPECIAL ABILITIES
Dispelling Bite (Su)
The magically infused sea salt in a cetus’s bite tears at some types of magic. Any time a cetus bites a creature under an effect or using a magic item that prevents that creature from being grappled—such as freedom of movement—or that holds the creature aloft— such as fly or air walk—each such effect is affected by a targeted dispel magic. The cetus treats its Hit Dice as its caster level for this effect. 
Impossible Leap (Su) A cetus can uncoil upward, revealing more length than it seems it could possibly possess while soaring to great heights. As a full-round action, it can leap out of the water toward a creature up to 1,200 feet in the air and make a bite attack against that creature before coiling down and returning to its original space. This leap provokes attacks of opportunity. 
Mariner’s Misfortune (Su) Being near a cetus is bad luck for non-aquatic creatures. Any such creature in the cetus’s aura must attempt a DC 26 Will save, rolling twice and taking the lower result. On a failed save, that creature must continue to roll twice and take the lower result on all ability checks, attacks rolls, savings throws, and skill checks for as long as it remains within the cetus’s aura and for 1 minute thereafter. A creature that succeeds at its saving throw is immune to that cetus’s mariner’s misfortune for 24 hours. The save DC is Charisma-based. 
Ocean’s Aegis (Su) The sea itself protects a cetus. A cetus gains a deflection bonus to AC equal to its Charisma bonus while any part of it is in water. 
Vulnerable to Petrification (Su) A cetus takes a –4 penalty on saving throws against petrification, and even on a successful save against petrification takes 1d4 points of Dexterity damage. If its Dexterity damage from petrification ever exceeds its Dexterity, a cetus becomes petrified. Being targeted with a petrification effect suppresses a cetus’s regeneration for 1 minute, even if the creature succeeds at its save.
 

Charybdis

An immense spiny monster, its back plated in chitin and its belly in thick folds of blubber, rises hungrily from the center of a whirlpool.

Sailors tell many tales of the creatures of the deep, from the terrible kraken to the beautiful mermaid. Yet few are stranger or more feared than the dread charybdis, for it exists to capture ships, crack them open like nuts, and feast on the doomed sailors within. So legendary are these violent attacks that many sailors have come to view the charybdis not as a species of aberrant life, but as the vengeful personification of an angry sea god. In truth, the charybdis is not the sending of an angry deity, but in fact little more than a monstrous predator capable of churning even the calmest of seas into a whirling maelstrom. The charybdis uses this vortex ability not only to capture prey like sharks or small whales, but also to entrap ships on the ocean surface above. The monster’s claws are particularly well suited to puncturing the hulls of ships, and most charybdises have learned that a single large merchant vessel contains enough sailors to make a perfectly sized meal. Often, a charybdis settles in along a well-known shipping route near the shoreline or amid an archipelago of islands where ships are forced along relatively narrow lanes between rocky isles—such locations allow the charybdis to lie in wait and increases the chance of its prey being unable to circumvent its vortex. A charybdis is 60 feet long and weighs 26,000 pounds.

CR 13 XP 25,600
CN
Gargantuan aberration (aquatic)
Init +3; Senses blindsight 60 ft., darkvision 120 ft.; Perception +23
DEFENSE
AC
28, touch 5, flat-footed 28 (–1 Dex, +23 natural, –4 size)
hp 184 (16d8+112); fast healing 10
Fort +12, Ref +6, Will +14
Immune acid; Resist cold 20
OFFENSE
Speed
20 ft., swim 50 ft.
Melee bite +20 (2d8+12/19–20 plus grab), 2 claws +20 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks fast swallow, rending claws, swallow whole (6d6 bludgeoning damage plus 6d6 acid damage, AC 21, hp 18), vortex
STATISTICS
Str
34, Dex 9, Con 25, Int 4, Wis 19, Cha 6
Base Atk +12; CMB +28 (+32 grapple); CMD 37 (can’t be tripped)
Feats Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Perception +23, Swim +20
Languages Aquan
ECOLOGY
Environment
any oceans
Organization solitary
Treasure standard
SPECIAL ABILITIES
Rending Claws (Ex)
A charybdis’s claws are particularly devastating when used against objects, and ignore the first 10 points of an object’s hardness rating.
Vortex (Su) A charybdis can generate a whirlpool as a standard action at will. This ability functions identically to the whirlwind special attack, but the whirlpool can only form underwater and cannot leave the water. It’s a DC 25 Reflex save to avoid being caught by the charybdis’s vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 2d6+12 points of damage per round. The save DC is Constitution-based.
 

Atuikakura

This enormous red wormlike creature has several rows of white spines and a circular mouth filled with hooked teeth.

Atuikakuras are typically content to dwell placidly at the bottom of deep bays or oceans. They are easily startled by large objects and creatures, and enjoy entwining themselves around driftwood and other solid objects and resting there beneath the waterline, which can lead to rare attacks on ships or other surface dwellers.

CR 14 XP 38,400
N
Gargantuan magical beast (aquatic)
Init +11; Senses darkvision 60 ft., low-light vision, tremorsense 120 ft.; Perception +16
DEFENSE
AC
29, touch 13, flat-footed 22 (+7 Dex, +16 natural, –4 size)
hp 207 (18d10+108); fast healing 20
Fort +17, Ref +18, Will +12
Defensive Abilities collapse
OFFENSE
Speed
10 ft., swim 120 ft.
Melee bite +27 (3d6+13 plus poison), slam +27 (2d8+13/19–20 plus poison), tentacles +25 (2d6+6 plus grab and poison)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, self-evisceration, spiny slam, swallow whole (6d6+19 bludgeoning damage, AC 18, 20 hp), tentacle grip
STATISTICS
Str
36, Dex 25, Con 22, Int 3, Wis 18, Cha 13
Base Atk +18; CMB +35 (+39 grapple); CMD 52 (can’t be tripped)
Feats Combat Reflexes, Critical Focus, Improved Critical (slam), Improved Initiative, Improved Iron Will, Iron Will, Multiattack, Power Attack, Staggering Critical
Skills Perception +16, Stealth +15, Swim +21
Racial Modifiers +8 Stealth
Languages Aquan
ECOLOGY
Environment
any oceans
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Collapse (Ex)
An atuikakura can collapse the collagen that forms its body wall as an immediate action, essentially liquefying itself. If it does so, it ignores its size penalty on Stealth checks (–12 for a typical atuikakura) and gains the amorphous and compression abilities, and immunity to bludgeoning attacks. While collapsed, an atuikakura cannot use its natural attacks—often, an atuikakura will collapse after swallowing a victim whole so it can digest its meal. A collapsed atuikakura can reconstitute its body wall as a free action at the beginning of its turn. 
Poison (Su) Bite, slam, or tentacles—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d6 Con and assaulted by visions of the past and blinded for 1 round; cure 2 consecutive saves. The blindness side effect is a mind-affecting effect. The save DC is Constitution-based.
Self-Evisceration (Ex) When an atuikakura takes damage, it can reflexively expel extraneous respiratory organs from its body as an immediate action, poisoning and entangling a nearby foe. A creature up to 20 feet away (or up to 10 feet away if the atuikakura or the other creature is not underwater) becomes entangled for 1d4 rounds (Reflex DC 25 negates). Whether or not it becomes entangled, the creature is also exposed to the atuikakura’s poison unless it has the evasion ability. The save DC is Constitution-based. 
Spiny Slam (Ex) An atuikakura’s slam attack deals bludgeoning and piercing damage. 
Tentacle Grip (Ex) An atuikakura that grabs a Large or smaller creature with its tentacles does not gain the grappled condition, can maintain its grapple as a free action (though if it does, it can’t attempt any additional checks to maintain the grapple that round), and can move itself and its target at full speed without attempting additional grapple checks.
 

Deep Walker

This armor-plated creature has four crab-like legs and four arms with razor-sharp pincers.

Deep walkers are among the largest creatures bred by the aboleths. A deepwalker weighs around 10 tons, and when reared up to its full height, it’s 35 feet tall.  Deep walkers prefer to feed on blood, especially that of intelligent creatures. While they can at times be encountered alone in the ocean wilds, they are most common in realms controlled by aboleths, where they serve as guardians for these mysterious underwater enclaves or as devastating amphibious assault forces against coastal targets. Those few that have managed to escape direct aboleth control remain vile and cruel sadists, and they often rule over their own petty kingdoms of lesser creatures that they can torment and consume.

CR 14 XP 38,400
LE
Gargantuan aberration (aquatic)
Init +7; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +27
DEFENSE
AC
30, touch 15, flat-footed 26 (+5 deflection, +3 Dex, +1 dodge, +15 natural, –4 size)
hp 210 (20d8+120)
Fort +17, Ref +11, Will +18
Defensive Abilities psychic protection; Immune cold; Resist acid 20, fire 20
OFFENSE
Speed
40 ft., swim 20 ft.
Melee 4 claws +21 (2d6+9/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks consume prey 
Psychic Magic (CL 14th; concentration +20)
14 PE—mass inflict pain (6 PE, DC 22), mind thrust V (4 PE, DC 20), oneiric horror (2 PE, DC 18)
STATISTICS
Str
29, Dex 16, Con 23, Int 10, Wis 19, Cha 20
Base Atk +15; CMB +28 (+32 grapple); CMD 47
Feats Combat Reflexes, Dodge, Improved Critical (claw), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Skill Focus (Stealth), Vital Strike, Weapon Focus (claw)
Skills Intimidate +29, Perception +27, Sense Motive +24, Stealth +20, Swim +17
Languages Aboleth, Aquan
SQ amphibious, crab walk
ECOLOGY
Environment
any oceans
Organization solitary, pair, or troop (3–6)
Treasure standard
SPECIAL ABILITIES
Consume Prey (Ex)
If a deep walker successfully grapples a foe, as a swift action it can make a bite attack at a +21 bonus against that foe. If it hits, it deals 2d6+9 points of damage and drains blood, dealing 1d4 points of Constitution damage. The deep walker regains 1 PE for each point of Constitution damage it deals in this way (up to its maximum PE). 
Crab Walk (Ex) A deep walker ignores difficult terrain. In addition, when a deep walker takes a charge or run action, it can make one turn of up to 90 degrees during its movement. 
Psychic Protection (Su) A deep walker adds its Charisma modifier (+5 for most deep walkers) to its Armor Class as a deflection bonus and to its Fortitude saves as a resistance bonus.
 

Great White Whale

This immense whale has an enormous, box-shaped head over a massive, toothy maw. Its rough white hide is laced with scars.

Legendary in size and temper, great white whales are far more aggressive than their smaller kin.

CR 14 XP 38,400
N
Colossal animal
Init –2; Senses blindsight 120 ft., low-light vision; Perception +13
DEFENSE
AC
28, touch 0, flat-footed 28 (–2 Dex, +28 natural, –8 size)
hp 225 (18d8+144)
Fort +21, Ref +9, Will +8
OFFENSE
Speed
swim 40 ft.
Melee bite +25 (6d6+20/19– 20), tail slap +20 (3d6+10)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, smashing breach
STATISTICS
Str
50, Dex 6, Con 27, Int 2, Wis 11, Cha 5
Base Atk +13; CMB +41; CMD 49 (can’t be tripped)
Feats Critical Focus, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Staggering Critical
Skills Perception +13, Swim +39
SQ hold breath
ECOLOGY
Environment
any oceans
Organization solitary, pair, or pod (3–16)
Treasure none
SPECIAL ABILITIES
Smashing Breach (Ex)
As a full-round action, a great white whale can make a special charge attack against creatures on the surface of the water. At the end of its charge, the whale breaches, then slams down onto the target with incredible force. Any Huge or smaller creatures in the whale’s space must make a DC 27 Reflex save or take 4d8+30 points of bludgeoning damage and be forced into the nearest square that is adjacent to the whale. This breach automatically attempts to capsize any boats caught wholly or partially in this area. The save DC is Constitution-based.
 

Ocean Giant

This blue-skinned giant’s clothing and beard whip about like sails caught in a storm.

Ocean giants embody the great extremes of the sea. Their skin colors vary from deep blue to pale green, and their eyes and hair range from foamy white to coral pink. They decorate themselves with the treasures of the sea, wearing shell jewelry or scrimshaw, and clothing woven from underwater plants, or even salvaged sails. Each ocean giant carries a hand crafted musical horn made from a conch shell, an object of cultural significance representing its family history and travels on the vast sea. Many ocean giants view themselves as guardians of the sea, its creatures, and those who travel the waves, safeguarding their charges from remarkable coral towers. Others, however, claim domains measuring thousands of leagues, enslaving the beasts and aquatic races within and shattering any ship that dares trespass near their citadels of urchins and bones. Adult ocean giants stand approximately 22 feet tall and weigh about 15,000 pounds. Most live to be about 500 years old.

CR 14 XP 38,400
CG
or CE Huge humanoid (aquatic, giant)
Init +4; Senses low-light vision; Perception +24
DEFENSE
AC
28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 218 (19d8+133)
Fort +18, Ref +8, Will +10
Resist cold 30, electricity 30
OFFENSE
Speed
50 ft., swim 40 ft.
Melee mwk trident +29/+24/+19 (3d6+22) or 2 slams +27 (2d6+15)
Ranged rock +13 (2d8+22)
Space 15 ft.; Reach 15 ft.
Special Attacks conch focus, rock throwing (110 ft.)
Spell-Like Abilities (CL 14th; concentration +18)
Constant—freedom of movement
3/day—aqueous orb (DC 17), control winds (DC 19), shout (DC 18), summon nature’s ally VII (swimming creatures only), water breathing
1/day—vortex (DC 20)
STATISTICS
Str
40, Dex 11, Con 25, Int 12, Wis 15, Cha 18
Base Atk +14; CMB +31 (+33 bull rush); CMD 41 (43 vs. bull rush)
Feats Augment Summoning (with conch), Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (trident), Power Attack, Vital Strike, Weapon Focus (trident)
Skills Intimidate +17, Knowledge (nature) +11, Perception +24, Perform (wind) +13, Survival +14, Swim +24
Languages Aquan, Common, Giant
SQ amphibious
ECOLOGY
Environment
any oceans
Organization solitary, gang (2–5), family (2–5 plus 35% noncombatants and 1 druid or sorcerer of 4th–7th level)
Treasure standard (mwk trident, other treasure)
SPECIAL ABILITIES
Conch Focus (Su)
When holding its conch, an ocean giant can cast great shout (DC 22) instead of shout, and gains Augment Summoning as a bonus feat. If the conch is destroyed (hardness 5, 20 hp), the giant can spend 1 week to craft a replacement.
 

Isonade

This massive horror looks like a shark protected by a crab carapace, with a tail, flanks, and pectoral fins covered in cruel hooks.

The dreaded isonade is a silent killer. Many a sailor has spotted a dark shape in the waters below, only to turn around in time to see his mate being dragged overboard, impaled on a spiny tail. A ship’s captain who plans to sail through an isonade’s waters often takes on extra crew, knowing that at least a few crew members might simply disappear over the side before they reach port. Though few alive have ever seen the monster’s full body, a great many sailors have caught a glimpse of its hooked carapace as it drags a skewered sailor down to the inky depths.  Mercifully, isonades spend much of their existence in hibernation. When an isonade is preparing to hibernate, the population in its area of the ocean drops drastically while the beast consumes huge quantities of food. Though an isonade will eat just about anything that bleeds, it favors massive beasts to minimize time spent hunting—such as giant squid or whales—though it will resort to eating hundreds of fish once larger prey grow scarce. It’s also intelligent enough to know that a seafaring vessel contains a large quantity of warm and screaming snacks all isolated in one convenient place. An isonade can hibernate for hundreds of years, waking only when its vast store of food has been exhausted or when startled by a natural disaster, such as an earthquake or volcanic eruption.  Because of this long hibernation, rumors of isonades are often exaggerated and relegated to myth, making their exact territories hard to predict when they awaken once again. The isonade’s eating cycle provides indicators of its return. An abundance of fish in a region can signal a hungry isonade’s territory, as sudden explosions in the fish population sometimes occur when these beasts begin devouring the region’s larger predators. An isonade shakes off its torpor by eating the large, slow animals in the depths, but inevitably circles upward as its appetite grows.  An isonade can live for over 10,000 years, and can grow to over 70 feet in length. An adult isonade weighs approximately 300,000 pounds.

CR 15 XP 51,200
CE
Gargantuan magical beast (aquatic)
Init +1; Senses darkvision 120 ft., keen scent; Perception +28
DEFENSE
AC
28, touch 8, flat-footed 26 (+1 Dex, +1 dodge, +20 natural, –4 size)
hp 230 (20d10+120)
Fort +18, Ref +13, Will +13  SR 26
OFFENSE
Speed
swim 100 ft.
Melee bite +29 (2d8+12 plus grab), 2 fins +28 (2d8+12 plus grab), tail slap +23 (2d8+6 plus grab)
Space 20 ft.; Reach 20 ft. (30 ft. with tail slap)
Special Attacks capsize, fast swallow, hooked appendages, swallow whole (3d6 bludgeoning damage, AC 20, 23 hp)
STATISTICS
Str
34, Dex 13, Con 22, Int 13, Wis 20, Cha 9
Base Atk +20; CMB +36 (+40 drag, grapple); CMD 48 (50 vs. drag)
Feats Combat Expertise, Dodge, Greater Drag, Improved Drag, Improved Vital Strike, Iron Will, Mobility, Skill Focus (Stealth), Spring Attack, Vital Strike, Weapon Focus (bite)
Skills Perception +28, Stealth +18 (+28 in deep water), Swim +43
Racial Modifiers +10 Stealth in deep water
Languages Aquan, Common
ECOLOGY
Environment
any oceans
Organization solitary
Treasure none
SPECIAL ABILITIES
Hooked Appendages (Ex)
An isonade gains a +4 circumstance bonus on combat maneuver checks to grapple. When using the Spring Attack feat, an isonade can attempt a grapple or drag combat maneuver in place of its melee attack.
 

Sea Bonze

Massive and blacker than the darkest depths of the sea, this colossal watery form glares with two immense, hate-filled eyes.

The ocean knows few terrors as unnatural and horrific as the sea bonze. This undead goliath dwells near established shipping lanes or offshore from coastal settlements, where it lurks just beneath the surface of the water until it can strike unsuspecting boats in the dead of night. Sailors often advise launching ocean voyages only during the day on the assumption that doing so might protect them from the sea bonze’s attention, but such tactics make little difference to the creature itself, which will trail a particular ship until after dusk, sometimes for hundreds of miles, only to lurch out of the water and lay waste to an entire ship. Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity. Reawakened as mammoth shipwreckers, these angry spirits have no memory of their past lives, and seek to inflict the doom they suffered on others who ply the seas. Their hatred does not make them mindless, however, and more than one lucky crew member has talked her entire ship’s way out of total annihilation. Sea bonzes have an unusual respect for those with wit and guile, and will sometimes consider sparing those they deem worthy of their esteem. Those who try to defend themselves with brawn and weapons, however, receive no mercy from the enormous monsters. A sea bonze’s flesh is black and leathery like that of a squid, and appears at first glance to be made out of the black waters of the ocean itself. The entire creature is featureless and smooth, making its empty visage all the more horrifying.

CR 15 XP 51,200
NE
Gargantuan undead (aquatic)
Init +4; Senses blindsight 120 ft.; Perception +33
DEFENSE
AC
30, touch 6, flat-footed 30 (+24 natural, –4 size)
hp 231 (22d8+132)
Fort +13, Ref +9, Will +19
DR 10/magic and slashing; Immune cold, electricity, undead traits; Resist acid 10, fire 10
OFFENSE
Speed
40 ft., swim 80 ft.
Melee 2 slams +22 (4d10+10)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, dooming gaze (60 ft., DC 27)
STATISTICS
Str
30, Dex 11, Con —, Int 13, Wis 18, Cha 23
Base Atk +16; CMB +30; CMD 40 (can’t be tripped)
Feats Alertness, Combat Reflexes, Critical Focus, Improved Initiative, Improved Iron Will, Intimidating Prowess, Iron Will, Lightning Reflexes, Power Attack, Stand Still, Vital Strike
Skills Intimidate +41, Perception +33, Sense Motive +33, Stealth +13, Swim +47
Racial Modifiers +4 Swim
Languages Aquan, Common
ECOLOGY
Environment
any oceans
Organization solitary
Treasure standard
SPECIAL ABILITIES
Dooming Gaze (Su)
Paralyzed with fear for 1 round, 60 feet, Will DC 27 negates. A creature that is already paralyzed by this gaze attack and fails a saving throw to resist being paralyzed for 1 more round gains 1 negative level (Fortitude DC 27 to remove after 24 hours). The paralysis effect of this gaze is a mind-affecting fear effect, but the negative level is not. The save DC is Charisma-based.
 

Bakekujira

This hulking mass of blubber and bone looks like it was once a whale. Ghostly flames glow in each of its eye sockets.

Sometimes, a whale that dies after days of anger and pain arises as an undead monstrosity known as a bakekujira. A bakekujira weighs about 50 tons, and measures from 50 to 60 feet long.

CR 17 XP 102,400
NE
Colossal undead (aquatic)
Init +4; Senses darkvision 60 ft.; Perception +20
Aura undead parasites (30 ft., DC 28)
DEFENSE
AC
32, touch 2, flat-footed 32 (+30 natural, –8 size)
hp 262 (25d8+150)
Fort +14, Ref +10, Will +14
Defensive Abilities channel resistance +4; DR 15/bludgeoning; Immune undead traits
OFFENSE
Speed
15 ft., swim 60 ft.
Melee bite +27 (6d6+16/19–20), tail slap +21 (4d6+8)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, leviathan’s call, resonant song, smashing breach
STATISTICS
Str
42, Dex 10, Con —, Int 2, Wis 11, Cha 23
Base Atk +18; CMB +42 (+46 bull rush); CMD 52 (54 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Greater Bull Rush, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Power Attack, Staggering Critical, Stunning Critical, Weapon Focus (bite)
Skills Intimidate +16, Perception +20, Swim +28
ECOLOGY
Environment
any oceans
Organization solitary
Treasure none
SPECIAL ABILITIES
Leviathan’s Call (Su)
The tone of a bakekujira’s eerie song varies from that of a wistful memory to a burning hatred. As a standard action, a bakekujira can sing. Living creatures within a 120- foot radius of a singing bakekujira must succeed at a DC 28 Will save or become fascinated or frightened (bakekujira’s choice) for 1 round. Any creature that succeeds at this save cannot be affected by the same bakekujira’s leviathan’s call ability for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Resonant Song (Su) As a standard action every 1d4 rounds, the bakekujira can release a damaging resonance, dealing 12d8 points of sonic damage to creatures in a 60-foot cone (Fortitude DC 28 for half). The save DC is Charisma-based.
Smashing Breach (Ex) As a full-round action, a swimming bakekujira can make a special charge attack against a creature on the water’s surface. At the end of its charge, the whale breaches, slamming down with incredible force. Any Huge or smaller creatures in the bakekujira’s space must succeed at a DC 28 Reflex save or take 4d8+24 points of bludgeoning damage and be forced into the nearest empty square adjacent to the bakekujira. Humanoid creatures killed by this ability rise as draugr  in 1d6 hours. A bakekujira can use its capsize special attack in conjunction with this ability. The save DC is Charisma-based.
Undead Parasites (Su) A 30-foot-radius cloud of undead fish and sea birds surrounds a bakekujira. Creatures starting their turn within the cloud must succeed at a DC 28 Will save or be nauseated for 1 round and take 6d6 points of damage. Creatures with the ability to channel positive energy can suppress this aura for 1 round by expending one use of channel energy. The bakekujira receives a Will save against this effect. The save DC is equal to 10 + 1/2 the channeler’s caster level + the channeler’s Charisma modifier. The channeled energy has no other effect.
 

Plankta

The shattered remnants of buildings and statues can be seen in this shuddering mass of wet, rugged rock.

Planktas are stony creatures formed from the shattered remnants of ancient island civilizations devastated and inundated by natural or magical cataclysms, and given life by unleashed magical energies and the anguished spirits of those lost in the tragedies that formed the planktas.  These massive, rocky aberrations dwell in the seas. They burn with hatred for the ships and cities of empires that still stand, and seek to ruin such foes in the hope of creating more planktas, though this bizarre attempt at reproduction rarely succeeds.  Some planktas are nomadic, wandering in search of prey, but others lurk in busy sea-lanes or narrow straits to shatter and sink ships attempting to pass.

CR 17 XP 102,400
NE
Colossal aberration (aquatic, earth)
Init +5; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +31
DEFENSE
AC
36, touch 11, flat-footed 36 (+8 cover, +1 Dex, +25 natural, –8 size)
hp 313 (19d8+228)
Fort +18, Ref +13, Will +20
Defensive Abilities all-around vision, rock catching, stony cover; DR 15/—; Immune cold, electricity, fire; SR 28
OFFENSE
Speed
10 ft., swim 30 ft.
Melee 2 slams +27 (4d6+20/19–20), bite +26 (4d6+20)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, clashing rocks, fiery fault, powerful charge (slam, 8d6+24), push (slam, 10 ft.), rain of boulders
STATISTICS
Str
50, Dex 13, Con 34, Int 13, Wis 28, Cha 21
Base Atk +14; CMB +42; CMD 61 (can’t be tripped)
Feats Blind-Fight, Critical Focus, Dazing Assault, Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Snatch, Staggering Critical, Weapon Focus (slam)
Skills Climb +36, Knowledge (history) +13, Knowledge (nature) +10, Perception +31, Stealth +7 (+27 in natural rocks), Survival +31, Swim +38
Racial Modifiers +20 Stealth in natural rocks
Languages Aquan, Terran
ECOLOGY
Environment
any oceans
Organization solitary
Treasure standard
SPECIAL ABILITIES
Clashing Rocks (Ex)
A plankta can scatter its rocky mass into multiple fragments with a shared consciousness and a shared pool of hit points, though it loses its stony cover ability when it does so. These fragments churn and clash, dealing 4d6+14 points of bludgeoning damage per round to all creatures in a 60-foot-radius sphere in the water (extending up to 10 feet above the water’s surface). Activating or maintaining this ability is a full-round action. If it chooses not to maintain this ability, the plankta’s body reforms automatically at any point in the area. The save DC is Strength-based. 
Fiery Fault (Su) When a critical hit is confirmed against a plankta, its rocky form cracks and a gout of magma spews out in a 10-foot cone toward the attacker, dealing 10d6 points of fire damage (Reflex DC 31 half). Any creature that fails its save is entangled for 2d4 rounds and takes 5d6 points of fire damage each round at the beginning of its turn, but can attempt a new save each round at the end of its turn to end this damage. A creature can break free of the hardened magma and end the entangled condition as a standard action with a successful DC 25 Strength check. This also ends the fire damage. The save DC is Constitution-based. 
Rain of Boulders (Ex) As a standard action, a plankta can unleash a barrage of heated boulders that deals 12d6 points of bludgeoning damage and 6d6 points of fire damage (Reflex DC 31 half) in a 120-foot line. Huge or smaller ships that fail their saves are affected by the plankta’s capsize ability, while creatures that fail their saves are affected by its push ability. The save DC is Constitution-based. 
Stony Cover (Ex) A plankta’s outer shell is covered in most places by ruin fragments that aren’t part of its body, providing it improved cover at all times. As usual for improved cover, this grants the plankta improved evasion.
 

Whaler Jellyfish

This enormous, translucent blob trails a mass of six immense tentacles and a central forest of tendrils below its body.

The largest of all known jellyfish, whaler jellyfish are able to rapidly paralyze and kill prey as large as whales—hence their name. This deep blue creature’s pale bell can sometimes be mistaken for a bank of fog when viewed from afar as it drifts on the surface of the sea, lying in wait patiently for its next meal.

CR 17 XP 102,400
N
Colossal vermin (aquatic)
Init +6; Senses blindsight 120 ft.; Perception +7
DEFENSE
AC
32, touch 8, flat-footed 26 (+6 Dex, +24 natural, –8 size)
hp 270 (20d8+180)
Fort +21, Ref +12, Will +13
Defensive Abilities amorphous, aquatic transparency; DR 20/piercing or slashing; Immune mind-affecting effects
OFFENSE
Speed
swim 30 ft.
Melee 6 tentacles +20 (2d6+13 plus grab and poison)
Space 30 ft.; Reach 60 ft.
Special Attacks constrict (2d6+13), poison
STATISTICS
Str
36, Dex 23, Con 28, Int —, Wis 25, Cha 1
Base Atk +15; CMB +36; CMD 52 (can’t be tripped)
Skills Swim +21
ECOLOGY
Environment
any oceans
Organization solitary, pack (2–4), or bloom (5–8)
Treasure none
SPECIAL ABILITIES
Aquatic Transparency (Ex)
A whaler jellyfish is effectively invisible when underwater.
Poison (Ex) Tentacle—injury; save Fort DC 29; frequency 1/ round for 6 rounds; effect 1d4 Con damage and paralysis for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.
 

Bone Ship

Muscle holds together the large bones that form the hull of this ship. Rotting sails hang from masts crafted from gigantic spines.

Predators of the oceans, the hulking undead monstrosities known as bone ships leave devastation in their bloody wakes. Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures, bone ships hunt the seas without mercy, destroying ships and slaying the living wherever they are encountered. Bone ships stalk their prey with tenacious intelligence and single-minded purpose. They often trail their quarry for days, relishing the terror their sudden   appearance on the horizon causes, and have even been known to continue the chase on land, the many bones of their hulls pulling them over the ground. Bone ships do not care for plunder, seeking only to add more victims to their unholy crews.  The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims’ souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean’s bottom before rising to the surface to take vengeance on the living. No matter how they’re created, bone ships retain jumbled memories of the previous lives of the souls bound to them—though all bone ships attack any creatures they encounter, each ship’s unique origin and collection of souls burns a particular objective into its very nature. A bone ship created by an evil god might target ships bearing the flags of an opposing faith or enemy of that god, while a bone ship created in a ritual is ingrained with a specific purpose that forces it to enact its creator’s will. Certain bone ships viciously target ships from one or more nations, either those from the dead sailors’ former nation if they seek revenge, or those from a rival nation the sailors hated in life.  Over time, legends and stories about a bone ship’s capacity for destruction arise. A bone ship never takes a name for itself, but living sailors may ascribe it an epithet based on its origin, purpose, unique characteristics, or notable attacks. Though all bone ships possess the same abilities, a particular bone ship can be identified by its hunting area and appearance. Bone ships eventually display certain unique features such as glowing barnacles that cover its hull, a masthead featuring the skull of a particular sea creature, the bones of a unique and rare sea monster, or an unusual configuration of the musculature holding together its hull. Many of these changes are the result of a bone ship scavenging remains off the ocean floor to repair itself.  No living crew—or even other undead creatures—have ever been seen sailing in a bone ship. These undead ships operate independently, and don’t form alliances even with others of their kind. Merely attempting to communicate with a bone ship is dangerous, as even such means as telepathy produce only the howling voices of the suffering, ghostly crew, spreading their insanity to those foolish enough to contact them.  Though a bone ship is a single creature, the numerous souls it contains create a hive mind. A bone ship can reshape certain aspects of its hull by using its knotted muscle to move the bones within it. This transformative ability allows a bone ship to quickly sprout cannons from its hull that can attack in any direction, and each ship keeps a collection of bones and debris within its own body to use as ammunition. It can also tap into the unholy energy giving it unlife to fire a devastating beam of negative energy at its enemies, and those who close with a bone ship find that even its hull has the ability to drain away life force.

CR 18 XP 153,600
CE
Colossal undead (water)
Init +4; Senses darkvision 60 ft.; Perception +40
Aura blood wake (40 ft., DC 30)
DEFENSE
AC
36, touch 6, flat-footed 32 (+3 Dex, +30 natural, –8 size)
hp 299 (26d8+182)
Fort +17, Ref +14, Will +20
Defensive Abilities all-around vision, bound souls, channel resistance +4; Immune undead traits; SR 29
OFFENSE
Speed
swim 60 ft.
Melee slam +28 (8d8+24 plus energy drain)
Ranged 4 bone cannons +15 (6d6+16/×4)
Space 30 ft.; Reach 30 ft.
Special Attacks energy drain (2 levels, DC 30), ghostly boarders, spectral energy cannon, trample (8d8+24 plus energy drain, DC 39)
STATISTICS
Str
42, Dex 18, Con —, Int 11, Wis 20, Cha 25
Base Atk +19; CMB +43 (+47 bull rush, +45 overrun); CMD 51 (53 vs. bull rush, can’t be tripped)
Feats Great Fortitude, Greater Bull Rush, Greater Overrun, Greater Vital Strike, Improved Bull Rush, Improved Great Fortitude, Improved Lightning Reflexes, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Focus (slam)
Skills Intimidate +36, Knowledge (geography) +13, Perception +40, Profession (sailor) +18, Swim +53
SQ unholy repair
Languages Common (can’t speak)
ECOLOGY
Environment
any oceans
Organization solitary
Treasure standard
SPECIAL ABILITIES
Blood Wake (Su)
The frothing, churning waters around a bone ship are stained crimson with blood. Creatures entering the bone ship’s aura must attempt DC 30 Fortitude saves. Those that succeed at their saves become shaken for 1d6 rounds. Those that fail become shaken and staggered as they feel themselves drowning and envision themselves pulled down into the bloody waters. Staggered creatures take an additional –4 penalty to AC, on Reflex saves, and on Swim checks. Creatures can attempt a new save at the start of each of their turns to resist this effect. Those that succeed at their saving throws are immune to the bone ship’s aura for 24 hours. This is a mind-affecting fear affect, and works only when the bone ship is in the water. The save DC is Charisma-based. 
Bone Cannon (Su) The bone ship can create four cannons fashioned from bone anywhere along its body as a swift action. These cannons deal 6d6 points of damage and have a ×4 critical multiplier. The bone cannons have a range increment of 100 feet and deal both bludgeoning and piercing damage. At a range up of up to 100 feet, the bone ship’s cannons are treated as touch attacks. The bone ship can fire all four cannons as a standard action. The ammunition is a combination of bones and debris. Because the ammunition is ejected from the bone ship’s body, bone cannons add the bone ship’s Strength modifier on damage rolls. The cannons are considered to be part of the bone ship and not separate objects. 
Bound Souls (Su) The souls of numerous sailors and sea creatures form the bone ship’s collective consciousness and hull. A bone ship is immune to spells and effects affecting a specific number of creatures. Any creature attempting to communicate with a bone ship, such as through telepathy, hears only the anguished cries of the imprisoned souls and must succeed at a DC 30 Will save or be driven insane as per the insanity spell (CL 20th). The save DC is Charisma-based. 
Ghostly Boarders (Su) Once per minute as a full-round action, the bone ship can disgorge the souls of the sailors bound within it. The ghostly boarders appear as spectral entities and slaughter all living creatures around the bone ship, functioning as per the spell circle of death (CL 20th) except that it affects creatures of up to 15 Hit Dice. Living creatures must succeed at a DC 30 Fortitude save or be slain, their souls dragged into the bone ship. Creatures slain in this manner can be restored to life only by a miracle or wish spell. The save DC is Charisma-based. 
Spectral Energy Cannon (Su) As a standard action every 1d4 rounds, the bone ship can combine all four of its bone cannons into a spectral energy cannon that deals 18d6 points of negative energy damage to creatures in a 180-foot line (Will DC 30 half). The save DC is Charisma-based. 
Unholy Repair (Su) By spending 1 full day inactive, the bone ship can heal itself to full hit points by scavenging the bones of dead sea creatures within a 10-mile radius, pulling the bones up from the bottom of the ocean to join its hull.
 

Kraken

This tremendous leviathan resembles a vast squid, yet the markings on its body are strangely unsettling to look upon.

The legendary kraken is one of the greatest of sailors’ fears, for here is a creature the size of a whale, one that can strike from the unseen depths below, can command the winds and weather that a ship needs to move, and possesses the cruel intellect of the world’s most creative and spiteful criminals. Some believe krakens to be a punishment of the gods, while others hold them to be the true lords of the deep, with the air-breathing races naught but their cattle. A kraken measures nearly 100 feet in length and weighs 4,000 pounds.

CR 18 XP 153,600
NE
Gargantuan magical beast (aquatic)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +28
DEFENSE
AC
32, touch 6, flat-footed 32 (+26 natural, –4 size)
hp 290 (20d10+180)
Fort +21, Ref +12, Will +11
Immune cold, mind-affecting effects, poison
OFFENSE
Speed
10 ft., swim 40 ft., jet 280 ft.
Melee 2 arms +26 (2d6+10/19–20 plus grab), 8 tentacles +24 (1d8+5 plus grab), bite +26 (2d8+10)
Space 20 ft.; Reach 20 ft. (60 ft. with arm, 40 ft. with tentacle)
Special Attacks constrict (tentacles, 1d8+10), ink cloud, rend ship
Spell-Like Abilities (CL 15th)
1/day—control weather, control winds, dominate monster (DC 24, animal only), resist energy
STATISTICS
Str 30, Dex 10, Con 29, Int 21, Wis 20, Cha 21
Base Atk +20; CMB +34 (+38 grappling); CMD 44 (can’t be tripped)
Feats Bleeding Critical, Blind-Fight, Cleave, Combat Expertise, Critical Focus, Improved Critical (arm), Improved Initiative, Improved Trip, Multiattack, Power Attack
Skills Intimidate +25, Knowledge (geography) +25, Knowledge (nature) +25, Perception +28, Stealth +11, Swim +41, Use Magic Device +25
Languages Aquan, Common
SQ tenacious grapple
ECOLOGY
Environment
any ocean
Organization solitary
Treasure triple
SPECIAL ABILITIES
Ink Cloud (Ex)
A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. The save DC against the poison effect is Constitution-based.
Kraken Ink: Ink cloud—contact; save Fort DC 29; frequency 1/round for 10 rounds; effect 1 Str damage plus nausea; cure 2 consecutive saves.
Jet (Ex) A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Rend Ship (Ex) As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can’t attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull.
Tenacious Grapple (Ex) A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.
 

Deep Sea Serpent

This enormous, water-dwelling serpent has bright, bulging eyes and rounded jaws filled with long, jagged teeth.

An enormous monstrosity that makes its home in the darkest depths of the ocean’s trenches, the deep sea serpent is as elusive as it is terrifying, the nightmare of sailors making their ways over the vast and seemingly bottomless waters. A deep sea serpent is rarely seen unless it wishes to be seen, and the beast usually has its own mysterious reasons for occasionally coming to the surface. At other times, those reasons are gruesomely obvious—the deep sea serpent rises to the surface to crush ships and devour sailors who tumble from the freshly shattered hulls. It is thought that in incredibly remote parts of the underwater world, even more powerful deep sea serpents exist, beasts with supernatural luminous lures that can be used to blind foes, or with the ability to create overwhelming blasts of electricity that stun or even outright slay prey with a single stroke. Yet perhaps the most unnerving are the rumors of deep sea serpents that possess a remarkable intelligence. Such creatures, if they even exist, are rarely if ever seen near the surface—both their naturally elusive natures and the remote reality of their habitats mean that ensuring the veracity of these claims requires truly extraordinary efforts. A typical deep sea serpent measures 50 feet long and weighs 35,000 pounds.

CR 19 XP 204,800
N
Gargantuan magical beast (aquatic)
Init +9; Senses darkvision 120 ft., low-light vision; Perception +23
DEFENSE
AC
34, touch 12, flat-footed 28 (+5 Dex, +1 dodge, +22 natural, –4 size)
hp 333 (23d10+207)
Fort +22, Ref +20, Will +12
Defensive Abilities elusive; Immune cold; Resist fire 30
OFFENSE
Speed
10 ft., swim 50 ft.; surge 400 ft.
Melee bite +33 (6d10+14/19–20 plus grab), tail slap +33 (6d8+14/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (6d8+21), powerful tail, swallow whole (10d6+21 bludgeoning damage, AC 21, 33 hp)
STATISTICS
Str
39, Dex 20, Con 28, Int 2, Wis 17, Cha 11
Base Atk +23; CMB +41 (+45 grapple); CMD 57 (can’t be tripped)
Feats Critical Focus, Dodge, Improved Critical (bite), Improved Critical (tail slap), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike
Skills Perception +23, Stealth +8, Swim +22
ECOLOGY
Environment
any oceans
Organization solitary
Treasure triple
SPECIAL ABILITIES
Elusive (Su)
As a full-round action while in water, a deep sea serpent can move up to its run speed (200 feet) without leaving any trace of its passing (identical in effect to pass without trace). An elusive deep sea serpent gains a +40 circumstance bonus on its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these effects function at caster level 20th and cannot be dispelled.
Powerful Tail (Ex) A deep sea serpent’s tail slap is always a primary attack. When a deep sea serpent deals damage to an object with its tail slap or via constrict damage, it ignores the first 10 points of hardness that object possesses.
Surge (Ex) A deep sea serpent can surge forward as a full–round action at a speed of 400 feet. It must move in a straight line, but does not provoke attacks of opportunity while surging.