Gar
This long, lean fish has a muscular body and a head with long jaws filled with sharp teeth.
Gars are predatory fish that live in deep lakes and rivers. Sleek and swift, they regard anything their own size or smaller as food. A typical gar is 7 feet long and weighs 200 pounds. One species known as the alligator gar can grow to lengths of 10 feet. An alligator gar is a gar with the advanced creature template.
N Medium (aquatic)
Init +6; Senses ; Perception +6
DEFENSE
AC 12, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 60 ft.
Melee bite +13 (1d6+3 plus )
STATISTICS
Str 14, Dex 14, Con 15, Int 1, Wis 13, Cha 2
Base Atk +1; +3 (+7 grapple); CMD 15 (can’t be tripped)
Feats Improved Initiative
Skills Perception +6, Swim +10
ECOLOGY
Environment temperate freshwater
Organization solitary, pair, or school (3–6)
Treasure none
Hippocampus
This creature has the foreparts of a horse and the hindquarters of a fish. Its forelegs end in splayed fins rather than hooves.
A hippocampus’s scales vary in color from ivory to deep green to cerulean blue with shades of silver. Aquatic races such as merfolk and locathahs often train hippocampi as steeds or as draft animals used to pull cunningly designed underwater carriages. In the wild, hippocampi prefer to dwell in relatively shallow waters where their favorite food (seaweed and kelp) is more plentiful and larger predators are less common. These creatures often travel in large schools, analogous to free-roaming herds of wild horses on the surface world. The hippocampus is relatively easily trained—the amount of work and cost it requires is equivalent to what it takes to train a horse. As armor impacts the creature’s swim speed, those who train hippocampi for war rarely bother to put barding on these creatures—when they do, they generally opt for the lightest armor, such as padded or leather barding. Mounted combat on a hippocampus is similar to fighting while riding a horse, although the hippocampus is a clumsy creature on land and cannot move at all out of the water if it has a rider weighing it down. Although a hippocampus has only two front legs, determine its carrying capacity as if it were a quadruped. Thus, a light load for a hippocampus is up to 228 pounds. Medium loads are up to 459 pounds, and heavy loads up to 690 pounds.
N Large (aquatic)
Init –1; Senses 60 ft., , ; Perception +6
DEFENSE
AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size)
hp 15 (2d10+4)
Fort +5, Ref +2, Will +1
OFFENSE
Speed 5 ft., 60 ft.
Melee bite +4 (1d4+3), tail slap –1 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11
Base Atk +2; +6; CMD 15
Feats Endurance
Skills Perception +6, Swim +11
SQ
ECOLOGY
Environment any water
Organization solitary, pair, or school (3–16)
Treasure none
SPECIAL ABILITIES
Water Dependency (Ex) A hippocampus can survive out of the water for 1 minute per point of Constitution. Beyond this limit, a hippocampus runs the risk of suffocation, as if it were drowning.
Crocodile
This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind.
A crocodile is a primeval reptile that dwells in swamps or along the banks of rivers, a habitat that often puts it in violent contact with unsuspecting prey that come to the water’s edge to drink. The typical crocodile is 14 feet long and weighs 1,400 pounds, but larger species exist. You can use these statistics for similar creatures, such as alligators.
N Large
Init +1; Senses ; Perception +8
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +2
OFFENSE
Speed 20 ft., 30 ft.; sprint
Melee bite +5 (1d8+4 plus ) and tail slap +0 (1d12+2)
Space 10 ft.; Reach 5 ft.
Special Attacks death roll (1d8+6 plus )
STATISTICS
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Base Atk +2; +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +5 (+13 in water), Swim +12
Racial Modifiers +8 on Stealth in water
SQ hold breath
ECOLOGY
Environment warm rivers and marshes
Organization solitary, pair, or colony (3–12)
Treasure none
SPECIAL ABILITIES
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex) A crocodile can for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.
Electric Eel
This six-foot-long, snake-like fish moves slowly. A strange popping and snapping sound occasionally emits from the creature’s body.
The electric eel is a curious fish that breathes air instead of water, yet certainly its most unusual characteristic is its ability to generate powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 pounds.
N Small
Init +6; Senses ; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 17 (2d8+8)
Fort +7, Ref +5, Will +0
electricity 10
OFFENSE
Speed 5 ft., 30 ft.
Melee bite +3 (1d6+1) and tail –2 touch (1d6 electricity)
STATISTICS
Str 13, Dex 14, Con 19, Int 1, Wis 10, Cha 6
Base Atk +1; +1; CMD 13 (can’t be tripped)
Feats Improved Initiative
Skills Escape Artist +10, Perception +4, Stealth +10, Swim +9
Racial Modifiers +8 Escape Artist
ECOLOGY
Environment warm fresh water
Organization solitary
Treasure none
SPECIAL ABILITIES
Electricity (Ex) An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.
Kappa
This humanoid turtle crouches near the water, a suspicious look in its eyes. The top of its bowl-shaped head is filled with water.
A kappa is a strange amphibian resembling a humanoid turtle. It dwells in fresh water, preferring a stream or river to a lake or pond. It has a small shell on its back, a blunt face, and webbed hands and feet that end in short claws. A typical kappa is green in color, but kappa skin tones can vary toward blue or yellow hues. The creature has a shallow basin in the top of its head, in which the creature carries water from its home at all times. Kappas are puckish and like to play tricks on those who pass near or swim in their home. Kappa pranks are usually harmless and annoying, such as peeking under robes, stealing a bathers’ clothing, or pretending to be an aquatic predator. A kappa might also challenge others to grappling matches, hoping potential foes underestimate its wrestling ability. An angry kappa can be dangerous, attempting to drown mounts, animal companions, or even people who enter its home waters. The most degenerate kappas have been known to drown bathers and eat them. Those wise to the ways of kappas know the creatures have a few weaknesses. First of all, kappas love cucumbers and horseflesh. If plied with such treats, a kappa is likely to not bother intruders, and might even be convinced to offer aid. Further, despite a kappa’s penchant for pranks, it is unfailingly polite to courteous visitors. A kappa confronted with a verbal rebuke rather than combat quickly and almost shamefully apologizes for its pranks, begging for forgiveness. If its head bowl is emptied, a kappa usually remains stationary and pleads for help, continuing to fight only if forced to. An opponent who refills the kappa’s head bowl after spilling it receives the kappa’s deepest gratitude. Only the wisest and smartest of kappa carry flasks of water with them when they are forced to travel far from their home—most kappa don’t think this far ahead.
CN Small (aquatic)
Init +3; Senses 60 ft.; Perception +2
DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +5
acid 5, cold 5
Weaknesses head bowl
OFFENSE
Speed 20 ft., 40 ft.
Melee 2 claws +5 (1d3+1 plus )
Special Attacks grab (Medium), (2 claws +5, 1d3+1)
STATISTICS
Str 12, Dex 17, Con 13, Int 8, Wis 15, Cha 10
Base Atk +3; +3 (+7 grapple); CMD 16
Feats Great Fortitude, Nimble Moves
Skills Escape Artist +10, Heal +5, Sense Motive +5, Swim +9
Racial Modifiers +4 Escape Artist
Languages Aquan, Common
SQ
ECOLOGY
Environment any lake or river
Organization solitary, pair, or bale (3–6)
Treasure standard
SPECIAL ABILITIES
Head Bowl (Su) The basin atop a kappa’s head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature pinning the kappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the kappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn’t have to be from the kappa’s home, but the kappa refills its head bowl from there at its first opportunity.
Freshwater 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 Large (aquatic, giant)
Init +4; Senses ; Perception +5
DEFENSE
AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +5, Will +3
OFFENSE
Speed 40 ft., 40 ft.
Melee 2 claws +6 (1d6+4 plus )
Ranged javelin +6 (1d8+4)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 19, Dex 18, Con 17, Int 6, Wis 10, Cha 7
Base Atk +3; +8 (+12 grapple); CMD 22
Feats Iron Will, Power Attack
Skills Perception +5, Stealth +2 (+6 in water), Swim +12
Racial Modifiers +4 Stealth in water
Languages Giant
SQ
ECOLOGY
Environment temperate lakes or rivers
Organization solitary, pair, gang (3–4), or family (5–16)
Giant Dragonfly Nymph
With its elongated body and bulbous, multifaceted eyes, this strange insect shimmers with an iridescent blue sheen.
Giant dragonflies are rare compared to other varieties of giant insects, and fortunately so, since they are voracious hunters of warm-blooded prey, including humanoids. The creatures typically lair in overgrown or lightly wooded areas, using foliage as cover. When they spot potential prey out in the open, the dragonflies swoop to the attack, using their superior flight speed and maneuverability to run most prey to ground or carrying off smaller foes to eat them somewhere safe. Giant dragonflies feed on carrion when fresh prey is not available, and the scent of a fresh kill often attracts them. Many swamp-dwelling cultures attach religious significance to brightly colored and ravenous giant dragonflies, particularly boggards. The frog-men attach particular significance to a giant dragonfly’s color, and their priest-kings often refuse to eat anything but specific colors of giant dragonflies. Giant dragonflies lay clutches of eggs in swampy terrain or areas of standing water. Their young, called nymphs, voraciously eat carrion and small prey, growing and maturing rapidly until they sprout fully functional wings and become adult dragonflies.
N Small (aquatic)
Init +1; Senses 60 ft.; Perception +1
DEFENSE
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 32 (5d8+10)
Fort +6, Ref +2, Will +2
mind-affecting effects
OFFENSE
Speed 10 ft., 30 ft.
Melee bite +6 (2d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks extending jaw
STATISTICS
Str 15, Dex 13, Con 14, Int —, Wis 12, Cha 5
Base Atk +3; +4; CMD 15 (23 vs. trip)
Skills Stealth +5 (+13 in shallow water), Swim +10
Racial Modifiers +8 Stealth in shallow water
ECOLOGY
Environment temperate or warm water
Organization solitary, pair, or brood (3–8)
Treasure incidental
SPECIAL ABILITIES
Extending Jaw (Ex) A giant dragonfly nymph can extend its jaws with surprising speed. Not only does this extend the nymph’s reach with its bite attack, but during the surprise round, a nymph gains a +4 bonus on attack rolls with its bite.
Devilfish
This purple, seven-armed octopoid monstrosity is the size of a horse, with hook-lined tentacles and cold, blue eyes.
Although the devilfish superficially resembles a seven-armed octopus, it is an altogether different creature. Possessing a rudimentary intellect, a devilfish can understand and even speak a few words and phrases in various languages, although when it speaks, it has a tendency to mix languages together, making it somewhat difficult to understand for anyone who doesn’t speak all the languages known by the devilfish. More than those of a mere animal, the devilfish’s intelligence and several of its abilities are gifts from a fiendish legacy—most sages believe that the original devilfish were once outsiders from the Abyss, and that over the course of thousands of years they became true natives of the Material Plane’s oceans. Rumors of far more intelligent devilfish dwelling in the deepest ocean trenches persist, although if these rumors are true, these deep-dwelling devilfish do not often come to the surface. A devilfish is 10 feet long and weighs 500 pounds.
NE Large (aquatic)
Init +3; Senses , ; Perception +5
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +2
cold 10
OFFENSE
Speed 10 ft., 40 ft.; (240 ft.)
Melee tentacles +7 (3d6+4 plus )
Space 10 ft.; Reach 15 ft.
Special Attacks savage bite (+7 melee, 2d6+4/18–20 plus poison), unholy blood
STATISTICS
Str 17, Dex 17, Con 16, Int 3, Wis 12, Cha 8
Base Atk +5; +9 (+13 grapple); CMD 22 (can’t be tripped)
Feats Cleave, Combat Reflexes, Power Attack
Skills Escape Artist +5, Perception +5, Stealth +3, Swim +15
Languages Abyssal, Aquan, Common
SQ
ECOLOGY
Environment any aquatic
Organization solitary
Treasure none
SPECIAL ABILITIES
Poison (Ex) Savage bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.
Savage Bite (Ex) A devilfish can attack with its savage bite whenever it makes a successful grapple check. This attack is in place of any other action made with a successful grapple check. The bite threatens a critical hit on a roll of 18–20, and injects the target with poison as well.
Unholy Blood (Su) A devilfish’s blood is infused with fiendish magic. Once per day, as a swift action, a devilfish can emit a night-black cloud of this foul liquid, filling a 20-foot-radius cloud if underwater, or a 20-foot-radius burst on land. In water, the blood provides total concealment for everything but a devilfish (which can see through the blood with ease); on land the slippery blood coats the ground, making the area difficult terrain. The blood persists for 1 minute before fading. Anyone who enters a cloud of the blood in the water or who is within the area of a burst of blood on land must make a DC 15 Fortitude save or be nauseated for 1d4 rounds—this save need be made only once per cloud. The save DC is Constitution-based.
Water Dependency (Ex) A devilfish can survive out of the water for 1 hour, after which it becomes fatigued. After 2 hours, the devilfish becomes exhausted and begins to suffocate.
Kelpie
This hideous humanoid creature has slimy, transparent skin; webbed, humanoid hands; and a snaggletoothed, horse-like face.
A kelpie is a deadly shape-changing predator that, in its natural form, appears as a hideous combination of emaciated horse and sickly humanoid, with slimy, transparent skin and long, stringy hair. Its face is long and equine, with a mouth filled with jagged teeth. Few, however, ever see a kelpie in its true form, for kelpies almost always encounter other creatures while in disguise as a humanoid, horse, or hippocampus, reverting to their true form only after their targets have drowned so that they can feast on their victims, leaving behind only the heart and liver (as both of these organs are distasteful to most kelpies). Kelpies can be found in saltwater and freshwater environments, including fens, rivers, swamps, and underground pools and lakes. Communities living near kelpie lairs believe that folk who die on the water or are killed by a kelpie become kelpies themselves. Kelpies may serve as steeds for aquatic fey or other water monsters while in their hippocampus forms, sometimes without their riders ever knowing the truth of the steed’s sinister nature. A typical kelpie is 6 feet tall and weighs 170 pounds.
NE Medium (aquatic, shapechanger)
Init +7; Senses ; Perception +13
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 38 (7d6+14)
Fort +4, Ref +8, Will +6
fire 10
OFFENSE
Speed 40 ft., 40 ft.
Melee 2 slams +6 (1d6+2 plus )
Special Attacks captivating lure
STATISTICS
Str 15, Dex 16, Con 15, Int 8, Wis 12, Cha 17
Base Atk +3; +5 (+9 grapple); CMD 18
Feats Alertness, Deceitful, Improved Initiative, Weapon Finesse
Skills Bluff +15, Disguise +15, Perception +13, Sense Motive +13, Stealth +13, Swim +10
Languages Aquan, Common, Sylvan; (1 mile, previously touched creatures only)
SQ , (hippocampus or horse, beast shape IV; Small or Medium humanoid, alter self)
ECOLOGY
Environment any water
Organization solitary or shoal (2–5)
Treasure standard
SPECIAL ABILITIES
Captivating Lure (Su) Once per day, a kelpie can use a powerful mental attack to lure in a single creature within 60 feet. The target must make a DC 16 Will saving throw or become captivated by the kelpie, thinking it is a desirable woman in mortal danger or (if in hippocampus or horse form) a valuable steed. A victim under the effects of the captivating lure moves toward the kelpie using the most direct means available. If the path leads it into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril; the victim does not consider water a dangerous area, and will enter the water even if it cannot swim or breathe. A captivated creature can take no actions other than to move toward the kelpie and defend itself, even if it is drowning. A victim within 5 feet of the kelpie simply stands and offers no resistance to its attacks. This effect continues as long as the kelpie is alive and the victim is within 1 mile of the kelpie. This is a mind-affecting charm effect. The save DC is Charisma-based.
Voonith
This brightly colored, long-necked amphibian has six legs, a fanged snout, and numerous finlets running down its spine.
Cunning and aggressive, vooniths are amphibious nocturnal predators with voracious appetites and mild intelligence. A voonith’s howl is said to freeze the blood and is more than capable of stopping a creature in its tracks. Vooniths usually howl when they see prey too far away from the water’s edge to ambush. While the vooniths are native to the strange Dimension of Dream, many have found their way out of that realm and into the waking world to take up lairs in the swampy fens and remote coastlines of the world. How the vooniths originally managed to make this transition between worlds is unclear. Although they look like little more than wild beasts, vooniths are actually rather intelligent. While certainly not as sharp as the average human, a voonith is smart enough to know how to speak and often does so with others of its kind. Vooniths do not often choose to communicate with other creatures, giving rise to the misconception that they’re little more than dumb animals, but on occasion, travelers in swampy regions tell tales of overhearing strange piping voices speaking among the reeds. Those few who know the secrets of the Aklo tongue can understand these words, although understanding of what the vooniths whisper in the night when they think no one else can hear is not always for the best. While not evil, vooniths have a decidedly dark sense of humor, and take great pleasure in concocting violent poems or grisly jokes. Punch lines in which non-voonith creatures—particularly humans, cats, and gnomes— meet gory and ironic fates are the most entertaining to vooniths. Some tales speak of canny travelers who, with the ability to speak Aklo, manage to strike up unlikely conversations with lurking vooniths. In truth, vooniths are quite social, and when one breeches the awkwardness arising from interspecies conflict, a friendship with a voonith can be an unexpected reward. Vooniths who befriend travelers often escort them, quietly and unseen, through dangerous bogs, and when such travelers fall prey to other dangers of the swamp, a friendly voonith will provide what aid it can. Vooniths are 4 feet long and weigh 70 pounds, yet rumors tell of vooniths that have grown to much larger sizes than this.
CN Small (aquatic)
Init +3; Senses 60 ft., , ; Perception +8
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +2
OFFENSE
Speed 30 ft., 50 ft.
Melee bite +8 (1d6+1 plus trip), 4 claws +7 (1d3+1)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks blood-freezing howl,
STATISTICS
Str 13, Dex 16, Con 14, Int 5, Wis 12, Cha 13
Base Atk +5; +5; CMD 18 (26 vs. trip)
Feats Ability Focus (blood-freezing howl), Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +8, Stealth +12, Swim +14
SQ
Languages Aklo
ECOLOGY
Environment any rivers or marshes
Organization solitary, pair, or clutch (3–6)
Treasure standard
SPECIAL ABILITIES
Blood-Freezing Howl (Su) As a standard action, a voonith can unleash a bloodcurdling howl. All creatures within a 30-foot-radius burst must succeed at a DC 15 Will save or become dazed for 1 round and then shaken for an additional 1d6 rounds. Any creature that makes a successful save against a voonith’s howl is immune to the same voonith’s howl for 24 hours. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.
Hippopotamus
This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.
The ill-tempered “river horse” has a well-earned reputation for hostility, despite the fact that it is a herbivore.
N Large
Init +4; Senses , ; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 59 (7d8+28)
Fort +8 (+10 vs. nonmagical disease), Ref +5, Will +3
Defensive Abilities sweat
OFFENSE
Speed 40 ft.
Melee bite +8 (2d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks , (1d8+6, DC 17)
STATISTICS
Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5
Base Atk +5; +10; CMD 20 (24 vs. trip)
Feats Endurance, Imp. Initiative, Power Attack, Skill Focus (Perception)
Skills Perception +8, Stealth +1 (+11 underwater), Swim +11
Racial Modifiers +10 Stealth underwater
SQ
ECOLOGY
Environment warm rivers
Organization solitary, pair, or bloat (3–20)
Treasure none
SPECIAL ABILITIES
Capsize (Ex) A hippopotamus can overturn a boat of its size or smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.
Sweat (Ex) A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.
Vodyanoi
This humanoid salamander carries a gnarled staff in one hand. Tendrils drape its chin, resembling the beard of an eccentric hermit.
Vodyanois resemble humanoid salamanders. They have short noses, bulging eyes, and broad mouths covered with thickets of fleshy tendrils. Skin color varies wildly depending on the climate and terrain, from drab greens and grays to vibrant oranges and reds. Vodyanois stand roughly 5-1/2 feet tall and weigh just over 100 pounds. They can live up to 120 years. Vodyanois are well known as enemies to boggards— another amphibious race often encountered in proximity to vodyanoi lands. While vodyanois themselves are rarely evil, they are capricious and often quick to anger, particularly when they feel their territories have been intruded upon. Their hatred of boggards is another sure way to arouse their anger—a vodyanoi who suspects one of boggard collusion will often attack on sight. Those who live in close proximity to vodyanoi tribes learn quickly to leave the folk alone, and when visits or intrusions into vodyanoi lands are necessary (such as when one might need to seek out a vodyanoi for aid in curing a disease), gifts of magic potions and exotic fruits are highly recommended.
CN Medium (aquatic)
Init +8; Senses 60 ft.; Perception +14
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
hp 51 (6d10+18)
Fort +5, Ref +9, Will +10
OFFENSE
Speed 30 ft., 50 ft.
Melee shortspear +9/+4 (1d6+4), bite +4 (1d8+1)
Ranged shortspear +10 (1d6+3)
Special Attacks suffocating water
(CL 6th; concentration +7)
3/day—control water, dancing lights, grease (DC 12), hydraulic push (DC 12), water breathing
1/day—aqueous orb (DC 14), neutralize poison, remove disease
STATISTICS
Str 16, Dex 19, Con 17, Int 13, Wis 20, Cha 12
Base Atk +6; +9; CMD 24
Feats Dodge, Improved Initiative, Skill Focus (Heal)
Skills Diplomacy +3, Heal +18, Knowledge (arcana) +3, Knowledge (nature) +5, Perception +14, Sense Motive +11, Swim +18
Racial Modifiers +4 Heal
Languages Aquan, Common, Sylvan
SQ
ECOLOGY
Environment any rivers or marshes
Organization solitary, pair, or family (3–12)
Treasure standard
SPECIAL ABILITIES
Suffocating Water (Su) Once per day as a standard action, a vodyanoi can cause the water surrounding it up to a radius of 30 feet to grow thick and slimy, making it difficult for waterbreathing creatures within the area other than vodyanois to breathe. A vodyanoi can control narrow currents of breathable water to provide oxygen to up to 3 other creatures in the area of effect—vodyanois themselves are immune to this effect. All other creatures in an area of suffocating water must hold their breath or risk suffocation. Once created, an area of suffocating water does not move—it persists for a number of minutes equal to the vodyanoi’s Hit Dice. The slimy water does not impact swim speeds or visibility in any significant manner. A creature can make a DC 20 Perception check to notice the difference between suffocating water and any normal water that may surround it.
Giant Gar
This fish is enormous—a sleek predator with bony scales and a long set of toothy jaws.
Although typical gars are frightening enough, tales of enormous giant gars that lurk in the deepest rivers and lakes persist in many regions. These creatures are true monsters, often growing to lengths of 30 feet or more and capable of swallowing a horse and rider in a single gulp. Fortunately, giant gars are much rarer than their smaller kin. Giant gars are often kept as pets and guard animals by aquatic creatures such as merrows, scrags (aquatic trolls), and the rare sea hags who dwell in freshwater dens.
N Huge (aquatic)
Init +4; Senses ; Perception +11
DEFENSE
AC 19, touch 8, flat-footed 19 (+11 natural, –2 size)
hp 73 (7d8+42)
Fort +11, Ref +7, Will +5
OFFENSE
Speed 60 ft.
Melee bite +13 (2d6+15 plus )
Space 15 ft.; Reach 15 ft.
Special Attacks (2d6+10 bludgeoning damage, AC 15, hp 7)
STATISTICS
Str 30, Dex 10, Con 23, Int 1, Wis 13, Cha 2
Base Atk +5; +17 (+21 grapple); CMD 27 (can’t be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Perception +11, Swim +18
ECOLOGY
Environment temperate freshwater
Organization solitary, pair, or school (3–6)
Treasure none
River Giant
This slender giant dresses in simple clothes and has swirling patterns on her green skin.
River giants traverse inland waterways, moving where the current takes them on their makeshift rafts. Tall but lean and lithe, river giants typically grow to a height of 10 feet and weigh about 900 pounds. River giants have skin color that ranges from the yellowish green of algae or duckweed to the rich jade of a bamboo stalk. Their hair color is much less varied, usually a sooty black or muddy brown color. River giants can live to be 300 years old. River giants are as likely to be evil as they are good, though all members of a family usually have the same alignment. Whether kind or cruel, all river giants are quick to anger and capable of erupting with little or no cause. Among their own kind, arguments usually result in one or both participants getting pushed into the water to cool off. Good river giants typically switch between bouts of great, jovial laughter or physical comedy (such as nearly tipping a raft with passengers), followed by quiet introspection while listening to the sounds of a slow river. Evil river giants often see themselves as the embodiment of a river’s most chaotic elements, like waterfalls, rapids, or ice floes; they might hold someone underwater for a minute or two as a bit of fun, and they take no more responsibility for their violence than the river itself would. River giants love water travel, and they can often be hired to ferry travelers across or along a waterway for a price. Shrewd though not overly intelligent, river giants usually base such transport fees on the estimated wealth of their passengers—typically 100gp each for adventurers. In combat, river giants prefer to attack from the water whenever possible, or keep opponents in deep water where the giants’ bigger lungs are an advantage. If they are losing a fight, they swim underwater to escape or use their rafts as cover. River giants prefer to lair on small islands, rock formations, or sediment banks where rivers come together. A river giant uses its home, usually a simple earthen hut of mud and reeds, to store its valuables or as a place to gather with others of its kind.
CG or CE Large (giant)
Init +4; Senses ; Perception +6
DEFENSE
AC 19, touch 9, flat-footed 19 (+3 armor, +7 natural, –1 size)
hp 68 (8d8+32)
Fort +10, Ref +2, Will +2
Defensive Abilities
OFFENSE
Speed 40 ft.
Melee spear +11/+6 (2d6+7/×3) or 2 slams +10 (1d8+5)
Ranged rock +6 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks (100 ft.)
STATISTICS
Str 20, Dex 11, Con 19, Int 9, Wis 10, Cha 8
Base Atk +6; +12 (+14 bull rush); CMD 22 (24 vs. bull rush)
Feats Improved Bull Rush, Improved Initiative, Martial Weapon Proficiency (spear), Weapon Focus (spear)
Skills Acrobatics +0 (+4 when boating), Perception +6, Profession (sailor) +9, Survival +6 (+10 when boating), Swim +10
Racial Modifiers +4 Acrobatics when boating, +4 Profession (sailor), +4 Survival when boating, +4 Swim
Languages Common, Giant
SQ
ECOLOGY
Environment any rivers
Organization solitary, pair, or family (3–5 plus 1d2 crocodiles, grizzly bears, or tigers)
Treasure standard (spear, leather armor, other treasure)
Dire Crocodile
This reptilian behemoth, a crocodile of monstrous proportions, is large enough to swallow a horse in one tremendous bite.
The immense sarcosuchus, or dire crocodile, is an enormous predator capable of catching and eating prey as large as the largest dinosaurs.
N Gargantuan
Init +4; Senses ; Perception +14
DEFENSE
AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
hp 138 (12d8+84)
Fort +15, Ref +8, Will +8
OFFENSE
Speed 20 ft., 30 ft.; sprint
Melee bite +18 (3d6+13/19–20 plus ) and tail slap +13 (4d8+6)
Space 20 ft.; Reach 15 ft.
Special Attacks death roll (3d6+19 plus ), (3d6+13, AC 16, 13 hp)
STATISTICS
Str 37, Dex 10, Con 25, Int 1, Wis 14, Cha 2
Base Atk +9; +26 (+30 grapple); CMD 36 (40 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception, Stealth)
Skills Perception +14, Stealth +0 (+8 in water), Swim +21
Racial Modifiers +8 Stealth in water
SQ
ECOLOGY
Environment warm rivers and marshes
Organization solitary, pair, or colony (3–6)
Treasure none
Behemoth Hippopotamus
This immense behemoth of a hippo is larger than an elephant. Its teeth are like scimitars, and it moves with an indomitable gait.
The behemoth hippopotamus is a true monster. Standing taller than an elephant, this animal has few enemies in the natural world—even dinosaurs and dire crocodiles avoid fights with them. Making them even more dangerous is the fact that they are practically carnivores—while not above eating plant matter, they devour carrion or foolish creatures that come too close.
N Huge
Init +3; Senses ; Perception +12
DEFENSE
AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
hp 133 (14d8+70)
Fort +14 (+16 vs. nonmagical disease), Ref +8, Will +7
Defensive Abilities sweat
OFFENSE
Speed 50 ft.
Melee bite +17 (4d8+13/19–20 plus )
Space 15 ft.; Reach 15 ft.
Special Attacks , (2d6+13, DC 26)
STATISTICS
Str 29, Dex 8, Con 20, Int 2, Wis 13, Cha 5
Base Atk +10; +21 (+25 grapple); CMD 30 (34 vs. trip)
Feats Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +12, Stealth +2 (+12 underwater), Swim +13
Racial Modifiers +10 Stealth underwater
SQ
ECOLOGY
Environment warm rivers
Organization solitary or bloat (2–8)
Treasure none
Nereid
This beautiful woman has pearlescent skin and long, dark hair. Her nudity is barely hidden by a diaphanous, wet shawl.
Nereids are capricious and often dangerous aquatic fey that appear as strikingly beautiful women, often seen bathing unclothed in the water. Many sailors have met their doom following a nereid, for though a nereid’s beauty is otherworldly, her watery kiss is death. Others seek out nereids, for if one can secure control over the creature’s shawl, the cloth can be used to force the nereid’s compliance. A nereid forced to obey in this manner immediately attempts to slay her master as soon as she can secure her shawl’s safety.
CN Medium (water)
Init +9; Senses ; Perception +21
Aura beguiling aura (30 ft., DC 23)
DEFENSE
AC 25, touch 25, flat-footed 15 (+5 deflection, +9 Dex, +1 dodge)
hp 126 (12d6+84)
Fort +11, Ref +17, Will +14
Defensive Abilities transparency; 10/cold iron; cold, poison; 21
Weaknesses shawl
OFFENSE
Speed 30 ft., 60 ft.
Melee touch +10 (poison)
Ranged spray +15 touch (poison)
Special Attacks drowning kiss
(CL 12th; concentration +17)
At will—control water, suggestion (DC 18; only against creatures that are currently fascinated by her beguiling aura)
1/day—summon monster VI (water elementals only)
STATISTICS
Str 11, Dex 29, Con 24, Int 14, Wis 22, Cha 21
Base Atk +6; +15; CMD 37
Feats Ability Focus (beguiling aura), Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse
Skills Bluff +20, Escape Artist +24, Knowledge (nature) +17, Perception +21, Perform (sing) +20, Sense Motive +21, Stealth +24, Swim +23
Languages Aquan, Common, Sylvan
SQ (Medium water elemental, elemental body II), unearthly grace
ECOLOGY
Environment any aquatic
Organization solitary or troupe (1 nereid plus 1 giant squid, 1 giant octopus, 1 giant moray eel, or an orca)
Treasure standard
SPECIAL ABILITIES
Beguiling Aura (Su) Any creature sexually attracted to women runs the risk of being beguiled by a nereid if it looks upon her beauty from a distance of 30 feet or less. If the creature fails a DC 23 Will save, it is immediately fascinated. A nereid may use her suggestion spell-like ability at will against creatures that are fascinated by her beguiling aura. This is a mind-affecting compulsion effect. The save DC is Charisma-based.
Drowning Kiss (Su) A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot and immediately begins to drown. On its turn, the target can attempt a DC 23 Fortitude save to cough up this water; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to –1 hit points and be dying; on the third round it must save again or die. The save DC is Constitution-based.
Poison (Ex) Touch or spray (range 30 ft.)—contact; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con plus blindness; cure 2 consecutive saves.
Shawl (Ex) A nereid’s shawl (hardness 2, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 1d6 points of Constitution drain per hour until she dies. A nereid can craft a new shawl from water by making a DC 25 Will save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid’s shawl require the sunder or disarm attempts.
Transparency (Su) When underwater, a nereid’s body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.
Unearthly Grace (Su) A nereid adds her Charisma bonus as a deflection bonus to her Armor Class and CMD if she wears no armor.
Water Orm
A reptilian head on a serpentine neck slowly surfaces. Shadows beneath the water hint at a body of considerable size.
Just as sailors tell stories of sea serpents, so do denizens on the shores of remote lakes whisper of strange, secretive monsters lurking in the depths of these large bodies of water. Like sea serpents, proof of their existence is as elusive as the beasts themselves. Known as water orms and believed by some to be a strange link between linnorms and sea serpents, most locals refer to any such local monster (real or imagined) by a pet name or the name of the lake it calls home. Water orms are craftier than sea serpents, and generally inclined toward curiosity rather than violence. Nevertheless, a water orm does not hesitate to attack any creature it views as a threat to itself or its lake. Water orms are extremely long-lived. Several different variants have been reported. With sightings rare and unverifiable, it is unclear whether these are variations within a single species, or several unrelated creatures. Some are described as long-necked aquatic reptiles, some as fresh-water sea serpents, others as bizarrely elongated seals or whales, and still others as impossibly large sea horses. Most are 40 to 45 feet in length, and weigh 2,000 to 3,000 pounds.
N Huge (aquatic)
Init +7; Senses 120 ft., ; Perception +11
DEFENSE
AC 24, touch 11, flat-footed 21 (+3 Dex, +13 natural, –2 size)
hp 136 (13d10+65)
Fort +13, Ref +13, Will +7
Defensive Abilities elusive; cold; fire 20
OFFENSE
Speed 20 ft., 50 ft.
Melee bite +19 (4d6+8/19–20 plus ), tail slap +14 (2d8+4)
Space 15 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks (3d6+12 bludgeoning damage, AC 16, 13 hp)
STATISTICS
Str 26, Dex 16, Con 21, Int 4, Wis 13, Cha 11
Base Atk +13; +23 (+27 grapple); CMD 36 (40 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Skills Perception +11, Stealth +14, Swim +16
Racial Modifiers +4 Perception
Languages Aquan (cannot speak)
SQ water travel
ECOLOGY
Environment any lakes
Organization solitary
Treasure none
SPECIAL ABILITIES
Elusive (Su) Water orms are rarely discovered except by their own choice. As a full-round action while in water, a water orm can move up to its run speed (200 ft.) without leaving any trace of its passage (identical in effect to pass without trace). An elusive water orm gains a +40 circumstance bonus to its Stealth check. In addition, when not in combat, a water orm is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.
Water Travel (Su) As a full-round action once per day, a water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water that looks similar to the passage of a school of fish when viewed from above the water. While in this form, the water orm swims at a speed of 600 feet per round (60 mph) and gains a +40 bonus on all Swim checks. It cannot attack or take any action other than swimming in this form, and can remain in this form for up to 8 hours at a time. A water orm can revert to its solid form from this state as a free action. Water orms are unable to pass into or through salt water when using this ability.
Rusalka
This beguiling female figure is partly obscured by long flowing hair that dances and flows around her as if she were underwater.
Rusalkas are cruel and bitter fey who inhabit waterways near humanoid settlements. Although rusalkas are not undead, some persist in believing that these fey form from the spirits of those who met a sinister end in the water. Rusalkas do little to dissuade such rumors. Rusalkas are fond of keeping a few charmed monsters or powerful humanoids nearby to aid in their defense or for other forms of cruel and humiliating entertainment, but quickly grow bored with such pets. When this occurs, rusalkas generally murder the creatures and seek more interesting replacement pets.
NE Medium (aquatic)
Init +10; Senses ; Perception +22
DEFENSE
AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
hp 150 (20d6+80)
Fort +12, Ref +18, Will +15
15/cold iron; fire; 23
OFFENSE
Speed 30 ft., 60 ft.
Melee staggering touch +16 (stagger), 4 tresses +16 (2d6+5 plus )
Space 5 ft.; Reach 5 ft. (15 ft. with tresses)
Special Attacks beckoning call, (2d6+7), tresses
(CL 20th; concentration +27)
Constant—blur, water walk
At will—entangle (DC 18), fog cloud, invisibility
3/day—quickened charm monster (DC 21), control water
1/day—summon nature’s ally VI (water elementals only)
STATISTICS
Str 20, Dex 23, Con 19, Int 12, Wis 13, Cha 24
Base Atk +10; +16 (+23 tresses, +27 grapple with tresses); CMD 32
Feats Agile Maneuvers, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Quicken Spell-Like Ability (charm monster), Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +14, Bluff +24, Diplomacy +15, Escape Artist +18, Knowledge (arcana) +6, Knowledge (nature) +18, Perception +22, Perform (dance) +14, Perform (sing) +27, Sense Motive +15, Spellcraft +18, Stealth +27, Swim +31
Languages Common, Sylvan
SQ
ECOLOGY
Environment any water
Organization solitary, pair, or eddy (3–6)
Treasure standard
SPECIAL ABILITIES
Beckoning Call (Su) As a standard action, a rusalka can sing or speak, causing all non-fey creatures within a 300-foot spread to approach its position as if compelled to do so via a suggestion spell (DC 27 Will negates). A creature that successfully saves is not subject to the same rusalka’s beckoning call for 24 hours. When an affected creature begins its turn adjacent to the rusalka, it is dazed for that round. These effects continue as long as the rusalka takes a standard action to maintain the effect, plus 1 additional round. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Staggering Touch (Su) A creature touched by a rusalka must make a DC 27 Fortitude save or be staggered for 1 round by overwhelming feelings of desire and shame. This is a mind-affecting effect. The save DC is Charisma-based.
Tresses (Su) A rusalka’s long hair is strong and capable of making powerful primary natural attacks. When it uses its tresses to grapple an opponent, a rusalka does not gain the grappled condition itself. In addition, a rusalka uses its Charisma modifier in addition to its Strength modifier for all combat maneuver checks made with its tresses.