Nymph Water Strider
These small, immature water insects are easily supported by the water’s surface tension.
A nymph water strider is an immature specimen of the giant water strider—more mature than a caterpillar but not yet an adult. Over the next several months it eats and molts, increasing in size with each molt until it becomes Large and is fully adult. These creatures are shy and more skittish than adults. Lizardfolk hunt wild nymph water striders, and consider them a wonderful delicacy. Boggards and gripplis raise them as food animals, but something about the domestication process makes such nymphs unappealing to lizardfolk. In the wild they frantically flee other creatures that approach them, making them difficult to hunt or corral. Many boggard, lizardfolk, and grippli tribes consider capturing a live nymph a rite of passage to adulthood. A nymph water strider isn’t suitable as a mount for any Large or smaller creature.
N Small
Init +2; Senses 60 ft., 60 ft.; Perception +4
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 4 (1d8)
Fort +2, Ref +2, Will +0
mind-affecting effects
OFFENSE
Speed 30 ft., 20 ft. (poor)
Melee 2 claw –1 (1d3–2), bite –1 (1d2–2)
STATISTICS
Str 7, Dex 15, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; –3; CMD 9 (17 vs. trip)
Skills Fly +0, Perception +4, Swim +2
Racial Modifiers +4 Perception, +4 Swim
SQ water skating
ECOLOGY
Environment any water
Organization solitary or colony (2–9)
Treasure incidental
SPECIAL ABILITIES
Tremorsense (Ex) A water strider’s tremorsense functions only when the creature is in contact with the water’s surface.
Water Skating (Ex) A water strider can move on the surface of water as if it were on land. A water strider swimming at the water’s surface can pull itself onto the water with a successful Swim check.
Deep One Hybrid
This elderly man’s wide-mouthed, staring countenance and webbed hands suggest a sinister taint in his bloodline.
Deep one hybrids are the spawn of humans and deep ones. They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority. They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws. Though deep ones are devoutly religious, they usually cloak their true beliefs under a facade of more conventional worship, believing that by doing so they can avoid suspicion from visitors and nearby societies.
Deep one hybrid cleric 1
CE Medium (deep one, human)
Init +4; Senses ; Perception +4
DEFENSE
AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural)
hp 12 (1d8+4)
Fort +5, Ref +0, Will +5
OFFENSE
Speed 20 ft., 30 ft.
Melee mwk dagger +2 (1d4+1/19–20)
Special Attacks channel negative energy 2/day (DC 9, 1d6)
Cleric Spell-Like Abilities (CL 1st; concentration +4)
6/day—touch of chaos, vision of madness
Cleric Spells Prepared (CL 1st; concentration +4)
1st (4/day)—cause fear (DC 14), cure light wounds, lesser confusion (DC 14)
0 (at will)—bleed (DC 13), light, resistance
Domains Chaos, Madness
STATISTICS
Str 13, Dex 10, Con 17, Int 10, Wis 16, Cha 8
Base Atk +0; +1; CMD 11
Feats Improved Initiative
Skills Knowledge (religion) +4, Perception +4, Swim +9
Racial Modifiers +8 Swim
Languages Aklo, Common
SQ final change, sea longing, take to the water
ECOLOGY
Environment any urban
Organization solitary, cult (2–12), or township (13+)
Treasure NPC gear (mwk dagger, leather armor, other treasure)
SPECIAL ABILITIES
Final Change (Su) A deep one hybrid ages at the same rate as a half-orc. A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution.
Sea Longing (Ex) Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.
Take to the Water (Ex) A deep one hybrid can 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming. A deep one hybrid has a swim speed of 30 feet, and gains a +8 racial bonus on all Swim checks.
Grindylow
With a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below.
About 4 feet long from head to tentacle tip, grindylows appear to be half-goblin and half-octopus, the split occurring at the waist. Grindylows are violent, ravenous creatures that use their spears to hunt or just to poke at things that scream and cry. While grindylows resemble goblins, they are not humanoid creatures. Nonetheless, these aquatic monsters are just as wicked as the most sadistic of goblins, and take immense pleasure in others’ misfortunes and the spread of mayhem. Thanks to this twisted desire, grindylows have a nasty reputation among both other intelligent water-dwelling creatures and most land-dwelling beings. Grindylows eat whatever they can kill, giving them a rather wide selection of meals. High or low, no one is safe from the brutish assaults; tribes of merfolk have been overwhelmed by bands of grindylows, as have galleons full of experienced sailors. While obvious predators such as giant eels or sharks evoke great fear from grindylows, no enemies are more hated than the squid, be it common or giant. None are sure where this disdain stems from, but it is speculated that a squid is to an octopus for a grindylow what a dog is to a goblin dog for goblins. Incredibly fond of their similarly designed kin, grindylows believe octopuses to be the epitome of beauty, with squids being regarded as hideous freaks in comparison. There is no greater insult to a grindylow than being called a squid. While grindylows can take class levels to gain power, certain grindylows are freakish throwbacks to a primal age— these grindylows never cease growing, and in time can become massive beasts of Huge size. Unlike the typical grindylow, these giants can attack with all six of their tentacles and constrict with great effect. Giant grindylows are fortunately quite rare.
CE Small (aquatic)
Init +2; Senses 60 ft.; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 5 (1d8+1)
Fort +1, Ref +2, Will +2
OFFENSE
Speed 15 ft., 30 ft., 200 ft.
Melee spear +2 (1d6+1/×3), bite –2 (1d3)
Ranged spear +3 (1d6+1/×3)
Special Attack tangling tentacles
STATISTICS
Str 12, Dex 14, Con 13, Int 9, Wis 10, Cha 9
Base Atk +0; +0; CMD 12 (18 vs. trip)
Feats Weapon Finesse
Skills Perception +4, Stealth +14, Swim +13
Racial Modifiers +4 Stealth
Languages Aquan
SQ
ECOLOGY
Environment any water
Organization solitary, pair, gang (3–9), warband (10–16 with 1–2 octopus minions), or tribe (17–40 plus 1 ranger sergeant of 1st–3rd level per 20 members, 1 cleric or barbarian leader of 4th–8th level, 2–8 octopus pets, and 1–2 devilfish guardians)
Treasure NPC gear (spear, other treasure)
SPECIAL ABILITIES
Tangling Tentacles (Ex) Although a grindylow can’t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow’s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip the grindylow in retaliation.
Wizard’s Shackle
This eel-like creature has a thick, greasy body and a large, circular mouth full of tiny teeth.
Wizard’s shackles are intelligent, eel-like parasites with tough bodies covered in pulsating veins. A wizard’s shackle not attached to a host is quite cowardly and typically flees if it can. However, if the wizard’s shackle becomes aware of a creature capable of casting spells or using spell-like abilities, it becomes extraordinarily aggressive. Once it establishes physical contact with such a creature, a wizard’s shackle attempts to dominate its host. Wizard’s shackles can’t control non-spellcasters, and never attempt to. Though wizard’s shackles are intelligent, they don’t have a society of their own and, without a host, they perform simple acts like eating, mating, and sleeping in the fashion of mindless vermin. However, once it dominates a spellcasting host, a wizard’s shackle reveals its full potential. Driven by strange yearnings and enigmatic impulses, a wizard’s shackle leads its host to perform various tasks that don’t make sense from an outside perspective. Most of these tasks are weird but benign, such as using magic to steal a merchant’s silverware or fix the roof of a peasant’s house. Rarely, a wizard’s shackle will force its host to commit murder or other brutal acts intended to fulfill some unknown purpose, though most victims of such actions tend to be wicked or corrupt in their own rights. Regardless, wizard’s shackles attached to hosts have an alien but almost childlike curiosity when it comes to humanoid society, and only the prospect of discovering more can distract them from their enigmatic tasks. Wizard’s shackles latched onto hosts will sometimes form a social group, like a mage’s guild composed solely of dominated spellcasters. These collectives tend to work toward goals just as incomprehensible, if not more so, than an individual wizard’s shackle. Such goals might include spending a week dedicated to cleaning all the city’s fountains until they shine or building an obelisk made of hollow copper. A typical wizard’s shackle measures a mere foot in length and weighs about 2 pounds.
N Tiny (aquatic)
Init +0; Senses arcane sight, 60 ft.; Perception +6
DEFENSE
AC 12, touch 12, flat-footed 12 (+2 size)
hp 9 (2d8)
Fort +0, Ref +0, Will +4
Defensive Abilities host buffer; disease, mind-affecting effects, poison; 11
OFFENSE
Speed 5 ft., 30 ft.
Melee bite +3 (1d4–3 plus attach and 1d3 Wisdom damage)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks puppet master
(CL 5th; concentration +1)
Constant—arcane sight
STATISTICS
Str 4, Dex 11, Con 11, Int 12, Wis 13, Cha 2
Base Atk +1; –1 (+7 grapple); CMD 6 (14 vs. grapple, can’t be tripped)
Feats Weapon Finesse
Skills Climb +2, Knowledge (arcana) +6, Perception +6, Stealth +13, Swim +10
Languages Aklo (can’t speak); 10 ft.
SQ ,
ECOLOGY
Environment any water
Organization solitary, pair, or infestation (3–12)
Treasure none
SPECIAL ABILITIES
Host Buffer (Ex) A wizard’s shackle that has dominated a host uses the host’s saving throws if they are better than the wizard’s shackle’s saving throws.
Puppet Master (Su) If a wizard’s shackle attaches to a creature that can cast spells or use spell-like abilities, the target creature must succeed at a DC 14 Will save or become dominated (as per dominate monster). The domination lasts as long as the wizard’s shackle remains in contact with the victim. If the target would receive a new save against the effect (as described in the spell), a successful save allows it to avoid taking the action, but doesn’t end the domination. The save DC is Intelligence-based and includes a +2 racial bonus.
Tenacious Grip (Ex) A wizard’s shackle gains a +8 bonus on combat maneuver checks to grapple and to CMD against grapple combat maneuvers.
ARCHWIZARD’S SHACKLE
Rarely, a wizard’s shackle that learns enough about the world manages to establish a personality that it maintains even without a host. Archwizard’s shackles are often less disruptive and dangerous than their lesser kindred, as they understand that they are enslaving another being’s mind. Many learn to work together with a host instead of taking full control, but evil archwizard’s shackles are a much more significant threat. Archwizard’s shackles advance by class levels.
Deep One
This lumbering creature’s gray-green hide glistens with moisture, and saliva dribbles from its fishlike maw.
Deep ones are as at ease dwelling in the most remote of ocean trenches as they are in the shallows that hug secluded shorelines, although their favorite haunts combine the two. The largest deep one cities are located at places not far off shore, but nestled in vast submerged canyons unusually close to those coastlines. This proximity allows deep ones to pursue one of their favorite goals—commingling with and corrupting surface-dwelling humanoids. Unlike skum, a similar aquatic race that reproduces with surface dwellers, deep ones do so not out of a biological need but as a way to spread their blasphemous religion above the ocean waves. The hybrid children of deep ones and humans form a race of their own. These offspring typically live near others of their kind, assuming positions of leadership in their small towns. Deep ones usually worship the alien entities known as the Outer Gods or the Great Old Ones, with Cthulhu the foremost among them. Deep one settlements that contain a deep one elder instead typically venerate that powerful deep one, who in turn serves one of the eldritch gods. Many deep ones gain levels as clerics, inciting religious fervor in their kinfolk and promoting their chosen deities as the greatest among the Outer Gods. Those few who instead choose to take up a less focused devotional path, such as that of an oracle, still venerate the Old Ones as a whole. Deep ones prefer to fight with their claws. If they do resort to manufactured weapons, they prefer piercing ones, as these function best underwater. They can also use wands and staves; deep ones who pursue the study of more powerful magic often learn to create magic items for their weaker kinfolk to wield. A deep one typically stands about 7 feet tall, but its hunched gait and lumbering stance can make it appear shorter when it shambles ashore. An average deep one weighs 300 pounds.
CE Medium (aquatic, deep one)
Init –1; Senses 60 ft., ; Perception +7
DEFENSE
AC 12, touch 9, flat-footed 12 (–1 Dex, +3 natural)
hp 17 (2d10+6)
Fort +5, Ref +2, Will +5
Defensive Abilities deep dweller, immortal; cold 5
OFFENSE
Speed 20 ft., 40 ft.
Melee 2 claws +5 (1d4+3)
STATISTICS
Str 17, Dex 9, Con 16, Int 12, Wis 15, Cha 10
Base Atk +2; +5; CMD 14
Feats Great Fortitude
Skills Intimidate +5, Knowledge (religion) +6, Perception +7, Stealth +4 (+8 underwater), Survival +7, Swim +16
Racial Modifiers +4 Stealth underwater
Languages Aklo, Common
SQ , devoted, item use
ECOLOGY
Environment any water
Organization solitary, gang (2–5), cult (6–12), or shoal (13+)
Treasure standard (wand of protection from good [5 charges], other treasure)
SPECIAL ABILITIES
Deep Dweller (Ex) Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
Devoted (Ex) Deep ones are fanatically religious, be it to the worship of a Great Old One, an elder deep one, or some other divinity. A deep one gains one bonus skill rank per Hit Die that must be placed in Knowledge (religion), and this skill is a class skill for all deep ones.
Immortal (Ex) A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging.
Item Use (Su) A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class.
Fuath Gremlin
This waterlogged gremlin has lobster claws for hands and an almost canine face with webbed ears.
Drowners of sailors and sinkers of ships, a fuath (FOO-ah) is a wicked gremlin found in the sea. It climbs aboard ships in the dead of night to sever ropes, bore holes in barrels, soil provisions, and murder any hapless crew it puts to sleep or catches alone. It delights in drowning creatures by surrounding them with magically thickened water, cackling with wicked glee as its victims claw desperately for the air only inches from their mouths. A fuath wears seaweed, shells, and coral like other creatures wear armor, clothes, and jewelry. Its body is protected by a hard, hunchbacked carapace. It stands less than 2 feet tall and weighs 12 to 15 pounds. Fuaths don’t share a common language with other types of gremlins, though they can pantomime to each other fairly effectively. They have a surprising rapport with other sea creatures, even foul-tempered beasts like reefclaws (Bestiary 2 234). Small groups of fuaths lair in sea caves or rocky crevices. Larger groups frequently lay claim to whole sections of ruined ships. Their lairs usually include several trained guard animals. Fuaths prefer the taste of “land-meat” to anything from the sea, and often raid shore and ships to slake their hunger. They adore sea hags to the point of worship.
CE Tiny (aquatic)
Init +5; Senses 120 ft., ; Perception +5
DEFENSE
AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 7 (1d6+4)
Fort +1, Ref +3, Will +3
5/cold iron; cold 10; 12
Weaknesses to fire and sunlight
OFFENSE
Speed 20 ft., 10 ft., 30 ft.
Melee 2 claws +3 (1d3–2)
Ranged dart +3 (1d2–2)
Special Attacks congeal water
(CL 1st; concentration +0)
At will—create water, prestidigitation
1/day—sleep (DC 10)
STATISTICS
Str 7, Dex 13, Con 12, Int 10, Wis 13, Cha 8
Base Atk +0; –1; CMD 7
Feats Improved Initiative, ToughnessB, Weapon FinesseB
Skills Climb +9, Escape Artist +5, Handle Animal +4, Perception +5, Stealth +13, Swim +13, Use Magic Device +3
Racial Modifiers +4 Handle Animal
Languages Aquan
SQ
ECOLOGY
Environment any water
Organization solitary, pair, mob (3–12), or school (13–20 with 1–3 druids of 1st–3rd level, 1 druid leader of 4th–6th level, and 2–5 reefclaws)
Treasure standard (6 darts, other treasure)
SPECIAL ABILITIES
Congeal Water (Su) Once per day, a fuath can surround a creature in a thin layer of magically viscous water as a standard action at a range of 30 feet. A target that fails a DC 10 Reflex save becomes entangled and must or risk drowning. The target or an adjacent creature can spend a full-round action on its turn scraping off the clinging fluid, allowing a new Reflex save with a +2 bonus; otherwise, the effect lasts for 1d4 minutes. A fuath can use this ability even if there is no source of water nearby. The save DC is Charisma-based and includes a +1 racial bonus.
Vulnerable to Sunlight (Ex) A fuath takes 1 point of Constitution damage after every hour it is exposed to sunlight. Water of a depth of at least 1 foot negates this harmful effect.
Giant Water Strider
This bug has long, fuzzy legs that support it on the water’s surface as if the creature stands on solid ground.
A giant water strider is a long-legged insect with the ability to walk on water. It feeds on fish and birds. Water striders use their weak flight only to escape predators or for seasonal migrations to new breeding areas. They are sometimes kept as mounts by coast dwelling humanoids. A giant water strider lives 1–2 years. Carrying more than a light load (200 pounds) prevents a giant water strider from using its water skating ability.
N Large
Init +1; Senses 60 ft., 60 ft.; Perception +4
DEFENSE
AC 12, touch 10, flat-footed 11 (+1 Dex, +2 natural, –1 size)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +1
mind-affecting effects
OFFENSE
Speed 30 ft., 20 ft. (poor)
Melee 2 claws +2 (1d4+1), bite +2 (1d2+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 13, Dex 13, Con 14, Int —, Wis 10, Cha 2
Base Atk +2; +4; CMD 16 (24 vs. trip)
Skills Fly –5, Perception +4, Swim +5
Racial Modifiers +4 Perception, +4 Swim
SQ water skating
ECOLOGY
Environment any water
Organization solitary or colony (2–9)
Treasure incidental
SPECIAL ABILITIES
Tremorsense (Ex) A water strider’s tremorsense functions only when the creature is in contact with the water’s surface.
Water Skating (Ex) A water strider can move on the surface of water as if it were on land. A water strider swimming at the water’s surface can pull itself onto the water with a successful Swim check.
Sea Hag
Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.
Monstrous sea witches, these wicked hags possess terrifying features that few dare look upon. Reveling in discord, the foul creatures drag sailors to watery graves and torment the peoples of the oceans with wicked promises. Sea hags are always terrible to look upon, and despite their gluttonous ways, they are usually emaciated creatures who look half-starved. Most stand about 6 feet tall and weigh 150 pounds. Sea hags prefer to dwell relatively close to shore where fishermen and trading vessels are more commonly encountered. Most choose to live far from urban areas so that their acts don’t draw as much attention from would-be enemies, but it’s not uncommon for a particularly brave or eager sea hag to settle in a city harbor or in the mouth of a deep river. Sea hags form covens similar to other hags, but their aquatic nature generally keeps them from forming mixed covens. In the case of a shoreline-dwelling green hag (often a green hag who dwells in a saltmarsh or other coastal swampland), a coven often consists of two sea hags who look to the green hag as their mother and leader. More commonly, a sea hag coven consists of a group of particularly friendly and sisterly sea hags.
CE Medium (aquatic)
Init +3; Senses 60 ft.; Perception +11
Aura horrific appearance (60 ft.)
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 38 (4d10+16)
Fort +5, Ref +7, Will +5 15
OFFENSE
Speed 30 ft., 40 ft.
Melee 2 claws +8 (1d6+4)
Special Attacks evil eye
STATISTICS
Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 15
Base Atk +4; +8; CMD 21
Feats Skill Focus (Bluff, Perception)
Skills Bluff +9, Knowledge (any one) +5, Perception +11, Stealth +10, Swim +19
Languages Common, Giant
SQ
ECOLOGY
Environment any aquatic
Organization solitary or coven (3 hags of any kind)
Treasure standard
SPECIAL ABILITIES
Evil Eye (Su) Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 14 Fortitude save or perish. The evil eye is a mind-affecting fear effect. The save DCs are Charisma-based.
Evil Eye Curse: Gaze—failed save; save Will DC 14; frequency 1/day; effect staggered (or fall comatose if already under the effects of the evil eye).
Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.
Karkinoi
This hulking mix of ogre and crab has one huge pincer that snaps menacingly, while its other arm is a twisted, humanlike hand.
Monstrous hunters and bullies of the ocean depths, karkinoi live only to destroy creatures that dare cross their path and then feed on the corpses of the vanquished. Though not mindless, they have no inclination to build civilizations or even settlements, living in roving gangs or nomadic tribes. The tools they use in their more humanoid appendages are always scavenged, usually from victims, and are discarded when broken or of no more immediate use. Pursuits such as crafting, learning, and diplomacy are a waste to them; they see these as the activities of food-creatures not strong enough to see the world as it is—a stage for domination, feeding, and spawning. Even when these brutes band together, it is usually to spawn or to face sources of food that are too strong for only one or two karkinoi alone. Large hordes of karkinoi come together to hunt inhabitants of coastal settlements. Striking at night, they do as much damage as possible before dragging their meals into the sea. They make such attacks night after night until the settlement is destroyed or the resistance becomes too fierce, at which point the horde disbands and each karkinoi makes its own way in the sea. While karkinoi can walk on land, they do not enjoy long periods away from the sea, as they dry out, crack, and eventually suffocate. Coastal raids are part of the karkinoi breeding cycle. The corpses that they drag off into the ocean are tethered to masses of eggs, and serve as food for karkinoi spawn. The spawn develop a taste for land-meat and crave it, ensuring the next generation of hungry raiders. While karkinoi rarely ally with other creatures, they are easily swayed by aboleths promising destruction and raw power. In return, the aboleths gain expendable, fast breeding shock troops and guardians. Some scholars believe this race was actually created by aboleths in ancient times, but were later turned loose in the ocean because skum made more reliable slaves than karkinoi brutes.
CE Large (aquatic)
Init +0; Senses 60 ft.; Perception +11
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 76 (8d10+32)
Fort +6, Ref +6, Will +6
OFFENSE
Speed 30 ft., 40 ft.; sideways scuttle
Melee claw +13 (1d10+9/19–20 plus ), slam +13 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks 1d10+6
STATISTICS
Str 22, Dex 10, Con 16, Int 6, Wis 10, Cha 7
Base Atk +8; +15 (+19 grapple); CMD 25
Feats Combat Reflexes, Improved Critical (claw), Power Attack, Vital Strike
Skills Intimidate +9, Perception +11, Swim +21
Languages Aquan
SQ
ECOLOGY
Environment any water
Organization solitary, gang (2–6), or tribe (3–18)
Treasure standard
SPECIAL ABILITIES
Sideways Scuttle (Ex) When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in a straight line. It can do this whether it is walking or swimming.
Water Dependency (Ex) A karkinoi can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs the risk of suffocation, as if it were drowning.
Shark-Eating Crab
This spiny, long-legged crab towers over its surroundings. Its quick and powerful claws thrash wildly, eager for prey.
Extremely fast and agile for such a large creature, the shark-eating crab preys on predators of the sea. Not limiting its consumption to just sharks, these crabs feed on fast-moving fish like barracudas and tuna, and even mollusks like giant squid. Their hunting skills have evolved over the ages to track the movements of fast creatures swimming above them as the crabs blend into their surroundings. The typical shark-eating crab stands 16 feet tall and weighs just over 4,000 pounds.
N Huge (aquatic)
Init +2; Senses 60 ft.; Perception +5
DEFENSE
AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, –2 size)
hp 84 (8d8+48)
Fort +12, Ref +4, Will +3
mind-affecting effects
OFFENSE
Speed 30 ft., 60 ft.
Melee 2 claws +13 (1d8+9 plus )
Space 15 ft.; Reach 15 ft.
Special Attacks (1d8+9), darting claw
STATISTICS
Str 29, Dex 14, Con 22, Int —, Wis 12, Cha 2
Base Atk +6; +17 (+21 grapple); CMD 29 (41 vs. trip)
Skills Perception +5, Swim +17
Racial Modifiers +4 Perception
SQ
ECOLOGY
Environment any water
Organization solitary or cast (2–8)
Treasure none
SPECIAL ABILITIES
Darting Claw (Ex) Evolved for snatching fast prey, a sharkeating crab is exceptionally quick with its claws. When making a full attack, if a shark-eating crab misses with both of its claw attacks, it can make an additional claw attack at a –2 penalty against any creature within its reach.
Shipwrecker Crab
Claws the size of rowboats dominate the form of this massive crab. Barnacles and sea grass cling to the creature’s thick shell.
A bane to all vessels traveling the seas, shipwrecker crabs can ruin the career of a merchant captain in minutes, destroying her ship, dumping its cargo into the waters below, and plucking her drowning crew from the wreckage for food. Shipwrecker crabs live most of their lives in shallow seas, coming near the coast or surface to hunt and feed. A shipwrecker crab measures 50 feet across, with two long arms capable of extending a further 30 feet each, and weighs 6 tons.
N Colossal (aquatic)
Init +3; Senses 60 ft.; Perception +10
DEFENSE
AC 27, touch 5, flat-footed 24 (+3 Dex, +22 natural, –8 size)
hp 189 (14d8+126)
Fort +18, Ref +7, Will +6
mind-affecting effects
OFFENSE
Speed 30 ft., 40 ft.
Melee 2 claws +16 (2d8+21 plus )
Space 30 ft.; Reach 30 ft.
Special Attacks (2d8+21)
STATISTICS
Str 38, Dex 16, Con 28, Int —, Wis 14, Cha 5
Base Atk +10; +32 (+36 grapple); CMD 45 (61 vs. trip)
Skills Perception +10, Swim +22
Racial Modifiers +8 Perception
SQ powerful claws
ECOLOGY
Environment any water
Organization solitary or cast (2–12)
Treasure none
SPECIAL ABILITIES
Powerful Claws (Ex) A shipwrecker crab’s claw attacks deal damage equal to 1-1/2 times its Strength modifier. In addition, a shipwrecker crab ignores up to 5 points of hardness when damaging objects.
Elder Deep One
The frame of this immense monstrosity is humanoid, but its ichthyic visage is that of a deep-sea predator.
A few deep ones never stop growing over the eons of their endless lives. Many elder deep ones claim the names of monsters or gods for their own—Mother Hydra and Father Dagon being two of the more legendary of their kind. Elder deep ones ascend to the status of near-gods in deep one society, towering over their kin and ruling their sunken cities. Just as they are worshiped, so do the elder deep ones worship the Great Old Ones and Outer Gods themselves.
CE Gargantuan (aquatic, deep one)
Init +5; Senses 60 ft., ; Perception +24
Aura cloak of chaos (DC 22), staggering presence (180 ft., DC 21)
DEFENSE
AC 29, touch 11, flat-footed 24 (+4 deflection, +1 Dex, +18 natural, –4 size)
hp 202 (15d8+135); 10 (fire)
Fort +18, Ref +16, Will +19
Defensive Abilities mind reflection; 10/magic and piercing; cold, disease; acid 10, electricity 10; 25
OFFENSE
Speed 30 ft., 60 ft.
Melee bite +24 (2d8+13/19–20), 2 claws +24 (2d6+13/19–20)
Space 20 ft.; Reach 20 ft.
Special Attacks devastating strike, staggering presence
(CL 14th; concentration +18)
Constant—cloak of chaos (DC 22), freedom of movement
At will—dream, hold monster (DC 19)
3/day—black tentacles, demand (DC 22), insanity (DC 21), nightmare (DC 19)
1/day—dominate monster (DC 23), symbol of insanity (DC 22)
1/week—binding (DC 22)
STATISTICS
Str 36, Dex 12, Con 28, Int 19, Wis 23, Cha 19
Base Atk +15; +32 (+34 bull rush); CMD 47 (49 vs. bull rush)
Feats Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Intimidate +22, Knowledge (arcana, religion) +19, Perception +24, Sense Motive +21, Stealth +7, Swim +39, Use Magic Device +19
Languages Aklo, Common
SQ , deep dweller, deific, immortal, item use
ECOLOGY
Environment any water
Organization solitary or pair
Treasure triple
SPECIAL ABILITIES
Deep Dweller (Ex) Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
Devastating Strike (Ex) An elder deep one ignores the first 10 points of hardness when it damages an object with its claws. A creature struck with a critical hit from an elder deep one’s claw must succeed at a DC 30 Fortitude save or be stunned for 1 round. The save DC is Strength-based.
Deific An elder deep one can grant divine spells to its worshipers. Granting spells does not require any specific action on the elder deep one’s behalf. Elder deep ones grant access to the domains of Chaos, Evil, Madness, and Water. Their symbols vary, but their favored weapon is the claw.
Immortal (Ex) A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging.
Item Use (Su) A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class.
Mind Reflection (Ex) Any mind-affecting effect that fails to affect an elder deep one is reflected back on the source, affecting the original caster as if by spell turning, treating the elder deep one as the controller and source of the spell.
Staggering Presence (Ex) This ability functions as frightful presence, except that a creature that fails its save is also staggered as long as it remains in the area of effect, and for an additional 1d6 rounds after leaving that area. This is a mind-affecting fear effect.
Veiled Master
This monstrosity has six eyes and six long tentacles—four that end in glowing spheres, and two with what look like hands.
Aboleths are among the oldest of the world’s denizens, creatures that can trace back their presence in the deepest reaches of the world’s oceans to times far before humanity came to dwell upon the globe—or before even most deities turned their attention to this tiny sphere of water and stone. In those ancient times, only elder forces and eldritch entities knew of the world. Even the gods were dismissed and ignored by the aboleth race, for while they were not gods as are known today, aboleths knew themselves capable, given time, of anything the gods could accomplish. And the aboleths have always had time. During an ancient era, when aboleths manipulated humanity like puppets, some of their kind disguised themselves to walk among their pets, veiling themselves with magic to appear as humanoids. These were the veiled masters—if one were to foolishly attempt to impose human hierarchies upon this alien race, veiled masters would be considered the nobility among their aboleth kin. In truth, while aboleths do treat veiled masters with utmost respect and defer to their decisions, they are not regarded as the rulers of the race. Stranger and still more dangerous entities rule over veiled masters from the deepest trenches below the sea. Aboleths are undoubtedly skilled at domination and illusion, but veiled masters are the true experts of the arcane. Veiled masters engineered the deceptions and manipulations of ancient humanity’s culture. Their hidden gifts and subtle coaxings did much to encourage humanity’s first rise to glory in that age, and in many of those first empires, veiled masters walking among the populace, whispering into their leaders’ ears. The people knew the veiled masters as powerful wizards, and there were murmurs that the mysterious cabal was more than human, but few suspected the truth for very long. The veiled masters quelled such suspicions by doing violence to the bodies and minds of those who proved too curious. When the veiled masters first learned of humanity’s growing hubris—of their belief that they were greater than their patrons—these manipulators punished humanity. At first, the punishments were minor, yet to the veiled masters’ surprise and frustration, they only strengthened humanity’s resolve. In the end, destruction was deemed the answer, and as human culture fell into ruins, the veiled masters retreated to the depths of the sea, content for now that the devastation above would serve as a lesson that would never be forgotten. Today, veiled masters live on. They walk among the humanoid races again, watching and waiting. The time to teach a new lesson draws ever closer. The average veiled master measures 14 feet in length and weighs 1,500 pounds.
LE Large (aquatic, shapechanger)
Init +10; Senses 120 ft.; Perception +23
Aura mucus cloud (30 ft.)
DEFENSE
AC 30, touch 15, flat-footed 24 (+4 armor, +6 Dex, +11 natural, –1 size)
hp 200 (16d8+128)
Fort +13, Ref +13, Will +14
electricity, mind-affecting effects; cold 20; 25
OFFENSE
Speed 10 ft., 80 ft.
Melee bite +17 (2d6+6 plus consume memory and slime), 2 claws +17 (1d6+6 plus slime), 4 tentacles +12 touch (2d6 electricity plus thoughtlance)
Space 10 ft.; Reach 10 ft. (20 ft. with claws and tentacles)
Special Attacks delayed suggestion
(CL 20th; concentration +26)
Constant—mage armor
At will—detect thoughts (DC 18), dominate person (DC 21), hypnotic pattern (DC 18), illusory wall (DC 20), mirage arcana (DC 21), persistent image (DC 21), programmed image (DC 22), project image (DC 23), veil (DC 22)
3/day—dominate monster (DC 25), quickened dominate person (DC 21), geas/quest, mass suggestion (DC 22)
Sorcerer Spells Known (CL 12th; concentration +18)
6th (4/day)—symbol of persuasion (DC 23)
5th (6/day)—symbol of pain (DC 22), teleport
4th (7/day)—dimension door, phantasmal killer (DC 20), symbol of slowing (DC 21)
3rd (7/day)—clairaudience/clairvoyance, explosive runes (DC 20), hold person (DC 19), secret page
2nd (8/day)—blindness/deafness (DC 18), invisibility, levitate, symbol of mirroring (DC 19), touch of idiocy
1st (8/day)— charm person (DC 17), comprehend languages, erase, ray of enfeeblement (DC 17), silent image (DC 17)
0 (at will)—arcane mark, dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, message, read magic, touch of fatigue (DC 16)
STATISTICS
Str 22, Dex 22, Con 27, Int 21, Wis 19, Cha 22
Base Atk +12; +19; CMD 35
Feats Arcane Strike, Combat Casting, Combat Expertise, Eschew MaterialsB, Extend Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Quicken Spell-Like Ability (dominate person)
Skills Knowledge (arcana, history, nature) +21, Perception +23, Sense Motive +20, Spellcraft +24, Stealth +21, Swim +33, Use Magic Device +22
Languages Aboleth, Aklo, Aquan, Common, Undercommon
SQ (any Small or Medium; greater polymorph), runemastery, swift transformation
ECOLOGY
Environment any water
Organization solitary or shoal (1 and 2–8 aboleths)
Treasure triple
SPECIAL ABILITIES
Consume Memory (Su) When a veiled master bites a creature, it consumes some of that creature’s memories. The creature bitten must succeed at a DC 24 Fortitude save or gain 1 negative level. A veiled master has 5 hit points restored each time it gives a creature a negative level in this way, and it also learns some of the target creature’s memories (subject to the GM’s discretion). This is a mind-affecting effect. A veiled master can suppress this ability as a free action. The save DC is Charisma-based.
Delayed Suggestion (Sp) Whenever a veiled master successfully uses dominate person or dominate monster on a creature, it can also implant a delayed suggestion that triggers when the dominate effect ends. Typically, this suggestion (which functions as a spell-like ability, CL 20th, Will DC 19 negates) is for the previously dominated creature to seek out the veiled master and submit to a new domination attempt, but sometimes, a veiled master implants other suggestions (such as a suggestion to attack the first person the creature sees).
Mucus Cloud (Ex) While underwater, a veiled master exudes a 30-foot-radius cloud of transparent slime. All creatures in this area must succeed at a DC 26 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 24 hours. Renewed contact with this mucus cloud and failing another save extends the effect for another 24 hours. The save DC is Constitution-based.
Runemastery (Ex) A veiled master is particularly skilled at casting spells that create magical writing, such as explosive runes, secret page, and spells with the word “symbol” in their names. It never requires material components or focus components when casting such spells, and the save DC of these spells increases by 1. A veiled master’s symbol spells are difficult to disarm—the Disable Device DC for these symbols increases by 2.
Slime (Ex) A creature hit by any of a veiled master’s bite or claw attacks must succeed at a DC 26 Fortitude save or have its skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new flesh is soft and tender, reducing its Constitution score by 4 as long as the condition persists. If the creature’s flesh isn’t kept moist, it dries quickly and the creature takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.
Spells A veiled master casts spells as a 12th-level sorcerer.
Swift Transformation (Su) A veiled master can use its change shape ability as a swift action.
Thoughtlance (Su) Four of a veiled master’s tentacles end in glowing spheres of light. These spheres deal 2d6 points of electricity damage on a successful touch attack and also blast a creature’s mind with waves of mental energy. A creature touched by one of these tentacles (regardless of whether the touch deals electricity damage) must succeed at a DC 24 Will save or be staggered for 1 round. Additional touches increase the duration of this effect by 1 round. While a creature is staggered in this manner, it must attempt concentration checks to cast spells as if it were experiencing extremely violent motion while casting (DC = 20 + spell level). The save DC is Charisma-based.
Omnipath
This monstrous eel-like creature has jaws within jaws, each lined with transparent, glassy teeth.
Hidden away in secret lairs, omnipaths serve as information hubs between the aberrant creatures known collectively as alghollthus (aboleths, deep walkers, veiled masters, and stranger creatures). Using their special ability to establish a network of minds, omnipaths allow veiled masters and aboleths—as well as those they mentally control—to orchestrate their nefarious plans with efficiency. Very few surface dwellers have ever encountered an omnipath, but many omnipaths have walked in the light of the surface world through the use of their possession abilities. The omnipaths’ library of experiences provides them with insight into the cultures and practices of the surface, allowing them to feign the expected responses on behalf of their dominated victims. In some cases, friends and family of a victim have failed to recognize that something was amiss with a victim’s behavior for years, and sometimes the deception is never uncovered, giving the omnipaths— and those they serve—spies upon the surface world. Omnipaths have a strange mindset, inscrutable to sane minds, though they are an orderly and meticulous race. While aboleths and veiled masters are skilled spellcasters, omnipaths’ primary powers are in their minds, and they pursue psychic magic. Omnipaths have a strange obsession with eyes and consider them a delicacy. An omnipath is 45 feet long and weighs 3 tons.
LE Gargantuan (aquatic)
Init +13; Senses 60 ft., detect magic; Perception +30
DEFENSE
AC 33, touch 15, flat-footed 24 (+4 armor, +9 Dex, +14 natural, –4 size)
hp 300 (24d8+192); 10
Fort +18, Ref +19, Will +19
electricity, mind-affecting effects; cold 20; 29
OFFENSE
Speed 15 ft., 100 ft.
Melee triple-jawed bite +26 (3d6+11/19–20 plus slime), tail slap +23 (3d6+5 plus slime)
Space 20 ft.; Reach 20 ft.
Special Attacks mucus cloud, slime, thought barrage
(CL 20th; concentration +27)
Constant—detect magic, mage armor, tongues
At will—detect thoughts (DC 19), dominate person (DC 22)
3/day—arcane eye, dominate monster (DC 26), geas/quest (DC 23), mind fog (DC 22), mirage arcana (DC 22)
1/day—astral projection, veil (DC 23)
Psychic Spells Known (CL 15th; concentration +22)
7th (5/day)—ectoplasmic eruption (DC 24), psychic crush III (DC 24)
6th (7/day)—incorporeal chains, mind thrust VI (DC 23), primal regressionOA (DC 23)
5th (7/day)—etheric shards (DC 22), explode head (DC 22), mind swap (DC 22), possession (DC 22)
4th (7/day)—condensed ether, mindwipe (DC 21), riding possession (DC 21), stoneskin
3rd (8/day)—babble (DC 20), catatonia, displacement, synesthesia (DC 20)
2nd (8/day)—aversion (DC 19), invisibility, paranoia (DC 19), resist energy, touch of idiocy
1st (8/day)—deja vu, psychic reading, shield, thought echo, true strike
0 (at will)—arcane mark, bleed (DC 17), detect magic, grave words, mage hand, open/close, prestidigitation, read magic, telekinetic projectile
STATISTICS
Str 32, Dex 28, Con 27, Int 25, Wis 21, Cha 24
Base Atk +18; +33; CMD 52
Feats Combat Casting, Combat Reflexes, Great Fortitude, Hidden Presence, Improved Critical (bite), Improved Initiative, Intrusive Presence, Lightning Reflexes, Manipulative Presence, Multiattack, Power Attack, Weapon Focus (bite)
Skills Bluff +25, Diplomacy +23, Disguise +25, Intimidate +25, Knowledge (all) +25, Perception +30, Sense Motive +24, Spellcraft +35, Stealth +24, Swim +28, Use Magic Device +30
Languages Aboleth, Aklo, Aquan, Azlanti, Common, Undercommon; 300 ft.; tongues
SQ servant of the mesh, telepathic mesh, vast knowledge
ECOLOGY
Environment any water
Organization solitary or mesh (1 plus 2–48 aboleths, veiled masters, and other dominated creatures)
Treasure double
SPECIAL ABILITIES
Mucus Cloud (Ex) An underwater omnipath exudes a cloud of clear slime 20 feet from itself in all directions. Any creature in this area must succeed at a DC 30 Fortitude saving throw each round or lose its ability to breathe air (but gain the ability to breathe water) for 24 hours. Renewed contact with the mucus cloud and failing another saving throw extends the effect for another 24 hours. An omnipath can suppress or reactivate this ability as a swift action. The save DC is Constitution-based.
Servant of the Mesh (Su) Any creature that failed its saving throws against both an omnipath’s mucus cloud and slime attack begins to transform into a creature better suited to serving as part of the omnipath’s telepathic mesh. The creature takes a –6 penalty on Will saving throws to resist domination effects from the omnipath and on saving throws to resist becoming part of the telepathic mesh.
Slime (Ex) A creature hit by any of an omnipath’s natural attacks must succeed at a DC 30 Fortitude saving throw or have its flesh and skin transform into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new flesh is soft and tender, reducing its Constitution score by 4 as long as the condition persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.
Spells An omnipath can cast spells as a 15th-level psychic.
Telepathic Mesh (Su) An omnipath can form telepathic connections between a select group of creatures whose Hit Dice total no more than 10 × the omnipath’s Hit Dice (240 HD for most omnipaths). This ability functions only for creatures that are on the same plane as the omnipath. Only aboleths, deep walkers, veiled masters, and creatures dominated by an aboleth, omnipath, or a veiled master can be added to the telepathic mesh. As a standard action, an omnipath can add a number of creatures equal to twice its Hit Dice to its telepathic mesh. Creatures added to the telepathic mesh must succeed at a DC 29 Will save or be incorporated into the mesh. Aboleths, deep walkers, and veiled masters must be within 30 feet of an omnipath to initially be included within the telepathic mesh, but targets dominated by creatures within the telepathic mesh can later be added to the mesh no matter the distance, so long as all parties are on the same plane. A creature that leaves the same plane as the omnipath is no longer considered to be part of the telepathic mesh; if the creature immediately succeeds at another DC 29 Will saving throw upon returning to the plane, it becomes free from the telepathic mesh. As an immediate action, an omnipath can remove any creature from the telepathic mesh. An omnipath can communicate telepathically with all individual creatures in the telepathic mesh simultaneously. All creatures within the mesh are considered valid targets for all forms of possession employed by the omnipath. As long as at least two creatures in the telepathic mesh are within 12 miles of each other, if one creature in the mesh is aware of a particular danger, all of the other creatures in the mesh are as well. No creature in the group is considered flanked or flat-footed unless all of them are. An omnipath can share the senses of up to six creatures in the telepathic mesh at once. It can stop sharing the senses of one target and switch to another’s senses as a standard action. The telepathic mesh can be interrupted via a successful break enchantment spell (the DC of this spell’s caster level check is equal to the save DC of the telepathic mesh). The save DC is Intelligence-based.
Thought Barrage (Su) As a standard action, an omnipath can fire three rays of shimmering blue-white energy from the glowing balls of light on its tail as a +23 ranged touch attack with a range of 300 feet (no range increment). Any creature struck must succeed at a DC 29 Will saving throw or be stunned for 1 round. The save DC is Charisma-based.
Triple-Jawed Bite (Ex) An omnipath has three sets of jaws nestled within one another. If an omnipath hits with its bite, it can make a second bite attack as a free action. If this second bite attack hits, the target must succeed at a DC 30 Will saving throw or be shaken for 1d4 rounds, and the omnipath can make a third bite attack as a free action. If the third bite attack is successful, the target must succeed at a DC 30 Fortitude saving throw or be staggered for 1d4 rounds. The save DCs are Constitution-based.
Vast Knowledge (Ex) Gleaning countless pieces of information from the vast network of active minds it can access at any time, an omnipath treats all Knowledge skills as class skills. In addition, it gains a +4 racial bonus on Intelligence-, Wisdom-, and Charisma-based checks when using skills in which it has ranks.
Water Yai
This towering woman has blue skin, small fangs, and a third eye glaring from her forehead. Her robes are soaking wet.
The water yai clad themselves in the flesh of storm giants, yet these yai are more at home dwelling beneath the waves than they are above them. Unlike most oni, water yai have no real longing to rule or infiltrate societies— yet they still enjoy posing as humanoids. They often assume the forms of enormous merfolk in the water, but prefer to adopt the shapes of storm giants when on land. The water yai then pursues its favorite decadence—the acclimation of material wealth and luxuries. Water yai tend to be easily distracted by beautiful treasures, and despite their evil natures are prone to acts of unexpected frivolity.
CE Huge (aquatic, giant, native, oni, shapechanger, water)
Init +7; Senses 60 ft., ; Perception +26
DEFENSE
AC 32, touch 11, flat-footed 29 (+6 armor, +3 Dex, +15 natural, –2 size)
hp 297 (22d10+176); 10 (fire or good spells)
Fort +21, Ref +10, Will +18
Defensive Abilities freedom of movement; acid; 29
OFFENSE
Speed 50 ft., 60 ft. (good), 60 ft.
Melee mwk spear +35/+30/+25/+20 (3d6+21/19–20/×3) or 2 slams +34 (2d6+14)
Ranged acidic missile +23 touch (4d6 acid plus nausea)
Space 15 ft.; Reach 15 ft. (20 ft. with spear)
(CL 18th; concentration +24)
Constant—fly, freedom of movement, water walk
At will—invisibility (self only), liquid form, water breathing
3/day—charm monster (DC 20), cone of cold (DC 21), control water, polar ray
STATISTICS
Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 22
Base Atk +22; +38 (+40 bull rush or disarm); CMD 51 (53 vs. bull rush or disarm)
Feats Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Critical (spear), Improved Disarm, Improved Initiative, Power Attack
Skills Acrobatics +21 (+29 when jumping), Bluff +30, Disguise +30, Fly +24, Intimidate +30, Knowledge (arcana) +24, Perception +26, Perform (sing) +24, Sense Motive +26, Spellcraft +21, Swim +43
Languages Common, Giant
SQ , (Medium, Large, or Huge humanoid; alter self or giant form II)
ECOLOGY
Environment any water
Organization solitary
Treasure standard (masterwork spear, other treasure)
SPECIAL ABILITIES
Acidic Missile (Su) As a swift action, a water yai can launch a bolt of acid from its third eye. Any creature struck by this bolt must also succeed at a DC 29 Fortitude save or be nauseated for 1 round by the overwhelming stench of the acid. This attack has a range of 180 feet with no range increment. The save DC is Constitution-based.
Flowing Robes (Su) A water yai wears a special silk kimono infused with magical water. This kimono grants a +6 armor bonus. These robes function as armor only for water yai.
Liquid Form (Sp) As a standard action, a water yai can turn into a mobile pool of water. This functions like gaseous form, except that the yai cannot fly in this form. It retains its own base speed, and its swim speed doubles to 120 feet. The water yai can end this ability as a standard action.
Thalassic Behemoth
Two massive limbs drag the bulk of this whale-like beast’s body from the churning waters of the sea.
Sent by the gods to punish those who dwell near the sea, thalassic behemoths scourge ships and other vessels from the waters before turning their attention toward structures and survivors on land. Despite their massive bulk, thalassic behemoths swim incredibly fast and can easily outpace all but the fleetest of ships. On land, they can be more readily escaped, at least by those willing and able to leave homes and belongings behind. Though capable of surviving indefinitely on land and employing a clumsy, seal-like locomotion, thalassic behemoths soon weary of gravity’s never-ending drag. They rarely venture more than a mile or two from shore before returning to the comforting buoyancy of the seas. Thalassic behemoths resemble immense sperm whales in the water, but they can quickly haul themselves ashore using their mighty forelimbs. Tail and limb alike shatter wood and stone with but a single blow, while their jaws gape wide enough to swallow smaller boats whole. The coming of a thalassic behemoth is foreshadowed by a dramatic increase in missing ships and sea life purposefully beaching upon shores. These behemoths spend much of their time lurking a few hundred feet below the surface—but legends hold that even greater behemoths, the dread leviathans, dwell in the deepest oceanic reaches.
N Colossal (aquatic, behemoth, water)
Init –1; Senses 60 ft., 60 ft..; Perception +34
DEFENSE
AC 37, touch 1, flat-footed 37 (–1 Dex, +36 natural, –8 size)
hp 391 (29d10+232); 20
Fort +24, Ref +17, Will +14
Defensive Abilities unstoppable; 15/epic; ability damage, aging, bleed, cold, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; 31
Weaknesses to miracles and wishes
OFFENSE
Speed 20 ft., 200 ft.
Melee bite +39 (6d6+18/19–20 plus ), 2 claws +39 (3d6+18), tail slap +34 (4d6+9 plus trip)
Ranged water jet +20 (4d8+18/19–20 plus stun and push)
Space 30 ft.; Reach 20 ft.
Special Attacks (DC 25), , (water jet, 20 ft.), (2 claws, 3d6+18), ruinous, (4d6+27 bludgeoning, AC 28, 39 hp)
(CL 20th; concentration +22)
3/day—tsunami (DC 21)
STATISTICS
Str 47, Dex 8, Con 27, Int 3, Wis 16, Cha 14
Base Atk +29; +55 (+59 grapple or sunder); CMD 64 (66 vs. sunder)
Feats Ability Focus (water jet), Cleave, Great Cleave, Greater Sunder, Greater Vital Strike, Improved Critical (bite, water jet), Improved Iron Will, Improved Sunder, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike
Skills Perception +34, Stealth –13, Survival +18, Swim +30
Racial Modifiers +10 Perception
SQ
Language Aklo (cannot speak)
ECOLOGY
Environment any water
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Water Jet (Su) A thalassic behemoth can blast water from its blowhole with surprising force and accuracy. This water jet has a range of 240 feet with no range increment. A target hit by the water jet is subject to the behemoth’s push ability and must succeed at a DC 34 Fortitude save or be stunned for 1d4+1 rounds. The save DC is Constitution-based.
Cipactli
This creature is covered in snapping jaws, from its massive, toothy head to the various mouths that open in its body and tail.
Ravenous forces of destruction, cipactlis are created by the gods to scour worlds of specific mortal qualities. It is believed that primal and destructive forces of nature spawned the first cipactli, and that it was wrought upon the world as an insatiable agent of annihilation. Stories claim that the gods saw fault in this creation and set a trap to destroy the first and most powerful cipactli, but such legends suggest that this destruction wasn’t complete. Either the gods’ methods were flawed or other divinities learned how to create new cipactlis, for now these beasts have spread throughout multiple worlds. These monsters are individual creations of the gods and voracious devourers of particular elements of the universe. All cipactlis are attuned to certain aspects of their worlds, and when not slumbering in wait, they tear through mortal civilizations in a swath of destructive feasting. Thankfully, these creatures are extremely rare. Essentially ageless, many a cipactli has been defeated by great heroes, only to have a portion of its body sink below the waters and regenerate. After such a defeat, a cipactli often goes into a state of hibernation that can last for centuries. Though they are destructive creatures, they have immense knowledge of the world. Those who can calm them may learn secrets about the universe to which most mortals are not normally privy. A cipactli is 50 feet long and weighs 18,000 pounds.
CN Gargantuan (aquatic)
Init +10; Senses 180 ft., , , 60 ft., true seeing; Perception +35
DEFENSE
AC 37, touch 13, flat-footed 30 (+6 Dex, +1 dodge, +24 natural, –4 size)
hp 402 (23d10+276); 20 (special)
Fort +25, Ref +19, Will +18; +8 vs. mind-affecting effects
15/cold iron and lawful; disease, nonlethal damage, poison; acid 20, cold 20, electricity 20, fire 20; 32
OFFENSE
Speed 60 ft., 60 ft.; air walk
Melee ravenous bite +30 (3d6+16/19–20 plus grab), 4 bites +30 (2d6+11/19–20 plus ), 2 claws +30 (2d6+11)
Space 20 ft.; Reach 20 ft.
Special Attacks devour, , frightening roar, grab (Colossal), , ravenous bite, (see below, AC 22, 40 hp), trample (2d8+16 plus grab, DC 32)
(CL 20th; concentration +28)
Constant—air walk, mind blank, true seeing
At will—control water, control weather, transmute rock to mud
3/day—horrid wilting (DC 26), incendiary cloud (DC 26), meteor swarm (DC 27), polar ray, vision
STATISTICS
Str 32, Dex 23, Con 34, Int 19, Wis 28, Cha 27
Base Atk +23; +38; CMD 55
Feats Combat Reflexes, Critical Focus, Dodge, Greater Vital Strike, Improved Critical (bite, ravenous bite), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Vital Strike
Skills Climb +37, Intimidate +31, Knowledge (nature) +27, Perception +35, Stealth +20 (+28 underwater), Swim +45
Racial Modifiers +8 Stealth underwater
Languages Aquan, Common, Draconic, Terran
SQ , destructive, hibernation
ECOLOGY
Environment any water
Organization solitary
Treasure standard
SPECIAL ABILITIES
Devour (Su) Any time a cipactli kills or destroys a creature with its swallow whole ability, it gains a number of temporary hit points equal to 5 × the slain creature’s Hit Dice.
Destructive (Ex) A cipactli’s natural attacks are treated as adamantine for the purpose of damaging objects.
Frightening Roar (Su) As a standard action, a cipactli can bellow out a terrible, deafening roar. All creatures within 300 feet must succeed at a DC 33 Fortitude save or be permanently deafened and panicked for 1d4+4 rounds. Creatures that successfully save against this effect are instead shaken for 1d4+4 rounds. This is a sonic effect; the panicked and shaken effects are sonic mind-affecting fear effects. The save DC is Constitution-based.
Hibernation (Ex) A cipactli can enter a state of hibernation at will as long as it is submerged underwater. Doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. It can remain in hibernation for as long as it wishes. While in this state, it does not need to eat or drink, nor does it age. If it is damaged while hibernating, it awakens immediately but must succeed at a DC 25 Will save to avoid being staggered for 1d6 rounds.
Ravenous Bite (Ex) A cipactli adds 1-1/2 times its Strength bonus to the damage from its primary bite attack.
Regeneration (Ex) A cipactli’s regeneration can be suppressed by damage from mythic sources or by a critical hit from an effect that deals negative energy damage. Alternately, any amount of negative energy damage dealt to the cipactli’s stomach from a swallowed creature suppresses its regeneration. A cipactli can regurgitate any number of creatures from its stomach as a move action.
Swallow Whole (Su) A creature swallowed by a cipactli not only takes 20d6 points of bludgeoning, slashing, and piercing damage as the creature’s mouth-lined gullet consumes its body, but also suffers an additional effect depending on the cipactli’s dedicated focus (as listed below) each round. The save DCs for the following abilities are Constitution-based.
Consume Artistry A cipactli created for the purpose of devouring the creations of mortals damages its victims’ armor and weapons and any items it swallows. A cipactli can attempt a sunder combat maneuver check against one piece of equipment that each swallowed creature has as a free action that deals 3d6+12 points of damage. A construct swallowed by this type of cipactli takes 6d6 points of damage in addition to the 20d6 points of damage normally caused by the swallow whole ability.
Consume Clarity A cipactli created for the purpose of consuming clarity causes its victims to experience distracting and confusing thoughts while imprisoned in its stomach. A swallowed creature must succeed at a DC 33 Will save or be confused for 1d4 rounds. A creature affected by this confusion effect adds 10 to its roll when determining the effects of the confusion effect. This is a mind-affecting effect.
Consume Grace A cipactli created for the purpose of devouring grace causes its victims to become clumsy and careless. A swallowed creature must succeed at a DC 33 Fortitude save or take 1d6 points of Dexterity drain. Affected creatures also take a –4 penalty on Reflex saves for 1d3 days. This penalty on Reflex saves is a curse effect.
Consume Lore A cipactli created for the purpose of devouring lore strips knowledge from its victims. A swallowed creature must succeed at a DC 33 Will save or take 1d6 points of Intelligence drain. In addition, each round the creature is swallowed, it forgets up to 30 minutes of its memories as per modify memory. This experience typically results in erasing the strongest memories first, such as recently considered facts about the victim’s current goals or precious formative memories.
Consume Rule A cipactli created for the purpose of consuming the organizing principle of rule causes its victims to suffer feelings of worthlessness and incompetence. A swallowed creature must succeed at a DC 33 Will save or take 1d4 points of Wisdom drain and 1d4 points of Charisma drain.
Consume Valor A cipactli created for devouring bravery causes its victims to suffer paralyzing fear. A swallowed creature must succeed at a DC 33 Will save or cower in fear for 1d4 rounds. This is a mind-affecting fear effect.
Consume Vitality A cipactli created for the purpose of consuming vitality saps its victims of their strength and vigor. A swallowed creature must succeed at a DC 33 Fortitude save or take 1d4 points of Strength drain and 1d4 points of Constitution drain.
Trample (Ex) When a cipactli deals damage to a foe with its trample special attack, it can immediately attempt to grapple the trampled foe with a –20 penalty on its combat maneuver check. If it succeeds at this check, it can immediately swallow the d creature whole. wasn’t gods’
Shen
This serpentine dragon with gold scales constantly contorts into a pattern of rings and knots.
Shen are mysterious and aloof dragons, more potent and enigmatic than their imperial dragon cousins. A shen is rarely found in its true form, preferring to appear as a bird, a shellfish, or even a pearl. Its true form is that of an enormous serpentine dragon, adorned with green and gold glistening scales. A shen is a creature in constant motion, as it writhes and wiggles its long body into a pattern of scintillating twirls and intricate knots. Typically benevolent, shen have been known to answer prayers for rain when the gods turn a deaf ear and even to herd fish into the nets of needy fisherfolk. These proud creatures can become capricious and even petty, however, when they believe they have been slighted or treated with disrespect. Such transgressions can seem random: eating a swallow (a shen’s favorite food), trespassing in a shen’s hunting grounds on special ceremonial days, and committing acts of petty vandalism can all draw a shen’s wrath. For this reason, some philosophers suggest shen are creatures of balance seeking to maintain the natural order. They bring about an early thaw to a harsh winter or destroy creatures preying on local villages to return everything to a state of balance. Regardless of what their motivations are, most people fear and respect them. More often than not, unusual good or bad fortune is attributed to shen. While they are physically mighty, shen are most feared and respected for the impressive magic they wield. They are powerful illusionists and manipulators of weather and climate. Shen prefer quiet contemplation amid oceans or other large bodies of water; more rarely, they can be found in large rivers. While they need to eat very little, shen enjoy dining on small amounts of fish and fowl. When taking their revenge for some small slight, they eat livestock and freeze crops, but they are not typically compelled to engage in such feasts or in wanton destruction. Shen can transform into great pearls and frequently do so instead of sleeping. A shen might turn into a pearl for years or decades before emerging again into the natural world. As with most dragons, shen accumulate great hoards of treasure, most often from offerings given as thanks for some great deed, but also plunder from those who have angered them or monsters they have vanquished. In spite of their otherwise gregarious nature, a shen is unforgiving of creatures that steal or even disturb its treasure and goes to great lengths to restore even trivial items removed from its hoard. To protect their treasures, shen create immense mirage castles on or in the bodies of water they call home. These castles are often huge, encompassing dozens of empty rooms bedecked in illusory silks and gold, opulent dining halls outf itted with phantasmal furniture, and massive antechambers illuminated by simulated chandeliers. No one understands exactly why these creatures choose to model their mirage homes after human dwellings, and often the surface resemblance only serves to further confuse and befuddle visitors. Despite being solitary creatures, shen socialize more often than many other types of dragons, and on occasion conspire along with fellow shen to accomplish some great task or deed. Though such groups rarely interfere with the more ephemeral races, they are known to show pity in times of great need and have delivered much needed rains during drought or rid the areas neighboring their homes of some particularly bothersome creatures. Because of this and out of fear for the great beasts, local peoples give shen considerable reverence, and pay the dragons tribute with sacrifices or treasure.
N Gargantuan (aquatic, mythic, water)
Init +15M; Senses 120 ft., , , , see invisibility, true seeing; Perception +38
Aura (300 ft., DC 30)
DEFENSE
AC 44, touch 8, flat-footed 44 (+2 Dex, +38 natural, –4 size)
hp 568 (29d12+380)
Fort +26, Ref +20, Will +24
10/epic; paralysis, sleep; 35
OFFENSE
Speed 50 ft., 250 ft. (average), 80 ft.
Melee bite +41 (2d10+22/19–20), 2 claws +41 (2d8+15/19–20), gore +40 (2d10+22), tail slap +38 (2d10+22)
Space 20 ft.; Reach 15 ft. (20 ft. with bite and gore)
Special Attacks (60-ft. cone, 25d6 cold, Reflex DC 34 for half, usable every 1d4 rounds), cloud breath, crush, dragon attacks, lingering breath (4d6 cold, 9 rounds), mists of madness, (9/day, +1d10), tail sweep (DC 34, 2d6+22), wild arcana
(CL 29th; concentration +35)
Constant—true seeing
At will—control water, create water, hydraulic push, water walk
Sorcerer Spells Known (CL 17th; concentration +23)
8th (4/day)—maze, greater shadow evocation (DC 28)
7th (6/day)—control weatherM, greater shadow conjuration (DC 27), prismatic sprayM (DC 23)
6th (7/day)—globe of invulnerabilityM, greater dispel magic, mass suggestion (DC 22), programmed image (DC 26)
5th (7/day)—dominate person (DC 21), persistent image (DC 25), shadow evocation (DC 25), telekinesisM (DC 21)
4th (7/day)—dimension doorM, greater invisibility, rainbow pattern (DC 24), shadow conjuration (DC 24)
3rd (7/day)—deep slumberM (DC 19), dispel magic, hasteM, major image (DC 23)
2nd (8/day)—euphoric cloud (DC 18), hypnotic pattern (DC 22), minor image (DC 22), mirror imageM, invisibilityM
1st (8/day)—comprehend languages, obscuring mist, silent image (DC 21), unseen servant, vanish
STATISTICS
Str 41, Dex 14, Con 30, Int 23, Wis 22, Cha 23
Base Atk +29; +48; CMD 60 (64 vs. trip)
Feats Flyby Attack, Greater Spell Focus (illusion), Improved Critical (bite), Improved Critical (claws), Improved InitiativeM, Iron WillM, Lightning ReflexesM, Lunge, Multiattack, Power Attack, Snatch, Spell FocusM (illusion), Vital StrikeM, Weapon Focus (bite, claw)
Skills Bluff +38, Disable Device +31, Fly +28, Intimidate +38, Knowledge (arcana, geography, history, nature) +38, Perception +38, Sense Motive +38, Stealth +22, Swim +55
Languages Aquan, Auran, Celestial, Common, Draconic, Sylvan, Terran
SQ , competent caster, dragon cantrips, gaseous form, mirage castle, mythic spellcasting, pearl soul
ECOLOGY
Environment any water
Organization solitary
Treasure triple
SPECIAL ABILITIES
Change Shape (Su) A shen can assume the shape of a pheasant, a shellfish, or a swallow at will, as beast shape III.
Cloud Breath (Su) When a shen uses its lingering breath ability, the breath leaves a cloud of fog similar to the spell obscuring mist. This cloud dissipates when the lingering breath ends.
Dragon Attacks (Ex) A shen has all the natural attacks of a true dragon of its size as well as a gore attack, which functions as a true dragon’s bite attack.
Gaseous Form (Su) A shen can assume gaseous form (as per the spell), at will and remain in this form indefinitely. It has a fly speed of 120 feet (perfect) while in gaseous form.
Mirage Castle (Su) Once per day as a full-round action, a shen can fabricate an illusory castle at will, as per mirage arcana (20th-level caster), but affecting 10 times as much volume. The shen doesn’t need to concentrate to maintain its creation. The mirage castle lasts until it’s dismissed by the shen as a free action or until the shen creates another. As a swift action, the shen can change the details of an existing mirage castle. By expending one use of mythic power, the shen can make the illusion quasi-real for 24 hours, as if it the castle were a shadow conjuration that functioned as 90% real on a successful Will save.
Mists of Madness (Su) A shen can expend one use of mythic power as a free action when making a breath weapon attack to infuse it with madness. Creatures within the area of the breath weapon must succeed a DC 30 Will saving throw or become confused for as long as they stay within the breath weapon’s cloud and 1d4 rounds after leaving it. This is a mind-affecting effect and its save DC is Charisma-based.
Pearl Soul (Su) By expending one use of mythic power as a standard action, or automatically at no cost anytime it is reduced to fewer than 0 hit points, the shen assumes the shape of a pearl. The shen retains awareness of its environment, but otherwise is treated as if it had the petrified condition. The shen’s pearl form cannot be damaged in any way or affected by most spells or abilities, but the shen can be forced to return to dragon form by a miracle or wish spell. While in its pearl form, the shen heals naturally, and it automatically returns to its dragon form when it is fully healed.