Locathah

This lean humanoid bears crested fins on its head and back, and has the wide-eyed and wide-lipped face of a fish.

Simple aquatic creatures shunned by landwalkers and undersea folk alike, locathahs live in tight-knit communities scattered throughout the world’s seas, lakes. and waterways. Locathahs possess scaly ochre skin tinged with green and yellow. Ridged, rust-colored skin covers their chests and stomachs, and a mottled wash of green, brown, and orange colors their fins like aging kelp. Locathahs exude a strong fishy odor when above water that, in addition to their already unnerving appearance, repulses most land-dwellers. Despite this animosity, locathahs go to great lengths to befriend surface folk, offering safe passage through the waters, pointing out dangerous reefs, and hinting at sunken treasures in return for durable ceramics and metal tools and weapons, as well as tubers, which they view as a delicacy. These creatures dislike combat and flee when disarmed or outnumbered. Locathahs hold community in the highest regard, never leaving a friend behind and often going to great lengths to retrieve a fallen companion. Among their own kind and races friendly toward them, locathahs are social creatures who live a very human-like, albeit simple, lifestyle. Locathahs work in stone, coral, and bone to produce the crude implements they use. Some take coral work to obsessive levels, with certain clans taking generations to grow their preferred medium in its desired form before carving it. They feed on crustaceans, undersea plants, and shellfish, and rarely on large fish that are caught during ritualized hunts. Locathah matriarchs serve their undersea tribes not only as chieftains, but also as the primary egg layers of the community. Each adult member of the tribe is responsible for raising a single young locathah as his or her own. Locathahs tame moray eels, keeping them near their lairs as humans keep dogs. Some locathah soldiers and hunting groups use giant moray eels as mounts, chasing down their quarry and attacking with narrow-tipped spears. More powerful aquatic races use locathahs as slaves, abducting breeding matriarchs to produce a constant wave of new workers. Locathahs stand roughly as tall as humans, yet their fins jut out, giving them an imposing stature. Lean and strong, locathahs weigh roughly 160 pounds.

CR 1/2 XP 200
N
Medium humanoid (aquatic)
Init +1; Senses low-light vision; Perception +3
DEFENSE
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 9 (2d8)
Fort +3, Ref +1, Will +1
OFFENSE
Speed
10 ft., swim 60 ft.
Melee longspear +2 (1d8/×3)
Ranged light crossbow +2 (1d8/19–20)
STATISTICS
Str
10, Dex 12, Con 10, Int 13, Wis 13, Cha 11
Base Atk +1; CMB +1; CMD 12
Feats Weapon Focus (longspear)
Skills Craft (any one) +6, Perception +3, Survival +6, Swim +8
Languages Aquan
SQ amphibious
ECOLOGY
Environment
temperate or warm aquatic
Organization solitary, band (2–10), or tribe (11–30 plus 2 fighter sergeants of 1st–3rd level and 1 cleric leader of 3rd–6th level)
Treasure standard (longspear, light crossbow and 10 bolts, other treasure)
 

Common Eurypterid

Two large pincers grasp at the air before this sleek creature, while a tail bristling with a long, thin stinger rises from behind.

Known as sea scorpions, eurypterids lash out at anything that might be food and are single-minded in their pursuit once they’ve tasted prey. Most eurypterids are capable of scuttling around on land and can exist out of water indefinitely. Unlike rats, eurypterids don’t spread disease or cause much damage to most cargo, traits that have led some captains to experiment with putting eurypterids in their holds to keep rodent populations under control. Alas, one can often tell the ships that employ this tactic by the unusually high number of crew members with missing fingers.

CR 1 XP 400
N
Medium vermin (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +1
DEFENSE
AC
14, touch 10, flat-footed 14 (+4 natural)
hp 11 (2d8+2)
Fort +4, Ref +0, Will +1 
Immune mind-affecting effects
OFFENSE
Speed
20 ft., swim 40 ft.
Melee 2 claws +1 (1d3), sting +1 (1d3 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with sting)
STATISTICS
Str
10, Dex 11, Con 12, Int —, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 11
Feats Improved Initiative
Skills Swim +8
SQ amphibious
ECOLOGY
Environment
temperate or warm oceans
Organization solitary, pair, or swarm (3–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12, frequency 1/round for 4 rounds; effect 1d2 Con, cure 1 save.
 

Echeneis

This thin, colorful fish has a broad, segmented sucker above its narrow mouth. A line of spines runs down its back.

The echeneis is a magical fish known to sailors in many parts of the world as a major pest due to its theft of speed from boats and large, swimming creatures alike. It ranges across large stretches of water, stopping every few hours to feed and sap velocity from large boats, sharks, whales, and other hosts that might overlook it. Although native to warm waters, echeneises sometimes follow trade vessels elsewhere. Because echeneises prefer murky shallows, sailors rarely notice one before it begins to slow a vessel. The sharp and sturdy spines atop the creatures’ backs scrape the hulls of ships to which they are attached, so sailors lament both the short-term inconvenience and the long-term damage caused by these pests. Old boats with hundreds of scrape marks on their bottoms garner reputations as cursed, and their captains face a serious stigma when trying to recruit crews. It is true that some ships draw echeneises more than others, but apart from the ship’s size there is no indication as to what else might attract the creatures.  Like the remoras they resemble, echeneises are scavengers. However, they are aggressive and often retaliate when knocked off of creatures or vessels. In combat, echeneises attach themselves to enemies to slow them down while flailing with their tails against anyone attempting to remove them. If badly injured while attached, an echeneis releases its victim and uses the speed it has stolen to quickly escape.  An echeneis averages over 3 feet in length and weighs at least 12 pounds.

CR 1 XP 400
N
Small magical beast (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC
13, touch 11, flat-footed 13 (+2 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +1
OFFENSE
Speed
5 ft., swim 20 ft.
Melee bite +5 (1d4+1 plus attach), tail slap +0 (1d4) or  sucker +5 touch (attach), tail slap +0 (1d4)
Special Attacks attach, sap speed
STATISTICS
Str
12, Dex 11, Con 13, Int 2, Wis 10, Cha 13
Base Atk +3; CMB +3 (+11 grapple while attached); CMD 13 (17 vs. grapple while attached)
Feats Improved Initiative, Lightning Reflexes
Skills Perception +5, Stealth +8, Swim +9
ECOLOGY
Environment
warm or temperate water
Organization solitary, pair, or school (3–8)
Treasure none
SPECIAL ABILITIES
Attach (Ex)
An echeneis that hits with its bite or sucker attack automatically initiates a grapple against its target. While attached to a creature or vehicle, the echeneis gains a +8 bonus on combat maneuver checks to grapple and +4 bonus to its CMD against grapple attempts but loses any Dexterity bonus or dodge bonus to Armor Class. An echeneis that successfully maintains a grapple can make a free tail slap attack against any target except the one to which it is attached. 
Sap Speed (Su) Whenever an echeneis ends its turn attached to a creature or vehicle, it steals fragments of time from its host and gains the benefits of haste for as long as it is attached and for an equal amount of time thereafter (maximum 3 hours). A creature with an attached echeneis takes a cumulative –1 penalty to Dexterity each round (which stacks with multiple echeneises) and must succeed at a DC 12 Will save or be affected as if by a slow spell until the end of the echeneis’s next turn. The penalty to Dexterity ends at the end of the echeneis’s turn if it is no longer attached to the creature. A vehicle with an attached echeneis has its speed reduced by half until the end of the echeneis’s next turn. A creature or vehicle slowed by a second echeneis is reduced to one-quarter speed. A creature or vehicle slowed by three or more echeneises is reduced to a speed of 0 feet. The save DC is Charisma-based.
 

Hunter Urchin

Thousands of bright purple spines darken to ominous black tips all over this creature’s spherical body.

Giant sea urchins are predators of opportunity that wait for the tide to carry prey within reach of their attacks.  

CR 1 XP 400
N
Medium vermin (aquatic)
Init –4; Senses low-light vision, scent, tremorsense 30 ft.; Perception +4
DEFENSE
AC
12, touch 6, flat-footed 12 (–4 Dex, +6 natural)
hp 13 (2d8+4)
Fort +5, Ref –4, Will +0
Defensive Abilities all-around vision, stability; Immune mind-affecting effects
OFFENSE
Speed
15 ft.
Melee tongue +3 (1d3+3 plus pull)
Space 5 ft.; Reach 5 ft. (20 ft. with tongue)
Special Attacks spines (+3, 1d4+2 plus poison), pull (tongue, 5 feet)
STATISTICS
Str
15, Dex 3, Con 14, Int —, Wis 11, Cha 2
Base Atk +1; CMB +3; CMD 9 (17 vs. bull rush, can’t be tripped)
Skills Perception +4
Racial Modifiers +4 Perception
SQ amphibious
ECOLOGY
Environment
temperate or warm oceans or coastlines
Organization solitary, pair, or cluster (3–10)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Spines—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect staggered for 1 round; cure 1 save. 
Spines (Ex) When any creature attacks a hunter urchin with an unarmed strike or a natural attack, or with a manufactured melee weapon while adjacent to the urchin, the urchin gains a free attack with its spines. 
Stability (Ex) Hunter urchins receive a +8 bonus to CMD against bull rush and trip combat maneuvers.
 

Sahuagin

This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.

Ravenous and cruel, the sahuagin are, unfortunately, among the most prosperous oceanic races. Great cities raised by these creatures darken the deep ocean trenches, and many are the near-coastal fortresses where they launch endless raids against their air-breathing enemies who dwell in close proximity to the shore. Warlike and proud, the sahuagin rarely ally with others, and view most other aquatic races such as the aboleths, the merfolk, and their ilk as competitors. The only creatures they seem to respect and adore apart from their own kind are sharks, for in these relentless predators the sahuagin see much of themselves. A sahuagin stands 7 feet tall and weighs about 250 pounds. Sahuagin are prone to beneficial mutations, and when a mutant is born it almost always rises to the society’s nobility or rulership. The most common sahuagin mutation is an extra pair of arms (granting two additional claw attacks or the opportunity to wield more weapons). Rumors speak of the rare malenti—sahuagin who look not like sharkmen but aquatic elves, yet who share their kin’s bloodlusts and cruel natures. Malenti often serve as spies and assassins for sahuagin rulers, but rumors of allmalenti tribes in isolated reaches of the sea persist.

CR 2 XP 600
LE
Medium monstrous humanoid (aquatic)
Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +6
DEFENSE
AC
16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 15 (2d10+4)
Fort +4, Ref +4, Will +4
Weaknesses light blindness
OFFENSE
Speed
30 ft., swim 60 ft.
Melee trident +4 (1d8+3), bite –1 (1d4+1) or 2 claws +4 (1d4+2), bite +4 (1d4+2)
Ranged heavy crossbow +3 (1d10/19–20)
Special Attacks blood frenzy
STATISTICS
Str
14, Dex 13, Con 14, Int 14, Wis 13, Cha 9
Base Atk +2; CMB +4; CMD 15
Feats Great Fortitude
Skills Handle Animal +1, Perception +6, Ride +6, Stealth +6, Survival +6, Swim +15
Languages Aquan, Common; speak with sharks
ECOLOGY
Environment
temperate or warm ocean
Organization Solitary, pair, team (5–8), patrol (11–20 plus 1 lieutenant of 3rd level and 1–2 sharks), band (20–80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1–2 sharks), or tribe (70–160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1–4 underpriestesses of 3rd–6th level, 1 priestess of 7th level, 1 baron of 6th–8th level, and 5–8 sharks)
Treasure NPC gear (trident, heavy crossbow with 10 bolts, other treasure)
SPECIAL ABILITIES
Blood Frenzy (Ex)
Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”
 

Bunyip

A disturbing combination of shark and seal, this brown-furred creature has a wide mouth filled with razor-sharp teeth.

The bunyip is a fierce and avid hunter, possessing a primal ruthlessness that seems almost evil in its rapacity. A bunyip typically inhabits large freshwater inlets or sheltered coastal sea caves where food is plentiful—the bunyip is equally at home in fresh or salt water. It prefers feeding on animals of Small size or larger, though it isn’t averse to eating humanoids when presented the opportunity. Bunyips are quite territorial, and readily attack when intruders threaten their hunting grounds. Bunyips mate annually, during the late spring. During this period, bunyips become even more aggressive. After mating, couples split, with the female wandering off to find a place to birth a small litter of four to six pups. Females watch their pups for a few days, until they become independent enough for the mothers to move on. Reports of bunyip sightings come from every end of the map. Though the accuracy of all such reports remains doubtful, enough reliable accounts exist to confirm their widespread adaptability. The species thrives in numerous ecological climes, from frigid polar fjords to idyllic tropical lagoons. The bunyip is not a deep-sea creature, and even avoids larger freshwater lakes, as it prefers to lurk near shorelines where its favorite food is more common. While bunyips vary in appearance, all possess similar basic physical structures. The bunyip's head exhibits strong seal-like features, save for its shark-like jaws. Its upper torso is thick and muscular, with long, fin-like limbs. Some species even have a single, shark-like dorsal fin. The remaining portion of the body extends into a long tail. Those with fur usually only grow a short coat on the upper body in shades of pale gray, brown, or black.

CR 3 XP 800
N
Medium magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +8
DEFENSE
AC
15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 32 (5d10+5)
Fort +5, Ref +7, Will +1
OFFENSE
Speed
10 ft., swim 50 ft.
Melee bite +7 (1d8+1/19–20 plus bleed)
Special Attacks bleed (1d6), blood frenzy, roar
STATISTICS
Str
13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
Base Atk +5; CMB +6; CMD 19
Feats Improved Critical (bite), Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
Skills Escape Artist +5, Perception +8, Stealth +10, Swim +9
SQ amphibious
ECOLOGY
Environment
any aquatic
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Blood Rage (Ex)
A bunyip’s blood rage ability activates whenever it detects blood in the water using its keen scent, but otherwise functions as the universal monster rule of the same name.
Roar (Su) A bunyip’s roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Constitution-based.
 

Archelon

The shell of this immense sea turtle easily spans 12 feet in length. Its narrow head ends in a hooked beak.

An ancient relative of the smaller leatherback sea turtle, the archelon can grow up to 13 feet long and 16 feet from flipper to flipper. Weighing as much as 5,000 pounds, the archelon has an exceedingly powerful bite, and doesn’t hesitate to use it to deter aquatic nuisances. Like other sea turtles, female archelons come ashore to lay and bury their eggs in sandy beaches, preferably facing deep water and without coral reefs. Once done, they return to the sea, leaving their eggs defenseless. These creatures are often used by coastal tribes as guardians and escorts from island to island. Aquatic creatures, particularly locathah, often use them as beasts of burden, but their relatively slow swim speed makes them poor mounts.

CR 5 XP 1,600
N
Huge animal
Init +5; Senses low-light vision, scent; Perception +10
DEFENSE
AC
19, touch 9, flat-footed 18 (+10 armor, +1 Dex, –2 size)
hp 59 (7d8+28)
Fort +9, Ref +6, Will +5
OFFENSE
Speed
15 ft., swim 50 ft.
Melee bite +10 (2d8+9)
Space 15 ft.; Reach 10 ft.
Special Attacks capsize (DC 25)
STATISTICS
Str
22, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +13; CMD 24 (28 vs. trip)
Feats Improved Initiative, Iron Will, Lunge, Weapon Focus (bite)
Skills Perception +10, Swim +18
SQ hold breath
ECOLOGY
Environment
warm or temperate water or coastlines
Organization solitary or bale (2–6)
Treasure none
 

Jellyfish Swarm

All but invisible in the water, this foul swarm of fist-sized jellyfish wriggles and writhes, a virtual wall of stinging tentacles.

Jellyfish often cluster together during springtime or when environmental conditions such as an increase in ocean temperature favor it. When conditions are right, jellyfish shift from being a nuisance to being a menace, if accidentally so, for a jellyfish swarm, unlike more aggressive monstrous kin like the giant jellyfish, comprises not aggressive hunters but rather opportunistic strikers. They do not generally move to attack nearby prey, but their nearly translucent coloration makes it horrifically easy for a creature to swim into a swarm unawares. Once a jellyfish swarm deals damage to a creature, the swarm pursues it for several rounds before giving up the chase. Many aquatic races use jellyfish swarms as defensive guardians, trusting a swarm’s lack of interest in moving to keep it stationary for long periods of time.

CR 6 XP 2,400
N
Diminutive vermin (aquatic, swarm)
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 54 (12d8)
Fort +8, Ref +5, Will +4
Immune swarm traits, weapon damage
OFFENSE
Speed
swim 20 ft.
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 16)
STATISTICS
Str
1, Dex 13, Con 10, Int —, Wis 10, Cha 2
Base Atk +9; CMB —; CMD
Skills Swim +9, Stealth +29
Racial Modifiers Stealth +16
ECOLOGY
Environment
any aquatic
Organization solitary or bloom (2–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Swarm–injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
 

Sapphire Jellyfish

This tremendous, translucent jellyfish glows with blue internal light, and the water around its bell vibrates with an electrical charge.

Like other giant jellyfish, a sapphire jellyfish is an active hunter. It stores powerful electrical charges in its domelike bell, which is 16 feet in diameter. Its sensory tentacles can trail for twice that length, but the dangerous toxic tentacles are positioned within about 20 feet of the creature’s bell.

CR 11 XP 12,800
N
Huge vermin (aquatic)
Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Perception +1
DEFENSE
AC
24, touch 12, flat-footed 20 (+4 Dex, +12 natural, –2 size)
hp 138 (12d8+84)
Fort +15, Ref +8, Will +5
Defensive Abilities amorphous, DR 10/piercing or slashing; Immune electricity, mind-affecting effects
OFFENSE
Speed
swim 30 ft.
Melee 4 tentacles +15 (1d8+8 plus poison)
Space 15 ft.; Reach 20 ft.
Special Attacks electricity blast
STATISTICS
Str
26, Dex 19, Con 24, Int —, Wis 12, Cha 1
Base Atk +9; CMB +19; CMD 33 (can’t be tripped)
Skills Swim +16
SQ compression
ECOLOGY
Environment
warm or temperate oceans
Organization solitary, pack (2–3), or bloom (4–7)
Treasure none
SPECIAL ABILITIES
Electricity Blast (Ex)
Once every 1d6 rounds as a standard action, a sapphire jellyfish can discharge a 20-foot-radius blast of electricity, dealing 8d6 points of electricity damage (DC 23 Reflex half). Any creature that takes damage from this electricity must also make a DC 23 Fortitude save or be staggered for 1d4 rounds. The save DC is Constitution-based
Poison (Ex) Tentacle—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Dex and 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.