Stingray

A long tail fitted with a barbed stinger trails from this flat, triangular fish’s body.

Often found buried in mud, sand, or sea grass, this normally passive creature raises its tail above its body like a scorpion when cornered or injured. Its stinger is a barbed spine with two grooves allowing the toxin to enter the wound. While often found in bays and estuaries, some breeds of stingray can make their home in rivers far upstream from salt water. Stingrays, like their larger manta ray cousins, use a form of electrolocation to find prey in the silt-laden waters. The stingray presented here is a relatively large member of the species; for smaller stingrays, apply the young creature template.

CR 1/2 XP 200
N
Medium animal (aquatic)
Init +1; Senses blindsense 30 ft., low-light vision; Perception +8
DEFENSE
AC
12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +1
OFFENSE
Speed
swim 40 ft.
Melee sting +1 (1d4 plus poison)
STATISTICS
Str
10, Dex 13, Con 15, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 12
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +5 (+13 in sand or mud), Swim +8;
Racial Modifier +8 Stealth in sand or mud
ECOLOGY
Environment
warm oceans
Organization solitary, pair, or flight (3–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Dex and 1 Con; cure 1 save. The save DC is Constitution-based.
 

Manta Ray

Gliding gracefully through the water on wing-like fins, this large ray scoops up tiny morsels in its wide mouth.

Often seen skimming the ocean's surface or cruising the depths, this majestic creature showcases the ballet of the sea with its expansive, wing-like fins. The manta ray's size is striking, dwarfing many other marine species, yet it feeds primarily on the smallest of ocean dwellers, scooping up plankton and tiny fish with its cavernous mouth. Unlike the more defensive stingray, the manta ray possesses no stinging spine, relying instead on its agility and size to deter potential predators. Found in tropical and subtropical waters, manta rays often venture close to coral reefs and open ocean areas. Like the stingray, manta rays possess an electrolocation capability, allowing them to detect even the most minute electric fields produced by potential prey, making them exceptionally efficient hunters in their tranquil manner.

CR 1 XP 400
N
Large animal (aquatic)
Init +1; Senses blindsense 30 ft., low-light vision; Perception +6
DEFENSE
AC
13, touch 10, flat-footed 12 (+1 Dex, +3 natural, –1 size)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +2
OFFENSE
Speed
swim 60 ft.
Melee tail slap +4 (1d6+4)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str
16, Dex 13, Con 15, Int 1, Wis 13, Cha 2
Base Atk +2; CMB +6; CMD 17
Feats Improved Bull Rush, Power Attack
Skills Perception +6, Swim +15
ECOLOGY
Environment
warm oceans
Organization solitary, pair, or flight (3–12)
Treasure none
 

Ningyo

This dog-sized creature combines the upper half of a deformed monkey with the lower half of a thrashing fish.

The bane of fishermen and divers, ningyos lurk in tropical waters, gorging themselves on fish and attacking anything they can sink their tiny fangs into. Primitive, miniature mer-monsters, ningyos are frightening bogeymen of the sea, often attacking seagoers, ships, and fishing tackle out of blind hunger. These terrors swarm by night and can easily drag opponents down to drown amid a swarm of claws and needling teeth. A slain ningyo always returns to life by night, adopting old habits or searching for its killer, and reverting to a corpse at dawn. Sometimes its corpse washes up on shore as a gruesome and fascinating curiosity, animating the next night to attack its would-be collector. A ningyo measures approximately 2 to 2-1/2 feet long from head to tail, and weighs 6 to 9 pounds.

CR 1 XP 400
NE
Small monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC
13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 13 (2d10+2)
Fort +1, Ref +4, Will +5
Defensive Abilities poison flesh
OFFENSE
Speed
20 ft., swim 40 ft.
Melee 2 claws +2 (1d3–1), bite +2 (1d4–1)
Special Attacks group grappler, startle, swarming
STATISTICS
Str
8, Dex 13, Con 12, Int 6, Wis 15, Cha 11
Base Atk +2; CMB +2; CMD 11 (can’t be tripped)
Feats Step Up
Skills Stealth +10, Swim +12
Languages Aquan
SQ amphibious, nocturnal undeath
ECOLOGY
Environment
warm oceans
Organization solitary, pair, or shoal (3–22)
Treasure standard
SPECIAL ABILITIES
Group Grappler (Ex)
A ningyo has a +2 racial bonus on combat maneuver checks. When two or more ningyos are grappling the same creature, each gains a +1 bonus on grapple combat maneuver checks and a +1 bonus on grapple damage rolls.
Nocturnal Undeath (Su) The body of a ningyo never rests peacefully. Every night, an hour after sundown, an intact ningyo corpse animates; its type changes to undead (aquatic), and it gains undead immunities, bonus hit points based on its Charisma instead of Constitution, and the startle ability. At dawn, the undead ningyo becomes a corpse again. An undead ningyo knows when the dawn is coming and attempts to find shelter so it is not discovered as a corpse. A ningyo missing a limb, head, or tail does not animate at night, but can do so if reunited with its missing body part. A ningyo corpse that is burned or torn apart and its pieces scattered does not rise as an undead.
Poison Flesh (Ex) Any creature that bites a ningyo or swallows any part of it becomes poisoned.
Ningyo Flesh: Ingested; save Fort DC 12; onset 1 minute; frequency 1/minute for 4 minutes; effect 1d2 Int damage; cure 2 saves.
Startle (Su) If an undead ningyo attacks in the surprise round, its target must attempt a DC 11 Will save. Success means the target is shaken for 1 round; failure means it is frightened for 1d4 rounds. The target can only be affected by that ningyo’s startle once every 24 hours. Creatures with 6 or more Hit Dice are immune to this ability. This is a mind-affecting fear effect. The save DC is Charisma-based.
Swarming (Ex) Up to two ningyos can share the same square at the same time. If two ningyos in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
 

Adaro

This hybrid of human and shark holds its spear menacingly, thick, glistening saliva dripping from its razor-sharp teeth.

Malevolent denizens of the waters, adaros are among the fiercest sentient hunters of the tropical seas. They are known and feared by sailors on many exotic shores, as well as by common folk who just happen to live near the ocean. Many have witnessed a fellow sailor or fisher suddenly go rigid, a poisoned spear jutting from his guts, only to fall into the water and be taken by the vicious adaro responsible for the assault. Strictly carnivorous, adaros feed upon their victims almost immediately after slaying them. Their brutally sharp teeth cut through bone almost as easily as through flesh, and their powerful digestive systems are capable of handling most organic matter. Adaros usually eat once every couple of days, gorging on meals half their weight. Adaros’ strange relationship with storms has intrigued scholars for centuries. These sea-dwellers have a special connection to the deadly creatures of the water and the wildness of foul weather, and it is no coincidence that they attack humanoids more often during rough seas. Adaros are seminomadic by nature; a tribe travels until it finds a suitable hunting ground, and leaves either when its presence becomes too well known or when its game runs low. An adaro is 7-1/2 feet long and weighs 250 pounds.

CR 3 XP 800
NE
Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 6o ft., low-light vision, keen scent; Perception +8
DEFENSE
AC
15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5
OFFENSE
Speed
10 ft., swim 50 ft.
Melee spear +8 (1d8+4/×3 plus poison), bite +2 (1d6+1)
Ranged spear +8 (1d8+3/×3 plus poison)
Special Attacks rain frenzy
STATISTICS
Str
16, Dex 17, Con 14, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +7; CMD 20
Feats Deadly Aim, Weapon Focus (spear)
Skills Intimidate +8, Perception +8, Stealth +10, Swim +18
Languages Aquan, Common; speak with sharks
SQ amphibious, poison use
ECOLOGY
Environment
warm oceans
Organization solitary, hunting party (2–6), or tribe (7–12)
Treasure standard (3 spears, other treasure)
SPECIAL ABILITIES
Poison (Ex)
Adaros favor a paralytic toxin secreted by the flying nettlefin pufferfish—a sticky venom that doesn’t wash away in water.
Nettlefin Toxin: Spear—injury; save Fort DC 15; frequency 1/minute for 4 minutes; effect paralyzed for 1 minute; cure 2 consecutive saves.
Poison Use (Ex) Adaros are skilled in the use of poison and never risk accidentally poisoning themselves.
Rain Frenzy (Su) Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy weather, adaros act as though affected by the rage spell. An adaro gains this benefit even if it is underwater, but only as long as it remains within a move action away from the water’s surface (50 feet for most adaros).
Speak with Sharks (Su) An adaro can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as “come,” “defend,” or “attack.”
 

Spear Urchin

This creature’s spines are massive in comparison to its body, and appear to be bladed.

Spear sea urchins are uniquely evolved marine predators, recognized instantly by their disproportionately large and blade-like spines. Unlike their hunter sea urchin relatives, spear sea urchins don't simply rely on the tide to bring meals within their grasp. Their imposing spines, sharper and more dangerous than those of many other urchin species, allow them to be more aggressive in their feeding habits. By wielding these deadly appendages, they can deter potential threats and capture larger, more mobile prey, making them one of the ocean floor's stealthy and formidable ambush predators.

CR 4 XP 1200
N
Large vermin (aquatic)
Init –4; Senses low-light vision, scent, tremorsense 30 ft.; Perception +4
DEFENSE
AC
17, touch 5, flat-footed 17 (–4 Dex, +12 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref –3, Will +1
Defensive Abilities all-around vision, stability; Immune mind-affecting effects
OFFENSE
Speed
5 ft.
Melee 2 spines +8 (1d6+6 plus poison)
Ranged 2 spines +3 (1d6+6 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks spines (+8, 1d6+6 plus poison)
STATISTICS
Str
23, Dex 3, Con 18, Int —, Wis 11, Cha 2
Base Atk +3; CMB +10; CMD 16 (24 vs. bull rush, can’t be tripped)
Skills Perception +4
Racial Modifiers +4 Perception
SQ amphibious
ECOLOGY
Environment
warm oceans or coastlines
Organization solitary, pair, or cluster (3–6)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Spines—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str and nauseated for 1 round; cure 1 save.
Spines (Ex) When a creature attacks a spear urchin with an unarmed strike or natural attack, or with a manufactured melee weapon while adjacent to the urchin, the urchin automatically gains a free attack with its spines. In addition, a spear urchin can fire up to 2 spines each round with a range increment of 30 feet. As long as its target is within 30 feet, a spear urchin ignores Dexterity and size penalties on ranged attack rolls, but beyond this range the penalties function normally. A spear urchin’s spines function equally well underwater and above water.
Stability (Ex) Spear urchins receive a +8 bonus to CMD against bull rush and trip combat maneuvers.
 

Cecaelia

In place of legs, this handsome humanoid sports an octopus’s eight writhing tentacles.

Cecaelias are intelligent humanoctopus hybrids that hunt coastlines and ocean reefs. A cecaelia’s humanoid upper body varies individually but generally ref lects the features of the inhabitants of the nearest humanoid settlements. Sages think this is an adaptive trait, akin to an octopus’s natural camouflage, allowing cecaelias to mutate within one to two generations to blend in with humanoids sharing their territory. Cecaelia stand 6 feet tall on land, and weigh just over 200 pounds. They generally live to be 60 years old. Cecaelias don’t normally wear clothes, but often carry woven seaweed backpacks. They prefer not to wear armor, though when they do, they prefer light, flexible varieties. Tattoos are a common form of decoration as well. Cecaelias are inquisitive creatures, but wary of strangers, and are quickly frustrated by wordy attempts at diplomacy—which they nearly always view as attempts at deception. As allies, they can be valuable to coastal communities since they often dig up treasures from the seabed that they then trade for fragments of polished glass or bits of “land fare,” as they refer to food not taken from the sea.

CR 5 XP 1,600
CN
Medium monstrous humanoid (aquatic)
Init +4; Senses darkvision 60 ft., tentacle sense 10 ft.; Perception +1
DEFENSE
AC
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 45 (6d10+12)
Fort +4, Ref +9, Will +6
OFFENSE
Speed
30 ft., swim 40 ft., jet 200 ft.
Melee mwk spear +11/+6 (1d8+4/×3), 2 tentacles +5 (1d4+1 plus grab)
Ranged mwk spear +12 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
STATISTICS
Str
16, Dex 19, Con 14, Int 9, Wis 12, Cha 11
Base Atk +6; CMB +9 (+13 grapple); CMD 23 (can’t be tripped)
Feats Combat Reflexes, Weapon Focus (spear), Weapon Focus (tentacles)
Skills Stealth +13, Survival +10, Swim +20
Languages Aquan, Common
SQ amphibious
ECOLOGY
Environment
warm water
Organization solitary, pair, or hunting party (2–7)
Treasure standard (masterwork spear, other treasure)
SPECIAL ABILITIES
Ink Cloud (Ex)
Once per hour as a standard action, a cecaelia can emit a 10-foot-radius sphere of ink while underwater. This ink cloud provides total concealment and persists for 1 minute.
Tentacle Sense (Ex) As a swift action while swimming and while it is not grappled or grappling, the cecaelia can spread its tentacles wide to form a sensory net around it. This grants blindsight to a range of 10 feet and lasts as long as the cecaelia concentrates. While this effect lasts, the creature cannot attack with its tentacles or move.
 

Giant Moray Eel

This sixteen-foot-long eel slithers through the water with uncanny grace, mouth open to display large teeth and a second set of jaws.

The moray eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

CR 5 XP 1,600
N
Large animal (aquatic)
Init +6; Senses low-light vision, scent; Perception +7
DEFENSE
AC
19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 52 (7d8+21)
Fort +8, Ref +9, Will +3
OFFENSE
Speed
swim 30 ft.
Melee bite +11 (2d6+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks gnaw
STATISTICS
Str
22, Dex 14, Con 16, Int 1, Wis 12, Cha 8
Base Atk +5; CMB +12 (+16 grapple); CMD 24 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Weapon Focus (bite)
Skills Escape Artist +10, Perception +7, Stealth +8, Swim +14
Racial Modifiers +8 Escape Artist
ECOLOGY
Environment
warm oceans
Organization solitary, pair, or nest (3–6)
Treasure none
SPECIAL ABILITIES
Gnaw (Ex)
If a giant moray eel begins a round with a grabbed foe, it inflicts automatic bite damage (2d6+9 points of damage). A giant moray eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+11 attack, 1d6+3) against a foe it has already grabbed.
 

Elasmosaurus

Long-necked and long-tailed, this large, predatory reptile glides through the water on four powerful flippers.

The sleek elasmosaurus is a long-necked, aquatic reptile. Although not technically a dinosaur, they and their kind are often found hunting in oceans and lakes in areas where dinosaurs are more common. You can create statistics for smaller, similar aquatic reptiles (such as the pleisosaurus) by applying the young simple template to the statistics presented above. An elasmosaurus is 45 feet long and weighs 4,000 pounds.

CR 7 XP 3,200
N
Huge animal
Init +2; Senses low-light vision, scent; Perception +14
DEFENSE
AC
20, touch 11, flat-footed 17 (+2 Dex, +1 dodge, +9 natural, –2 size)
hp 105 (10d8+60)
Fort +14, Ref +9, Will +6
OFFENSE
Speed
20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 15 ft.; Reach 20 ft.
STATISTICS
Str
26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16
ECOLOGY
Environment
warm aquatic
Organization solitary, pair, or school (3–6)
Treasure none
 

Tylosaurus

Surging out of the water, this massive lizard is shaped like a giant fish with a powerful, toothed maw.

This predatory marine lizard swims with four flippered limbs and a powerful, fluke-like tail. Its extended snout is filled with sharp teeth, and it feeds on both aquatic and surface prey. They are known to attack ships, mistaking them for basking whales or other creatures. A tylosaurus grows up to 50 feet in length and weighs 30,000 pounds.

CR 8 XP 4,800
N
Gargantuan animal
Init +1; Senses low-light vision, darkvision 60 ft.; Perception +14
DEFENSE
AC
20, touch 8, flat-footed 18 (+1 Dex, +1 dodge, +12 natural, –4 size)
hp 105 (10d8+60)
Fort +15, Ref +8, Will +4
OFFENSE
Speed
20 ft., swim 50 ft.
Melee bite +15 (2d8+18 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks swallow whole (2d6+12 bludgeoning, AC 16, hp 10)
STATISTICS
Str
34, Dex 13, Con 22, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +23 (+27 grapple); CMD 35 (39 vs. trip)
Feats Cleave, Dodge, Great Fortitude, Mobility, Power Attack
Skills Perception +14, Swim +20
ECOLOGY
Environment
warm aquatic
Organization solitary, pair, or school (3–6)
Treasure None
 

Spiny Eurypterid

This scorpion-like aquatic predator has a pair of large pincers and a spiny carapace that clicks and grinds as it moves.  

The spiny eurypterid is a voracious predator that swims in deep tropical waters.

CR 9 XP 6,400
N
Huge vermin (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +1
DEFENSE
AC
22, touch 7, flat-footed 22 (–1 Dex, +15 natural, –2 size)
hp 114 (12d8+60)
Fort +13, Ref +3, Will +5
Defensive Abilities spiny carapace; Immune mind-affecting effects
OFFENSE
Speed
10 ft., swim 40 ft.
Melee 2 claws +15 (1d8+8/19–20), sting +15 (1d8+8 plus poison)
Space 15 ft.; Reach 15 ft. (20 ft. with sting)
Special Attacks rend (2 claws, 1d6+12)
STATISTICS
Str
26, Dex 9, Con 20, Int —, Wis 13, Cha 2
Base Atk +9; CMB +19; CMD 28
Feats Improved Critical (claw), Improved Initiative
Skills Swim +16
SQ amphibious
ECOLOGY
Environment
warm oceans
Organization solitary
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 21, frequency 1/round for 6 rounds; effect 1d4 Con and 1d2 Dex; cure 2 consecutive saves.
Spiny Carapace (Ex) Thousands of razor-sharp spines cover the carapace of a spiny eurypterid. Any creature that attacks a spiny eurypterid with a light weapon, natural attack, or unarmed strike takes 1d6 points of piercing damage. Any creature that grapples or is grappled by a spiny eurypterid automatically takes 2d6 points of piercing damage each round that the grapple is maintained.
 

Lusca

This beast has three sharklike heads on short, scaly necks, while its lower body appears to be that of an octopus.

Luscas are among the most feared predators in the open ocean—their snapping shark heads and writhing tentacles spell the end for many crews. A lusca’s presence can first be felt in the air, as its body naturally conducts electricity. Sailors who have encountered the being and survived claim that thunderclouds seem to roll in alongside the creature and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the oncoming assault. Ravenous and unpredictable, a lusca claims wide swaths of territory in order to maximize the number of ships it can sink and crews it can feast upon; luscas brook no other large predators in their claimed territory, and battle even mighty krakens for control. They are equally territorial with their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off. While luscas prefer to make quick meals of the sailors onboard a ship, they will eat just about any aquatic creature, and even giant octopuses and whales know to steer clear of a hungry lusca’s vicinity.  The average lusca is 90 feet from tentacle to snout and weighs 3,800 pounds. Legends tell of even larger luscas that can sink Colossal ships.

CR 17 XP 102,400
CE
Gargantuan magical beast (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +28
DEFENSE
AC
32, touch 6, flat-footed 32 (+26 natural, –4 size)
hp 270 (20d10+160)
Fort +20, Ref +12, Will +11
Immune electricity, poison
OFFENSE
Speed
10 ft., swim 40 ft., jet 200 ft.
Melee 3 bites +27 (2d8+11/19–20), 8 tentacles +26 (1d8+5 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (1d8+5 plus poison), rend ship, vicious grapple
Spell-Like Abilities (CL 18th; concentration +22)
3/day—chain lightning (DC 20), geyser (DC 19)
1/day—summon (level 8, 1d4+1 dire sharks 50%), vortex (DC 21)
STATISTICS
Str
32, Dex 11, Con 26, Int 13, Wis 21, Cha 18
Base Atk +20; CMB +35 (+39 grapple); CMD 45
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Sickening Critical, Snatch, Weapon Focus (tentacle)
Skills Perception +28, Stealth +11, Swim +42
Languages Aquan, Common
SQ vicious grapple
ECOLOGY
Environment
warm oceans
Organization solitary
Treasure double
SPECIAL ABILITIES
Poison (Ex)
Constrict—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
Rend Ship (Ex) As a full-round action, a lusca can attempt to use four of its tentacles to grapple a ship of its size or smaller by attempting a combat maneuver check opposed by the ship captain’s Profession (sailor) check; the lusca receives a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the lusca grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its remaining four tentacles, but can’t attack foes at all with its shark heads. Each round it maintains its hold on the ship, it automatically deals bite damage from all three heads to the ship’s hull.
Vicious Grapple (Ex) A lusca does not gain the grappled condition if it grabs a foe with its tentacles. It can attempt to maintain a grapple against any number of creatures in its tentacles as a swift action.