Merfolk
Slipping in and out of the crashing waves, this beautiful woman has the lower torso of a long, slender fish.
From the waist up, merfolk bear the torsos of well-built humans and delicate features reminiscent of elves and other humanoids tied to the natural world. A merfolk’s lower body consists of the fins and tail of a great fish. Depending on the region, the scales of merfolk vary in hue, including gleaming silver, pale green, or even blue with stripes of yellow and crimson. Merfolk typically measure 6 to 8 feet in length and weigh over 200 pounds, with females being slightly smaller than males. Although amphibious, merfolk move only with difficulty on land and rarely wander more than a mile from sea. It is quite rare for a merfolk to make contact with a creature not of its kind. In fact, many go to great lengths to steer sailors away from their lands, even resorting to violence if necessary. Ancient accounts hint at merfolk protecting a terrible secret bound to the depths, and though no reports mention what this secret is, the lengths merfolk go to remain isolated from other races highlight the importance of this safeguard. While merfolk outwardly appear to be a beautiful and powerful race, some sages and seafarers whisper that degenerate and mutated merfolk roam the deepest, most isolated regions of the seas and oceans. Some evidence states that this offshoot fell to the worship of twisted and sinister powers lurking in the darkness below, while other theories include all merfolk in this sinister agenda, holding that even those merfolk who believe they control their own destinies are, in fact, merely unknowing puppets of a sinister and unknown master race deep under the sea.
Merfolk warrior 1
N Medium (aquatic)
Init +1; Senses ; Perception +3
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 7 (1d10+2)
Fort +4, Ref +1, Will –1
OFFENSE
Speed 5 ft., 50 ft.
Melee trident +2 (1d8+1)
Ranged heavy crossbow +2 (1d10/19–20)
STATISTICS
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10
Base Atk +1; +2; CMD 13 (can’t be tripped)
Feats Skill Focus (Perception)
Skills Perception +3, Swim +13
Languages Aquan, Common
SQ
ECOLOGY
Environment temperate ocean
Organization solitary, company (2–4), patrol (3–10 plus 2 lieutenants of 3rd level and 1 leader of 3rd–6th level), or shoal (11–60 plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, 3 captains of 7th level, and 8–12 dolphins)
Treasure NPC gear (trident, heavy crossbow with 10 bolts, other treasure)
Coffin Anemone
This coffin-shaped anemone features a ridged, dark brown trunk topped with waving yellow tendrils surrounding a soft, pale blue center.
Named for its distinctive oblong shape, the coffin anemone is well-suited to swallow its favored prey: swimming humanoid creatures.
N Medium (aquatic)
Init +2; Senses 30 ft.; Perception +0
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (3d8+3)
Fort +4, Ref +3, Will +1
Defensive Abilities , anchored; gaze attacks, mind-affecting effects, poison, vision-based effects
OFFENSE
Speed 5 ft.
Melee tentacles +2 (2d4 plus poison)
STATISTICS
Str 10, Dex 15, Con 13, Int —, Wis 11, Cha 2
Base Atk +2; +2; CMD 14 (can’t be tripped)
SQ sightless
ECOLOGY
Environment temperate coastlines or oceans
Organization solitary, pair, or graveyard (3–12)
Treasure incidental
SPECIAL ABILITIES
Anchored (Ex) As a full-round action, a coffin anemone can affix itself to a solid surface. While anchored, it cannot move and gains a +4 bonus to its CMD against bull rush, drag, overrun, and reposition combat maneuvers. This bonus increases by 4 for each size category larger the sea anemone is compared to the opponent. It can unanchor as a full-round action.
Poison (Ex) Tentacle—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.
Sightless (Ex) A coffin anemone is blind and thus unaffected by effects that rely on sight, such as blindness or gaze attacks.
Skum
This hunchbacked, green-skinned humanoid has a wide, frog-like head but a mouth more akin to that of a toothy fish.
Skum are the most prolific and successful of the countless races created by the aboleths to serve as slaves. At the height of the aboleth empire, skum were legion and their armies waged many wars upon the land, yet now that the aboleths are in decline, skum have been set loose to manage on their own. For the most part, the skum have been less than successful at this endeavor, and today they exist in a shadow of their previous multitude, most of them dwelling deep underground in slowly crumbling ruins left standing only because their enemies have lost interest in pursuing the now-won war against these fish-like humanoids. Skum have even lost their own name—only the most erudite and wise of their kind remember that they were once known as the ulat-kini. Today, most identify themselves with the racial epithet applied to them by surface-dwellers—“skum.” Skum do not age, and barring death by violence or disease, they can live forever. Unfortunately, this near immortality is crippled by the fact that skum are incapable of reproducing among themselves, for all skum are male. The aboleths did not want their slave race to prosper without their permission. Yet terribly, this does not mean that skum cannot breed. Originally created from human stock, skum can impregnate humans, and the children issued from such unholy unions are invariably deformed. Those who are not born skum undergo gradual transformations throughout their lives, and when they would normally die of old age, such hybrids instead go through “the change,” shedding their wrinkled flesh and transforming into one of the ulat-kini. While most skum tribes lack the drive to perpetuate their race and would prefer to languish in their hideous sunken ruins, tribes settling offshore of remotely populated coastlines seem to be on the rise. Some such communities raid villages for breeding stock, but a few more insidious tribes form alliances with these desperate folk, providing protection and bounty from the sea in return for wives.
LE Medium (aquatic)
Init +1; Senses 60 ft.; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 20 (2d10+9)
Fort +3, Ref +4, Will +3
cold 10
OFFENSE
Speed 20 ft., 40 ft.
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1)
Ranged trident +3 (1d8+2)
STATISTICS
Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha 6
Base Atk +2; +4; CMD 15
Feats Multiattack, Toughness
Skills Intimidate +3, Perception +5 (+9 underwater), Stealth +6 (+10 underwater), Swim +15
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
SQ
ECOLOGY
Environment temperate or cold aquatic or underground
Organization solitary, brood (2–5), pack (6–12), or cabal (13–95 plus 50% noncombatants, 1 subchief of 3rd level per 20 adults, 1 sorcerer of 4th–6th level per 40 adults, 1 chieftain of 7th–9th level, and 2–6 oozes)
Treasure NPC gear (trident, other treasure)
Crimson Jellyfish
This bright-red jellyfish dangles a long, central tentacle surrounded by a multitude of shorter red tendrils.
The crimson jellyfish is a blood-drinking creature whose red color comes from the blood absorbed throughout its body after it feeds. A large fish or sea mammal encountering a pack or bloom of these creatures can be drained of blood in a matter of minutes. Fortunately, a crimson jellyfish’s bright color makes it fairly easy to avoid under well-lit conditions.
N Medium (aquatic)
Init +1; Senses 60 ft.; Perception +1
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 37 (5d8+15)
Fort +7, Ref +2, Will +2
Defensive Abilities ; 5/piercing or slashing; mind-affecting effects
OFFENSE
Speed 10 ft.
Melee tentacle +8 (2d8+5 plus ), tendrils +3 touch (poison)
Space 5 ft.; Reach 10 ft.
Special Attacks (1d2 Con damage), poison
STATISTICS
Str 20, Dex 13, Con 16, Int —, Wis 13, Cha 1
Base Atk +3; +8; CMD 19 (can’t be tripped)
Skills Swim +13
SQ
ECOLOGY
Environment temperate oceans
Organization solitary, pack (2–4), or bloom (5–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Tendrils—contact; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves.
Tentacle (Ex) A crimson jellyfish’s tentacle is a primary natural attack that deals bludgeoning damage.
Saltwater Merrow
This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.
Merrows are best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives. The saltwater variety grows much larger than the freshwater variety, but the behavior and society of the two types are otherwise similar. Merrows are known for pillaging small fishing villages and towns under cover of night. Similar to ogres, merrows have a strong sense of family and typically hunt in gangs, preferring to grab a couple of villagers and head back into the water rather than sticking around and dealing with armed resistance. Merrows have a stronger sense of unity than ogres do, and rarely will the leader of a tribe be challenged. When they have chosen a village or town to plunder, they attack as a gang and share the spoils. A freshwater merrow is 12 feet tall and weighs 500 pounds. Saltwater merrows easily reach 20 feet tall and 4,000 pounds, and have been known to hunt whales. The two species do not often come in contact, but when they do, feuding and conflict are swift to develop.
NE Huge (aquatic, giant)
Init +3; Senses ; Perception +7
DEFENSE
AC 19, touch 11, flat-footed 16 (+3 Dex, +8 natural, –2 size)
hp 80 (7d8+49)
Fort +11, Ref +5, Will +4
OFFENSE
Speed 40 ft., 40 ft.
Melee 2 claws +11 (1d8+7 plus )
Ranged javelin +6 (2d6+7)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 25, Dex 16, Con 23, Int 6, Wis 10, Cha 7
Base Atk +5; +14 (+18 grapple); CMD 27
Feats Iron Will, Power Attack, Vital Strike, Weapon Focus (claw)
Skills Perception +7, Stealth –2 (+2 in water), Swim +15
Racial Modifiers +4 Stealth in water
Languages Giant
SQ
ECOLOGY
Environment temperate oceans
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (2 javelins, other treasure)
Water Naga
Slender spines and brightly colored frills stretch back from the humanlike face of this massive aquatic snake.
With mottled scales of blue and green, water nagas’ serpentine beauty belies their deadliness. Although doubtlessly intelligent, these nagas have more in common with normal snakes than most of their kind, preferring to be left to their own devices and lashing out at any creatures that would disturb them. A typical water naga measures 10 feet long and weighs 250 pounds. Where many nagas claim particular lairs as their homes, water nagas typically have a number of retreats, migrating from one to the next with the changing of the seasons. These nagas keep elaborate summer and winter lairs, with several favored shelters positioned between these so they can make a circuit of familiar rivers and coasts throughout the year. Fiercely territorial when it comes to their lairs, water nagas typically attack any that intrude upon their sanctuaries, only bothering to question interlopers once such creatures have been weakened by poison, if at all. As their yearly treks make many water nagas especially well traveled, those who live near the serpents’ lairs— usually lizardfolk, fey, and human tribes—often court the snake creatures’ good graces with offerings of rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant neighbors. Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their roles as travelers. However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they’ve heard with their own fictions—caring little for the repercussions such misleading tales might cause for their listeners. The congeniality of some water nagas does not extend to the entire race, and many unwary souls, even those with only the best intentions, face these serpentine creatures’ deadly bite.
N Large (aquatic)
Init +6; Senses 60 ft.; Perception +17
DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 76 (8d8+40)
Fort +7, Ref +10, Will +9
OFFENSE
Speed 30 ft., 50 ft.
Melee bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 7th; concentration +11)
3rd (5/day)—protection from energy, suggestion (DC 17)
2nd (7/day)—acid arrow, invisibility, mirror image
1st (7/day)—expeditious retreat, magic missile, obscuring mist, shield, true strike
0 (at will)—acid splash, daze (DC 14), detect magic, light, mage hand, open/close, read magic
STATISTICS
Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18
Base Atk +6; +12; CMD 28 (can’t be tripped)
Feats Combat Casting, Eschew Materials, Lightning Reflexes, Skill Focus (Perception), Skill Focus (Stealth)
Skills Bluff +8, Knowledge (local) +4, Perception +17, Spellcraft +11, Stealth +16, Swim +13
Languages Aquan, Common
SQ
ECOLOGY
Environment temperate water
Organization solitary, pair, or nest (3–4)
Treasure standard
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.
Spells A water naga casts spells as a 7th-level sorcerer.
Iku-Turso
This grotesque, emerald-scaled creature resembles a crossbreed of an eel, a viperfish, and a clawed humanoid.
Iku-tursos are hideous denizens of the deep sea. There, they venerate sinister gods of plague and contagion and torment victims plucked from ship and shore in special air-filled torture chambers. Disease is sacred to the ikutursos, and those who suffer from sickness are considered blessed—an iku-turso often chooses to leave obviously diseased victims to their fates rather than attempt to capture them.
NE Medium (aquatic)
Init +7; Senses 30 ft., 60 ft.; Perception +12
DEFENSE
AC 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural)
hp 102 (12d8+48)
Fort +8, Ref +9, Will +11
disease
Weaknesses
OFFENSE
Speed 20 ft., 60 ft.
Melee bite +16 (1d8+7 plus disease), 2 claws +16 (1d6+7)
Special Attacks light lure
STATISTICS
Str 24, Dex 16, Con 19, Int 7, Wis 12, Cha 17
Base Atk +9; +16; CMD 30 (can’t be tripped)
Feats Combat Reflexes, Critical Focus, Dodge, Improved Initiative, Iron Will, Lightning Reflexes
Skills Perception +12, Stealth +14, Survival +12, Swim +15
Languages Aklo, Aquan, Undercommon
SQ
ECOLOGY
Environment cold or temperate water or underground
Organization solitary, pair, or cell (3–8)
Treasure standard
SPECIAL ABILITIES
Disease (Su) An iku-turso’s bite inflicts a strange, supernatural disease called tursas. This disease causes the victim’s skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso.
Tursas: Bite—injury; save Fort DC 20; onset 1 minute; frequency 1/day; effect 1d3 Wis damage and 1d6 Cha drain; cure 2 consecutive saves. As long as a victim suffers any ability damage from tursas, it gains the ability to breathe water. A creature reduced to 0 Charisma by this disease transforms into a fully grown and healthy iku-turso—it immediately forgets its previous life and abilities and seeks out the nearest iku-turso community to join it. A wish or miracle can reverse this transformation. The save DC is Constitution-based.
Light Lure (Su) As a standard action, an iku-turso can call forth a few small points of light, functioning like a dancing lights spell (CL equals the iku-turso’s HD) except as described here. Creatures within 100 feet of one of these lights must make a DC 19 Will save upon sighting them or be compelled to approach them by the safest and most direct path. A creature that successfully saves is immune to the same iku-turso’s light lure for 24 hours. If a subject of this effect has to move through hazardous terrain to reach the lights, that subject receives another saving throw to end the effect before entering the hazardous terrain. This effect ends once the character reaches the light or takes any form of damage. This is a visual mind-affecting charm effect. The save DC is Charisma-based.
Dragon Turtle
This long-tailed aquatic beast resembles a massive snapping turtle with draconic features.
Dragon turtles make their homes in both salt and fresh water, where they rank among the biggest threats to sailors and those who travel by ship through the waterways of the world. Skilled mariners know the territory dragon turtles claim and frequently make offerings of gold and magic for safe passage or avoid the area entirely. For its part, a dragon turtle quickly grows to appreciate and even expect such tithes and gifts, and a dragon turtle that expects gifts but is ignored is a dangerous foe indeed. A dragon turtle’s shell varies in color between individuals. Some have dull shells of brown and rust red, while others have carapaces of a deep green-blue color with silver highlights across the rocky ridges. The coloration of the head, tail, and legs is slightly paler than the shell and contains golden streaks along the crest and spines. Dragon turtles claim vast territories in the open seas, encompassing regions often in excess of 50 square miles. Here, these dangerous beasts capsize ships that fail to respect their territories, adding the sunken wrecks and their valuable cargoes to their lairs. Dragon turtles generally make their homes in deep caves only accessible through the water, and often decorate their lairs not only with the wealth seized from ships they’ve sunk, but the wrecks of these unfortunate ships themselves. Their territorial natures and fondness for these types of lairs put them in direct conflict with other undersea races such as merfolk and sahuagin. Large fish, such as tuna, sturgeons, and even sharks, rank among dragon turtles’ favorite foods, but being omnivores, they also sometimes feed on large undersea fields of seaweed. They certainly aren’t above supplementing their diets with the passengers of ships they sink, although such feeding is not borne of any intrinsic evil or cruelty. Dragon turtles possess shells 15 feet in diameter, with their appendages stretching a few feet further, and measure over 25 feet long from the tip of their noses to the ends of their powerful tails.
N Huge (aquatic)
Init +4; Senses , 60 ft., ; Perception +16
DEFENSE
AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
hp 126 (12d12+48)
Fort +12, Ref +8, Will +9
fire, sleep, paralysis
OFFENSE
Speed 20 ft., 30 ft.
Melee bite +18 (3d6+8), 2 claws +18 (2d6+8)
Space 15 ft.; Reach 10 ft.
Special Attacks ,
STATISTICS
Str 27, Dex 10, Con 19, Int 12, Wis 13, Cha 12
Base Atk +12; +22; CMD 32 (36 vs. trip)
Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Initiative, Power Attack
Skills Diplomacy +16, Intimidate +16, Perception +16, Sense Motive +16, Stealth +7 (+15 in water), Survival +16, Swim +31
Racial Modifiers +8 Stealth in water
Languages Aquan, Common, Draconic
ECOLOGY
Environment temperate aquatic
Organization solitary
Treasure double
SPECIAL ABILITIES
Breath Weapon (Su) Cloud of steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 20 half; effective both on the surface and underwater. The save DC is Constitution-based.