TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URC8−03 
   
   
  Leviathan Rising 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  County of Urnst Regional Adventure 
   
  by Mike Dethlefs with JP Chapleau 
  Thanks to Tim Sech 
  Circle Reviewers: Colleen Simpson  
  Reviewers: JP Chapleau and D’Anne Rooney 
  Playtesters: Sean Clark, Brian Glose, Leonard Logan, Murry McEntire, Homer Meyer and Barry Oviatt 
   
  The weather has forced fishermen to remain docked. Never has anyone seen so much rainfall in the Mysty Isles. The 
  church of Xerbo has prohibited all seaborne traffic from leaving Thornbay. Everyone is waiting for this unnatural 
  weather to stop. The return of the sun may mean more than a return to normal… The stars might be right… This water-
  based adventure is NOT recommended for Asherati characters. Conclusion of the Legacy of the Leviathan series. This 
  adventure has ties to the Three is the Evilest Number series of VTF adventures (VTF3-01 through VTF5-02). A one-round 
  Regional adventure set in the Archbarony of Dyvarna in the County of Urnst for characters level 6-15 (APLs 8-16). 
  This adventure has an additional, optional encounter. 
   
  Resources for this adventure [and the authors of those works] include Book of Vile Darkness [Monte Cook], Complete 
  Warrior [Andy Collins, David Noonan, Ed Stark], I12 Egg of the Phoenix [Frank Metzer and Paul Jacquays], Manual of the 
  Planes [Jeff Grubb, Bruce R Cordell, David Noonan], Monster Manual III [Gwendolyn FM Kestrel, Jennifer Clarke 
  Wilkes, Matthew Sernett, Eric Cagle, Andrew Finch, Christopher Lindsay, Kolja Raven Liquette, Chris Sims, Owen KC 
  Stephens, Travis Stout, JD Wiker, Skip Williams], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J 
  Finch, Gwendolyn FM Kestrel, Rich Redman,Matthew Sernett, Chris Thomasson, P Nathan Toomey] , Player Handbook 
  II [David Noonan], Return to the Temple of Elemental Evil [Monte Cook], Stormwarck [Richard Baker, Joseph D. Carriker, 
  Jr, Jennifer Clarke Wilkes] and VTF4-03 Whirlpool of Madness [Matt Maddy]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning and reporting this adventure, you accomplish 
  a couple of things. First, it is an official game, and you can 
  use the AR to advance your LIVING GREYHAWK character. 
  Second, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  URC8-03 Leviathan Rising 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure set in 
  The Archbarony of Eastmarch in the County of Urnst. All 
  characters who have a home region of the County of 
  Urnst pay 12 gp per round for Adventurer’s Standard 
  Upkeep, while all others pay 24 gp per round. 
   
  Rich and Luxury Upkeep cost 75 gp per round for 
  characters with a home region of the County of Urnst, 
  while all others pay 150 gp per round. Characters that fail 
  to pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Make sure you familiarize with the rules for underwater 
  combat found in the DMG pages 92–93. These rules are 
  used extensively during this adventure.  
   
  NAMING 
  During this adventure, the term Leviathan is used to 
  designate Olhydra, Princess of Elemental Evil. It does not 
  designate the creature from the Monster Manual II. Do 
  not discourage the PCs from believing that.  
   
  PREVIOUS ARS (COUNTY) 
  Rhennee PC: These PCs are contacted by the Rhennee at 
  the start of the adventure. 
  URC5-02 Fine Kettle of Fish: Those PCs who own and 
  have read the “Book of Rhop”. These PCs are contacted by 
  the Rhennee at the start of the adventure. 
  URC7-06 Suffer the Children: PCs with the Favor of 
  the Islanders and/or the Favor of the Church of Xerbo. 
  PCs with the “Memory of the Strange Painting” receive a 
  player handout before the adventure starts. 
   
  PREVIOUS ARS (NON−COUNTY) 
  COR3-11 Forlorn Memories: “Writings of the Dark 
  Caller”. PCs MUST have read the book (whether they lost 
  the Wisdom point or not).  
  VTF4-03 Whirlpool of Madness: “Ire of Ohlydra” PCs 
  who have this AR Reward are targeted whenever the 
  creatures in the adventure have a chance. 
   
  UNHALLOW 
  Make sure you are familiar with this spell before you get 
  to the Tovag Encounter. 
   
  ADDITIONAL OPTIONAL ENCOUNTER  
  This adventure has an option to run an additional 
  encounter. The encounter determines a number of things 
  in the adventure, therefore the decision to play it or not 
  has to be made BEFORE you begin to play the adventure. 
   
  Also make sure you are familiar with the vile damage 
  rules that appear in Appendix 2.  
   
  ELEMENTAL PLANE OF WATER 
  If playing the additional encounter, Appendix 4. It 
  contains important information about movement and 
  combat on the Elemental Plane of Water. 
   
  IMAGES  
  Player Handout 5 includes a number of images for you to 
  use as reference if you need. The text does not refer to 
  those however. 
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Centuries ago on what is now the Mysty Isles (and the 
  Isles of Woe), existed an evil cult attached to the worship 
  of the Elder Elemental Eye, and thus Tharizdun. 
   
  The Cult leaders summoned forth a creature they 
  called the Leviathan but that was really Olhydra, princess 
  of Elemental Evil. With Olhydra, they managed to 
  conquer all the islands and some of the coastal areas of 
  the eastern Nyr Dyv (in what is now the Urnstian states 
  and Redhand). 
   
  Infighting amongst the cult leaders led to a schism 
  and the loss of their new empire. At that time, the 
  conquered people rebelled against them, led by priests of 
  Osprem, Procan and Xerbo. To banish Olhydra, they had 
  to use three artifacts: the chalice of Procan, the Crown of 
  Xerbo and the trident of Osprem. 
  URC8-03 Leviathan Rising 
   
  Page 2 
  
   
  After a long and arduous battle, they managed to 
  banish Olhydra. Priests of the deities then erected great 
  churches to their god to hold the artifacts of their deities.  
   
  Slowly, the stories of what the artifacts did melded 
  with legend. Stories of divine interventions and the 
  freeing of people remained. To this day, the people of the 
  Mysty Isles remain fiercely independent and resistant to 
  authority.  
   
  THE KUO−TOAS 
  For a long time, the kuo-toas have been a nuisance for the 
  coastal areas of the Nyr Dyv. They conducted slave raids, 
  attacks on ships and other depredation common to such 
  evil creatures. 
   
  In 594CY, a new Cult of Elemental Evil managed to 
  open the Water Node and summon Olhydra to Oerth 
  (VTF4-03 Whirlpool of Madness). In the year that followed, 
  the cult attempted to bring forth the dark god Tharizdun, 
  but was thwarted in its attempt by brave adventurers 
  (VTF5-01 Bonds of Light and Darkness). 
   
  After the failed attempt, the cult scattered as they 
  began accusing each other of the failure they had 
  endured. One of the leaders, a half-water elemental priest 
  known to the kuo-toas as “Bloop’Boop”, discovered a 
  tablet in a boat sunk off the coast of the Shield Lands. It 
  dealt with the banishing of Olhydra and the three relics. 
  He guessed (correctly) that the relics could be used to 
  undo the banishing and bring forth Olhydra once more. 
   
  Slowly building his power, he joined with kuo-toa 
  forces in the eastern Nyr Dyv, along the coast of the 
  County. These forces had been targeted by the County 
  Navy and adventurers (URC5-02 Fine Kettle of Fish). 
   
  Bloop’Boop attempted to recruit a number of 
  creatures to his cause such as sahuagin (URC6-03 Whose 
  Cuisine Reigns Supreme). 
   
  Bloop’Boop is now the leader of a large band of 
  aquatic monsters from the Nyr Dyv. For the last year 
  (Year 7 onward), he has sent his minions to seek the three 
  relics (NMR7-03 Draconic Dreams, URC7-06 Suffer the 
  Children). He already has the trident of Osprem in his 
  possession and is looking for the Crown of Xerbo. He 
  knows the Chalice of Procan is in the small coastal village 
  of Rhyndmarsh.  
   
  THE STARS ARE RIGHT 
  Every 3,000 years, Luna, Celene and Oerth achieve a 
  particular alignment. When the stars are right, a portal to 
  the Elemental Plane of Water and Olhydra’s lair can be 
  opened.  
   
  Bloop’Boop plans to summon Olhydra and use the 
  Princess of Elemental to destroy the coastal cities, so that 
  he may rule an empire dedicated to Tharizdun. His 
  research has allowed him to realize that the alignment of 
  stars will occur very soon. Therefore, he needs to get the 
  two artifacts that can prevent him from successfully 
  summoning Olhydra. 
   
  THINGS IN THE MYSTY ISLES 
  Months have passed since adventurers brought back the 
  Chalice of Procan (URC7-06 Suffer the Children) to Oben 
  Maarten in Rhyndmarsh. The White Plague has been 
  cured. Things are looking good. The pirates of the Nyr 
  Dyv seemed to have been temporarily defeated. 
  Commerce was good.  
   
  THINGS GO BAD 
  Two months ago, the weather started being consistently 
  bad in the Mysty Isles; rain and gale-force winds kept 
  fishing boats docked. Druids reported that the weather 
  was somehow unnatural. Commune spells and divinations 
  were used by the local clerics and druids. What they 
  discovered did not fill them with confidence. 
   
  Everything pointed to the small village of 
  Rhyndmarsh as the source of this bad weather. The 
  clerics were about to send adventurers when one night, 
  the temple of Xerbo in Thornbay was broken into. A 
  single item was taken: the Crown of Xerbo. That night, 
  the bad weather ceased and followers of Bloop’Boop, who 
  stole the crown, escaped into the waters of the lake. 
   
  The Chalice of Procan had been controlling the 
  weather and sending a warning about the Crown. 
  However, the clerics did not interpret the signs correctly.  
   
  Now the clerics of Xerbo are worried. They need 
  someone to head to Rhyndmarsh and investigate. 
  Something is afoot and adventurers would most likely be 
  needed. 
   
  THE RELICS 
  Throughout the adventure, the clerics speculate about the 
  power of the relics. However they have no real idea. The 
  exact power of those relics is kept vague for the purpose 
  of this adventure. 
   
  In short: The Crown is Xerbo is believed to control 
  tides and aquatic creatures. The Chalice of Procan heals 
  wounds, curses, and diseases; the Trident of Osprem can 
  slay any aquatic creature it touches. 
   
  THE DREAMS 
  Before the beginning of the adventure, Obed Maarten 
  sends divinatory dreams towards Thornbay. PCs able to 
  receive these dreams are:  PCs who worship Osprem, 
  Procan, or Xerbo; PCs who have the water or oracle 
  domain; and PCs who have the “Memory of the Strange 
  Painting” from URC7-06 Suffer the Children. All receive the 
  dreams from Player Handout 1 BEFORE starting the 
  adventure. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs start in Thornbay. They are at a 
  local tavern; their ship having been forced to remain in 
  port due to bad weather. 
   
  1: Jeddara Halran, a priestess of Xerbo asks that the 
  PCs travel to Rhyndmarsh and meet with Obed Maarten. 
  URC8-03 Leviathan Rising 
   
  Page 3 
  
   
  2: PCs meet with Obed Maarten who tells them 
  about the Chalice of Procan and his divinations. 
   
  3: During the night, Bloop’Boop’s forces attack the 
  town. They manage to leave with the Chalice while the 
  PCs and Obed are busy fighting them off. After the 
  attack, Obed tells the PCs that they are to follow the 
  attackers to their base if there is any chance of preventing 
  them from completing their ritual. Here the PCs have the 
  choice of leaving now or in the morning. This choice has 
  repercussion later in the adventure. 
   
  4: The PCs follow the creatures to their lair, a cave in 
  the Nyr Dyv. They face the first set guardians. If they 
  came immediately, this fight is somewhat difficult 
  otherwise, it is significantly easier. 
   
  5: Inside the cave, the PCs either arrive as 
  Bloop’Boop is summoning Olhydra or as he’s just 
  completed. 
   
   
  INTRODUCTION 
  PCs who worship Osprem, Procan, or Xerbo; PCs who 
  have the water or oracle domain; and PCs who have the 
  “Memory of the Strange Painting” from URC7-06 Suffer 
  the Children all receive the dreams from Player Handout 1 
  BEFORE starting the adventure (ie: now). 
   
  The quiet sea-side village of Thornbay is dominated 
  by a castle perched high atop a rocky outcropping. 
  The White Swan of the County floats in the wind 
  along with another flag depicting a swan with three 
  blue roses. 
   
  The village itself sits at the far side of a 
  protected bay. On both sides of the bay, small fishing 
  boats are tied to wooden pickets. The village can’t 
  house more than 300 souls and thorn bushes have 
  been grown to form a wall of sort around the village. 
   
  Two buildings clearly stand out. Right on the 
  dock,s forming a market, is the temple of Xerbo. The 
  other building, painted fiery orange with a great sun 
  on it, is the temple of Pelor. 
   
  The lakeside town seems unaffected by the 
  events currently affecting the rest of the County: 
  unaffected by the invasion of the Bandit Kingdoms; 
  unaffected by the war in the Fennelmore.  
   
  Just outside the wall, a band of Rhennee has 
  setup a small camp with brightly-colored textiles.  
   
  Since mid-summer, the weather has been 
  miserable for the last two weeks or so. Clerics of 
  Xerbo have prohibited anyone from leaving town by 
  boat. The fishermen have stayed in their homes, 
  waiting for the weather to improve. Obviously 
  something is going on.  
   
  Your adventurer’s intuition told you that this 
  weather might lead to adventure. Sitting at an inn 
  with other adventurers, you have waited.  
   
  Waited for a week… 
   
  Today, however, the sun is shining on Thornbay. 
  The fishermen have left on their boats… 
   
  Allow the PCs to introduce themselves. Give Player 
  Handout 0: Word on the Street to any PC who ‘Hails 
  from Dyvarna’. Other PCs may attempt to find out what 
  the word on the street is. 
   
  Any Rhennee PC, and those who own and have read 
  the Book of Rhop, are asked by a Rhennee boy to come 
  see the Vetha. Other PCs do not get this invitation (but 
  are welcomed to accompany their friends). 
   
  Let them role-play a little before proceeding to 
  Encounter 1.  
   
  1: BORED IN THORNBAY 
  This encounter is composed of a number of mini-
  encounters. The goal of this encounter is to have the PCs 
  interact and discover what is happening in town. 
   
  If you are running this adventure on a time 
  constraint, proceed immediately to Encounter 1. 
   
  WORD ON THE STREET 
  The PCs can learn the following rumors and information 
  with a successful Gather Information check as listed 
  below. They gain all the information at the lower DC’s as 
  well. For every 10 gp they spend, they gain a +1 
  circumstance bonus (up to +4). 
   
  PCs who “Hail from Dyvarna” automatically know up 
  to and including DC 15. To get more information, they 
  need to make a check.  
  • 
  DC 1 I’ve never seen bad weather last this long! It 
  wasn’t natural! About time the sun came out! 
  • 
  DC 2 War with Iuz has been declared! The County is 
  marching to Dorakaa! 
  • 
  DC4 Most of the County is having decent weather… 
  Everywhere but here! 
  • 
  DC 5 The Countess and Lord Darius are now 
  married. 
  • 
  DC 7 I have been having nightmares last night. I am 
  so tired. I’m happy the weather has changed. Now I 
  can go fishing again and change my mind. 
  • 
  DC 8 I heard the priests of Xerbo called in a druid to 
  talk about that bad weather. 
  • 
  DC 9 A group of Rhennee has come to Thornbay. 
  I’m sure they are responsible for the bad weather. 
  • 
  DC 10 Lady Sara Sternberg is our noble. She’s not 
  too pushy, which is good. 
  • 
  DC 11 The County is really looking to help Her 
  Noble Brilliancy’s uncle the Duke of Artonsomay in 
  reclaiming his lands. 
  • 
  DC 12 I don’t know too many people from here who 
  are interested in going to fight in Fennelmore.  
  • 
  DC 13 I think there is a new preacher in town. I 
  heard someone preach about the stars this morning. 
  I wish those religious-types would stop trying to 
  convert us. 
  • 
  DC 14 Early this morning a group of priests of Xerbo 
  rushed to the Keep. I think they were going to allow 
  us to return to do our fishing. 
  URC8-03 Leviathan Rising 
   
  Page 4 
  
  • 
  DC 15 It’s about time the weather got better! The 
  priests of Xerbo are all excited about it 
  • 
  DC 18 There are rumors that Redhand ships may be 
  allowed trading rights in Urnst.  
  • 
  DC 20 Something happened last night at the temple 
  of Xerbo. I think someone was murdered! 
  • 
  DC 25 Lady Melnie Underley was the County’s 
  ambassador to Prince Zeech of Redhand. 
   
  THE TEMPLE OF PELOR 
  There is nothing of interest here during this adventure. 
  In fact there is a “gone fishing” sign on the door. 
   
  The local priest of Pelor is also a fisherman by trade 
  and he spends a lot of his days fishing. 
   
  THE TEMPLE OF XERBO 
  Any investigation the PCs wish to do at the temple before 
  meeting Jeddara is blocked by the clerics. The PCs are 
  thanked for their interests but are almost rudely turned 
  away. 
   
  A DC 15 Sense Motive reveals that the clerics are 
  extremely worried about something, but try to hide it. 
  The clerics do not reveal what they are worried about and 
  ask the PCs to leave calling the local guard if the PCs do 
  not back away. 
   
  Note: This should tell the PCs that something is going 
  on, something big.  
   
  THE RHENNEE 
  A family of Rhennee has just recently come to Thornbay. 
  They have set up a large brightly colored tent just beyond 
  the wall of thorns 
   
  Only Rhennee PCs, those who have read the Book of 
  Rhop (URC5-02), PCs willing to spend an influence point 
  with Rhennee groups, or those who are willing to pay 
  APLx10gp are allowed into the tent. 
   
  The inside of the tent is filled with all kind of clutter, 
  boxes and separations made with sheer silks. 
   
  Inside, the Rhennee bring the PCs to the Vetha. She 
  looks at them without standing up and she recites the 
  contents of Player Handout 2. 
   
  After this, the Vetha refuses to talk to the PCs and 
  the Rhennee begin packing up immediately. She and the 
  others become quite agitated. 
   
  THE NEW PREACHER 
  This is Bruno. Proceed to Encounter 2 if the PCs start 
  looking for him. 
   
  THE KEEP 
  Until the PCs are summoned there, they are not allowed 
  in the keep. 
   
  2: THE TIME OF THREE 
  Run this after the PCs have had some time to do some 
  role-play and perhaps meet some locals in Thornbay 
  (described in the Introduction).  
   
  Select the second PC from your right. This PC is the 
  one approached in the text. 
   
  A man seems to appear from nowhere and grabs a 
  hold of (selected PC). In a panicked, almost ethereal 
  voice, he says. “The Time of the Three! The Three! 
  The Leviathan! The Stars are right! The Leviathan is 
  coming! We’re too late! We’re all going to die!” 
   
  The man coughs up some water and then falls to 
  the ground. 
   
  A DC 15 Heal check reveals that he died by drowning. 
  DC 20 check reveals that he has been dead for over 5 
  hours.  
   
  Investigation leads to the following. 
  • 
  The man is a local fisherman called Bruno. 
  • 
  He is not known to be crazy  
  • 
  He is not overly religious, but makes frequent 
  offerings to the temple of Xerbo (so do all the other 
  fishermen). 
  • 
  He is not a learned man. 
  • 
  He owns his own fishing boat.  
  • 
  He is well-liked by the other fishermen. 
   
  WHAT HAPPENED TO BRUNO? 
  Last night, Bruno had a dream about Olhydra’s coming 
  and he went crazy. He ran into the bay and drowned. His 
  ghost took control of his own body and ran into town.  
   
  The ghost ranted to all those it met but only found 
  release after telling the PCs. Bruno’s spirit has since 
  moved on, having passed its message.  
   
  If the PCs wish to cast a speak with dead spell on 
  Bruno, he is of Neutral alignment and his Will save is +2. 
  Bruno does not resist priests of Pelor, Xerbo, Procan, or 
  Osprem. 
   
  3: MEET THE LADY 
  Run this encounter after the PCs have attempted to do 
  some investigation (or nothing). 
   
  Two soldiers dressed in the colors of House Gellor 
  approach you. 
   
  “You are ordered to report immediately to the 
  keep. Her Noble Brilliancy’s own representative here 
  in Thornbay, Lady Sara has requested to meet with 
  you within the hour.” 
   
  That said they turn and leave the inn. 
   
  The soldiers (Arno and Ginar) are known around town to 
  be jerks and for thinking themselves superior to 
  everyone. However, they are official representatives of 
  URC8-03 Leviathan Rising 
   
  Page 5 
  
  Lady Sara Sternberg. The two are heading back to the 
  keep themselves. 
   
  The single causeway leading to the castle is narrow 
  and very steep; increasing its defensive capabilities. 
  Arranged around a central keep, a wall runs around 
  the rock spire, giving a great view out to sea and the 
  village below. 
   
  The main gates are open and two guards stand 
  by the gates. They wear shark-leather armor covered 
  by white tabards with blue roses, carry spears and 
  heavy shields.  
   
  You are immediately shown into the keep and 
  led to an austere-looking office where two women 
  and a young boy are waiting for you. 
   
  Dressed in a long flowing gown with a swan 
  embroidered bustier, silver earrings sparkling in the 
  light, is an aging woman standing before you of 
  mixed Suel and Oeridian heritage. Her face has the 
  sharp angles of the Suel people but she has the curly 
  dark Oeridian hair and steely blue eyes. An emerald 
  brooch with an inlaid swan made of onyx and 
  diamond hangs on her breast. 
   
  Sitting nearby is plain-looking woman wearing 
  leather armor made out of some aquatic creature; 
  from her neck hangs a periapt with the design of the 
  dragon turtle. 
   
  The young boy can’t be much more than ten 
  years old. His curly blond locks and blue eyes look at 
  you in a calm and wise way. In his arms, a rather fat 
  tabby cat purrs gently as the boy pets it. 
   
  “Welcome to Sternberg Keep, I’m Lady Sara 
  Sternberg, Knight of the Swan and mayor of 
  Thornbay. This is Jeddara Halran from our temple of 
  the Xerbo in town and Aurik Arkanix, a guest and 
  friend of mine.” 
   
  Both nod at you in acknowledgement. 
   
  Give the PCs Player Handout 3. 
  The PCs are likely to have questions. 
   
  • 
  What does it pay us? (Lady Sara) No reward has 
  been posted yet, you will be compensated.  
   
  • 
  Where was the Crown? (Jeddara) In our sacred 
  vault, whoever entered did so without triggering a 
  single one of our wards. 
   
  • 
  Who took the Crown? (Jeddara) The place was 
  filled with water leading me to believe that the thief 
  came from the lake. 
   
  • 
  Tell us about the Crown/ Trident/ Chalice? 
  (Jeddara) Give the PCs Player Handout 4. 
   
  • 
  Is the Trident safe? (Jeddara) I have not received 
  information that would leave me to believe 
  otherwise. 
   
  • 
  What about that Obed Maarten? (Jeddara) Like 
  many of the faith of Procan, he is unpredictable and 
  somewhat shifty. However I do not believe he would 
  be as bold as to attempt to steal the Crown. (Lady 
  Sara) You are to bring him here so we can ask him 
  those questions. 
   
  • 
  What if he is innocent/he does not have it? 
  (Jeddara) Then find the Crown first! The Crown is 
  the most important thing to find! It must be brought 
  back! 
   
  • 
  What is the “Time of Three”? (Either) I do not 
  know.  
   
  • 
  What about Bruno? (Jeddara can give the PCs the 
  same information) 
   
  • 
  What is Aurik doing here? (Aurik) I’m living here 
  for now. 
   
  • 
  How will we get there? (Lady Sara) Unless you 
  have your own means of transportation, I will 
  dispatch you there on my personal cutter. 
   
  • 
  Can we have a writ? (Lady Sara) Yes, it will stipulate 
  that you are acting on my behalf to serve as escort for 
  Obed Maarten. I will not tolerated beatings or 
  anything illegal committed with such a writ. 
   
  • 
  When do we leave? (Lady Sara) My ship will be 
  ready to set sail with the evening tide and should get 
  you in Rhyndmarsh by late afternoon. 
   
  All APLs (non−Combatant) 
   
   
  �Aurik Arkanix: male wyrmling gold dragon; LG 
   
  �Aurik’s mother (the cat): female adult gold 
  dragon; LG 
   
  �Jeddara Halran: Female Suel/Oeridian Cleric of 
  Xerbo 7, NG 
   
  �Lady 
  Sara 
  Sternberg, 
  KotS: 
  Female 
  Suel/Oeridian; NG 
   
  4: RHYNDMARSH 
  By boat, it takes a full day (about twenty-four hours) to 
  reach Rhyndmarsh from Thornbay. The trip is 
  uneventful. 
   
  Modify the following boxed text if the PCs used 
  alternative methods of transportation such as teleportation. 
   
  You finally catch your first glimpse of the island of 
  Rhyndmarsh. The town of Rhyndmarsh, although 
  sturdily built, gives the impression that it could 
  tumble 
  into 
  the 
  water 
  at 
  any 
  time. 
  The 
  overwhelming odor of fish hits you as you pull up at 
  URC8-03 Leviathan Rising 
   
  Page 6 
  
  the dock. Amidst the mud huts, a single building 
  stands out. Obviously a temple, it seems to be made 
  of seashells lodged in mud.  
   
  The odor of fish seems to have seeped into 
  everything. Oddly enough, Rhyndmarsh seems 
  relatively dry, as if it did not suffer from the bad 
  weather as much as Thornbay. 
   
  You are greeted by a large number of ugly and 
  dirty children.  
   
  The PCs are accosted by the children who follow them 
  everywhere. The children are simply curious. However, 
  do not discourage some good adventurers’ paranoia. 
   
  Every kid asks one PC to come to their home (except 
  kobolds who are viewed as monsters).  
   
  OBED MAARTEN 
  An Oeridian man, whose skin has turned leathery 
  from years of exposure to the sea winds, stands next 
  to the altar upon which rests a blue chalice. 
  Squinting to get a better look at you, he spits out.  
   
  “It’s gone isn’t it? I knew those idiots would not 
  understand! Fools! You will not take my Chalice. 
  Great Procan meant for ME to have it! Not those 
  fools in Thornbay!” The man is adamant about his 
  promise. 
   
  Obed is the tyrant of a small village on the edge of 
  nowhere. He is used to be obeyed by his people without a 
  word. Obed is vindictive, rude, and insulting to everyone; 
  except PCs he met before (in URC7-06 Suffer the Children). 
   
  Obed is the law here and though it is doubtful that 
  anything in Rhyndmarsh (save perhaps Obed himself) 
  can hold the PCs, Obed deserves respect. Bullying, 
  threatening, or intimidating Obed is not a good idea as 
  Obed will report any such threats to Lady Sara. (Obed is 
  not lawful, but he uses the law whenever it suits him.) 
  The PCs could get in trouble here. 
   
  Obed tells the PCs the following: 
  • 
  Obed accuses the kuo-toas of being behind 
  everything. 
  • 
  He has the Chalice of Procan and he is not letting 
  anyone else touch or use it. 
  • 
  He has no intention of leaving Rhyndmarsh to go 
  with the PCs today.  
  • 
  He refuses to separate himself from the Chalice of 
  Procan, keeping it on himself at all times. 
  • 
  He will ask for guidance from Procan in the morning 
  and see them what the will of his god is. Until 
  Procan tells him that he should go he refuses to 
  leave. 
  • 
  Dreams come to him from Procan himself. He 
  foresaw the theft of the Trident (at this point the PCs 
  should not be aware of it) and the Crown. 
  • 
  He tried to warn Thornbay, but they did not listen. 
  (Obed did nothing for the Trident, thinking the 
  priests of Osprem would protect it). 
  • 
  Kuo-toa led monsters have moved in the area and 
  have been looking for something. Obed assumes 
  (correctly) that they are looking for the Chalice. 
  • 
  He doesn’t know what the “Time of the Three” is.  
   
  All APLs (non−Combatant) 
   
  �Obed Marteen: Cleric of Procan9; AL CN.  
   
  THINGS TO DO IN RHYNDMARSH 
  There is very little for the PCs to do unless they are 
  interested in marsh fishing, lake fishing, or any related 
  activity: repairing nets, huts or boats.  
   
  The only other activity is the drinking contest held 
  whenever visitors are in town. Try as they might, the PCs 
  are not able to find a single still in town. 
   
  LOCAL DRINKING 
  Only run this if the PCs are interested and if you are not 
  running this adventure with a time-constraint. 
   
  Rhyndmarsh does not have a single tavern or inn. 
  The locals “rent” out rooms from their own hovels to the 
  (very rare) visitors. Alcohol comes from two sources: 
  imported and local. Though making alcohol without a 
  license is illegal in the County, Obed doesn’t care.  
   
  Each local brings some of their own fish-oil 
  moonshine. All the alcohol is pooled and then served to 
  the contestants. 
   
  First, Obed makes sure no one has any magical 
  protection active (using a detect magic spell). Anyone with 
  a magical aura active on them can not participate. Anyone 
  who is guessed to be immune to poison (such as a druid 
  or a monk) is also prevented from taking part. 
   
  Then, every round, the drinkers must drink an ever-
  growing amount of moonshine. This requires a DC 5 
  Fortitude save and increases by 5 for every round. Failure 
  means the participant passes out and goes to sleep. 
   
  The winner is the last man standing. Once there is 
  only one left, the drinker can “go for the record”: 7 
  rounds!!! (DC 35). 
   
  Opponents 
   
  �Alandia: Fort +5 
   
  �Jered: Fort +12 
   
  �Kelvor: Fort +10 
   
  �Marcus: Fort +15 
    
  TROUBLESHOOTING: FORCING OBED 
  It is possible the PCs decide to simply take Obed and 
  attempt to teleport him back to Thornbay (or use similar 
  magic). Assume Obed succeeds at any saving throw 
  required of him. (Procan has plans for Obed and they do 
  not include him being in Thornbay). 
   
  If the PCs succeed at doing so, (for example they 
  subdue him). Then they fail the mission. Bloop’Boop 
  manages to summon Olhydra and he lays waste to the 
  Mysty Isles. Proceed to the Conclusion under “Failure”. 
   
  URC8-03 Leviathan Rising 
   
  Page 7 
  
  5: LAND RAID 
  Bloop’Boop has received a premonition that the PCs are 
  those who are likely to foil his plans. Therefore he 
  dispatches a number of his warriors to take them out. 
  Unless the PCs post a sentry, they are all assumed to sleep 
  in a single 20ft by 30ft hut. 
   
  One of the weaker elementals spends its first round 
  to move next to the hut and destroy the hut the PCs sleep 
  in. One attack by an elemental destroys the house. 
  Anyone in the hut at that time must make a DC15 Reflex 
  save or fall prone. The destruction of the house does not 
  create extra difficult terrain. 
   
  The attack takes place about one hour after midnight 
  on an overcast night with no moon. 
   
  APL 8 (EL10) 
   
  �Kuo-Toa Warrior: male kuo-toa fighter 4 Warrior 
  2; hp 79; Appendix 1. 
   
  �Large water elemental (2): hp68 each; Monster 
  Manual 98. 
   
  �Huge water elemental: hp152; Monster Manual 
  98. 
   
  APL10 (EL12) 
   
  �Kuo-Toa Warrior (2): male kuo-toa fighter 4 
  warrior 2; hp 79 each; Appendix 1. 
   
  �Greater water elemental: hp199; Monster Manual 
  98. 
   
  �Huge water elemental (2): hp152 each; Monster 
  Manual 98. 
   
   
  APL12 (EL14) 
   
  �Kuo-Toa Warrior (2): male kuo-toa fighter 6 
  warrior 2; hp 99 each; Appendix 1. 
   
  �Merrow Crusher (2): male merrow barbarian 1 
  fighter 4 warrior 2; hp 119 each; Appendix 1; 
   
  �Greater water elemental: hp199; Monster Manual 
  98. 
   
  �Huge water elemental (2): hp152 each; Monster 
  Manual 98. 
   
  APL14 (EL16) 
   
  �Kuo-Toa Warrior (4): male kuo-toa fighter 6 
  warrior 2; hp 131 each; Appendix 1. 
   
  �Merrow Crusher (2): male merrow barbarian 1 
  fighter 6 warrior 2; hp 154 each; Appendix 1; 
   
  �Elder water elemental: hp 228; Monster Manual 
  98. 
   
  �Greater water elemental (2): hp 199 each; 
  Monster Manual 98. 
   
  APL16 (EL18) 
   
  �Kuo-Toa warrior (8): male kuo-toa fighter 6 
  warrior 2; hp 131 each; Appendix 1. 
   
  �Merrow Crusher (4): male merrow barbarian 1 
  fighter 6 warrior 2; hp 154 each; Appendix 1; 
   
  �Elder water elemental (2): hp 228 each; Monster 
  Manual 98. 
   
  �Greater water elemental (4): hp 199 each; 
  Monster Manual 98. 
   
  Tactics: The kuo-toas and merrow engage the melee 
  fighters. Once the hut is destroyed, the elementals target 
  spellcasters. 
   
  The merrow do not rage immediately at the start of 
  the encounter. They wait to have taken a hit or if one of 
  the PCs is seriously hurt or calling for healing before 
  going for the killing blow. 
   
  Development: Proceed to Encounter 6. 
   
  6: AFTER THE ORDEAL 
  The raiders vanquished, you take a moment to heal 
  your wounds and look around you. 
   
  A young woman comes running toward your 
  group. “Help! Help! It’s Obed! He’s gone crazy! 
  Help!” You recognize Clara, Obed’s girlfriend. 
   
  The woman is Obed’s mistress. Her name is Clara. 
  Assuming the PCs go to check out Obed, Clara leads the 
  PCs to the temple. 
   
  Entering the temple, you hear Obed’s voice echoing 
  through the temple, repeating something over and 
  over again. Obed has a piece of coal in hand and he 
  draws on the walls of the temple. He draws things in 
  groups of three: three circles, three lines, three stick 
  figures.  
   
  “You’ve got to help him! Please,” Clara pleads. 
   
  Obed mumbles in Aquan “The Time of the Three is One 
  and, the Time of the One is Three. The Stars are right”, 
  over and over. 
   
  Obed is currently dreaming. He has not gone insane. 
  All it requires for the PCs to do is to touch him to wake 
  him. No amount of yelling rouses him from his sleep. 
  Detect magic cast upon him reveals strong illusion magic 
  active (it is a more powerful version of a dream spell), 
   
  Once awake, Obed is extremely disoriented. After a 
  second, he realizes he does not have the Chalice and gets 
  very agitated. 
   
  Finally he turns to the PCs. 
   
  “We are all in grave peril! Forces of darkness now 
  have all three artifacts and will use it to bring forth 
  the Leviathan, a creature of ultimate evil.” 
   
  “We must destroy these creatures before they 
  complete the ritual… But when will they do it. And 
  WHERE?”  
   
  Obed begins pacing. At one point, his gaze rests 
  on a drawing of three circles. “THE STARS! THE 
  STARS ARE RIGHT! The Time of the Three!” 
   
  He pulls out sailor’s maps and making 
  calculations. “Tomorrow night! At sunset! That’s 
  URC8-03 Leviathan Rising 
   
  Page 8 
  
  when it will happen!” he says pointing at three 
  points on the map. “Oerth, Celene, and Luna, the 
  Three! Osprem, Procan, and Xerbo, the Three! The 
  Chalice, the Crown and the Trident, the Three!”  
   
  “When the three converge together the Time of 
  the Three is One! There really is only a single place 
  where such convergence can happen… The old 
  Tovag it HAS to be there… It has to!” 
   
  “There… There is an old Tovag in a cave under 
  the Lake. I know because it activated with all the 
  other ones in 593CY. Spewed all sorts of nasty 
  critters I had to fight off at the time. I never been 
  there, but a Lake Elf I know said it was there.” 
   
  “I’ll provide you a map. It should take you about 
  five hours by boat to get there. You can leave now or 
  wait for morning, the choice is yours. I can have a 
  boat take you there whenever you want.” 
   
  Obed has a single potion of water breathing (CL 5th, good 
  for a total of 10 hours that can be split amongst the party) 
  he can give to the PCs, if they ask him. He does ask for its 
  return if the PCs do not use it. 
   
  7: THE GUARDS 
  The entrance to the cave is roughly 200 feet under the 
  surface. At these depths, there is no light, so the PCs need 
  their own. Before the PCs jump off the boat and in to the 
  Lake, make sure you know exactly what spells are active 
  on whom and for how long. 
   
  Unless the PCs use some kind of magic (such as a 
  find the path spell), for finding for the cave, it takes them 
  4d6x10 minutes to do so.  
   
  For every Survival check DC10+APL, take away 10 
  minutes to a minimum of 10 minutes. 
   
  Without magic, the guardians are aware of the arrival 
  of the PCs.  
   
  APL 8 (EL9) 
   
  �Caller from the Deeps: hp 130; Appendix 1. 
   
  APL10 (EL11) 
   
  �Caller from the Deeps (2): hp 130 each; 
  Appendix 1. 
   
   
  APL12 (EL13) 
   
  �Caller from the Deeps (2): hp 130 each; 
  Appendix 1. 
   
  �Dragon Eel: hp 161; Appendix 1. 
   
  APL14 (EL15) 
   
  �Advanced Caller from the Deeps (2): hp 350 
  each; Appendix 1. 
   
  �Advanced Dragon Eel: hp 237; Appendix 1. 
   
  APL16 (EL17) 
   
  �Advanced Caller from the Deeps (2): hp 499 
  each; Appendix 1. 
   
  �Advanced Dragon Eel: hp 310; Appendix 1. 
   
  Tactics: The callers stay near the cave entrance and use 
  their attacks to hinder anyone who is doing some serious 
  damage to their allies.  
   
  The Dragon eel swims up and attempts to snatch the 
  party’s healer and munch on him/her as it swims 
  gradually away from the others. The dragon eel then 
  swallows him/her and returns for more. 
   
  TROUBLESHOOTING: BYPASSING THE GUARDS 
  It is possible that the PCs bypass the guards. In that case, 
  the guards move in as reinforcements. If the PCs play the 
  optional encounter, the guards arrive after the PCs have 
  fought the encounter. Otherwise, they arrive after the 
  PCs are done with the first combat of Encounter 8. 
   
  At this point; however, when a single creature 
  remains, it attempts to flee, never to be seen again. 
   
  8: THE TOVAG 
  The Tovag under the Lake has been here since before 
  history began to be written. It is an ancient stone circle 
  (the stones are not standing) of whitish stones that 
  radiates a dull blue-green light. Therefore the inside of 
  the cave is considered lit. 
   
  The Tovag is not dedicated to the Elder Elemental 
  Eye or Olhydra in particular, but it is keyed to the water 
  elements of other planes. Any water-based or water using 
  spell cast within the final chamber is extended (spells 
  such as water breathing or summoning spells that bring in 
  water elementals) 
   
  There is a circular, twenty foot-wide, tunnel leading 
  from the entrance to where the Tovag is located. This 
  tunnel winds, twists, and turns for about 400 feet. 
   
  If the PCs somehow bypassed the guards in 
  encounter 7, the creatures in this encounter are unaware 
  of them.  
   
  As they move through the tunnel from the guards, 
  they encounter a dispelling screen CL=APL (see Appendix 
  2) (this becomes a greater dispelling screen at APL 12 and 
  above). There is an audible alarm (again CL=APL) on the 
  other side of the screen. This is not counted in the EL of 
  the encounter because it is too low to matter (CR4). 
  Crossing the barrier does NOT start combat. There is still 
  about 100ft of cave before opening into the chamber. The 
  monsters there wait for the PCs to arrive. 
   
  The screen is a shimmering blue-green barrier. 
   
  THE CHAMBER 
  Warning, there are some rather graphic elements in the 
  following boxed text. Please be aware of the sensitivities 
  and age of the players at your table and alter the text 
  accordingly. 
   
   
  �The ceiling in the caves vary between 20 and 30 
  feet tall and is made of un-worked stone. DM’s Map 2 has 
  the layout of the cave. 
   
  URC8-03 Leviathan Rising 
   
  Page 9 
  
   
  The Tovag chamber is under the effect of an 
  unhallow tied to a dispel magic (CL10th). Any spell cast 
  whose area of effect include the inside of the Tovag is 
  thus hit by a dispel magic. These effects do not affect 
  followers of the Elder Elemental Eye/ Olhydra (every 
  creature in the cave is assumed to be a follower of 
  Olhydra or of the Eye).  
   
  Unhallow provides the benefits of a magic circle vs. 
  good for everyone within the area of the spell. 
   
  PCs who have read the “Writings of the Dark Caller” 
  from COR3-10 Forlorn Memories and those with the “Ire of 
  Olhydra” from VTF4-03 Whirlpool of Madness feel great 
  dread when they reach this room. There is no in-game 
  effect, but this should worry the PCs.  
   
  The chamber ahead is bathed in a bluish-green glow 
  emanating from white stones embedded in the 
  chamber floor. The cavern is about 100 feet long, 70 
  feet wide, and 25 feet high. The water here has 
  alternating currents of fresh and salt water. 
   
  All along the ceiling, drowned humans float 
  bloated and limp, swaying with the current. The 
  walls of the cave have aquatic elves nailed and 
  disemboweled. Their entrails float around their 
  bodies. It is obvious these people did not die 
  willingly. 
   
  In the center of the circle, stands a green-
  skinned human wearing heavy armor. Around his 
  neck, he wears a symbol of an inverted pyramid with 
  a ‘Y’ in it.  
   
  The stone circles send out blasts of eldritch 
  energy between them. As they do so, they seem to 
  tear the fabric of reality, allowing you to see a very 
  big creature beyond. It would seem the man is 
  attempting to open some kind of portal and 
  something is waiting to come through. 
   
  In the center of the cave, forming a semi-
  translucent dome is a green trident, a blue chalice 
  and a gold crown. The items seem to be held within 
  an eldritch bubble.  
   
  The man’s eyes look directly at you “Great 
  Olhydra, feast on these!” In addition to the man, 
  other aquatic creatures turn their attention to you. 
   
  Bypassing the guards in Encounter 7 or the alarms in this 
  encounter means the creatures are unaware of the arrival 
  of the PCs. If this is the case, the creatures do not have 
  time to prepare and so do not have their power-up suite 
  active. 
   
  A DC 15 Knowledge (religion) check identifies the 
  symbol around the man’s neck as that of the Water cult of 
  the Elder Elemental Eye, an evil religion dedicated to the 
  dark god Tharizdun.  
   
  There is no way to move any of the Artifacts until the 
  fights are over. 
   
  APL 8 (EL11) 
   
  �Advanced Spellwarped Hammerclaw: hp 246; 
  Appendix 1. 
   
  �Bloop’Boop: half-water elemental human; cleric 
  of the Elder Elemental Eye 7; hp 66; Appendix 1. 
   
  APL10 (EL13) 
   
  �Advanced 
  Fiendish 
  Spellwarped 
  Hammerclaw: hp 246; Appendix 1. 
   
  �Bloop’Boop: half-water elemental human; cleric 
  of the Elder Elemental Eye 9; hp 84; Appendix 1. 
   
   
  APL12 (EL15) 
   
  �Advanced Fiendish Spellwarped Hammerclaw 
  (2): hp 246 each; Appendix 1. 
   
  �Bloop’Boop: half-water elemental human; cleric 
  of the Elder Elemental Eye 11; hp 102; Appendix 1. 
   
   
  APL14 (EL17) 
   
  �Advanced Fiendish Spellwarped Hammerclaw 
  (4): hp 261 each; Appendix 1. 
   
  �Bloop’Boop: half-water elemental human; cleric 
  of the Elder Elemental Eye 13; hp 120; Appendix 1. 
   
  APL16 (EL19) 
   
  �Advanced Fiendish Spellwarped Hammerclaw 
  (4): hp 261 each; Appendix 1. 
   
  �Bloop’Boop: half-water elemental human; cleric 
  of the Elder Elemental Eye 13; hp 120; Appendix 1. 
   
  �Waterveiled assassin (2): hp 169 each; Appendix 
  1. 
   
  Tactics: The hammerclaws and merrows move in as fast 
  as they can and engage the PCs in melee combat. The 
  Merrow do not rage immediately at the start of the 
  encounter. They wait to have taken a hit or if one of the 
  PCs is seriously hurt or calling for healing before going 
  for the killing blow. 
   
  The Waterveiled assassin uses its underwater 
  invisibility to move to engulf any arcane spellcaster (or 
  anyone who looks weak, preferring arcane casters).  
   
  Bloop’Boop remains within the stone circle, 
  knowing he is protected by the unhallow’s dispel magic and 
  uses his spells and spell-like abilities to assist his allies.  
   
  PLAYING THE OPTION 
  If the PCs agreed to play the optional encounter, proceed 
  to Encounter 9 immediately.  
   
  NOT PLAYING THE OPTION 
  The last of the creatures finally fall. Its life-force 
  seems to escape and flies to the circle of stones, 
  filling them with energy. At once, all of the stones 
  begin to glow brightly. 
   
  A gigantic creature with the torso of a woman 
  and the back side of a large whale seems to claws its 
  way out. The creature is about to emerge, when one 
  of the white stones goes dark. The others begin to 
  sputter and each, in turn goes dark.  
  URC8-03 Leviathan Rising 
   
  Page 10 
  
   
  The creature snarls and struggles, but fades out 
  as the white stone go dark. The creatures’ ritual has 
  failed. 
   
  Proceed to the Encounter 10. 
   
  9: OLHYDRA! 
  The last of the creatures finally fall. Its life-force 
  seems to escape and flies to the circle of stones, 
  filling them with energy. At once, all of the stones 
  begin to glow brightly. 
   
  A gigantic creature with the torso of a woman 
  and the back side of a large whale seems to claws its 
  way out. With every clawing, it seems that she is 
  becoming more and more solid. Powerful water 
  currents of fresh and salt water simultaneously push 
  and pull you towards and away from the stone circle.  
   
  The creature is about to emerge! What do you 
  do? 
   
  The PCs have 1 round to act while Olhydra comes 
  through and sends everyone to the elemental plane of 
  water. Any PC who has left the cavern is NOT 
  transported to the Elemental Plane of Water.  
   
  A DC 20 Knowledge (religion), or Knowledge (the 
  planes) or DC 46 Bardic Knowledge, identifies the 
  creature as Olhydra, princess of Elemental Evil. Olhydra 
  is one of Tharizdun’s most powerful followers and is 
  nearly a deity herself. 
   
  At APL 8-12, Olhydra is the one that crosses over, but 
  she does not accompany the PCs back to the Elemental 
  Plane of Water. 
   
  The fabric of reality tears all around you and your 
  party. Whereas a moment ago, you all were in the 
  chamber, you now seem to hang in the center of 
  open water without any sign of bottom. A circle of 
  coral floats in the current. You are no longer on 
  Oerth...  
   
  Vile-looking creatures seem ready to enjoy you 
  as their meal… 
   
  A DC15 Knowledge (the planes) check identifies the 
  Elemental Plane of Water. You can share the content of 
  Appendix 4 with the PC(s) who succeeded at that check. 
   
  The coral circle is a flat disk 20 feet radius (fireball-
  template). It is about 1 inch thick. 
   
  APL 8 (EL10) 
   
  �Advanced Corrupted huge water elemental: hp 
  250; Appendix 1. 
   
  APL10 (EL12) 
   
  �Advanced Corrupted greater water elemental: 
  hp 264; Appendix 1. 
   
   
  APL12 (EL14) 
   
  �Advanced Corrupted elder water elemental: 
  hp 387; Appendix 1. 
   
   
  APL14 (EL16) 
   
  �Avatar of Olhydra: hp 378; Appendix 1. 
   
  APL16 (EL18) 
   
  �Advanced Corrupted elder water elemental: 
  hp 387; Appendix 1. 
   
  �Avatar of Olhydra: hp 378; Appendix 1. 
   
  Tactics: the corrupted elemental and the avatar move in 
  and try to kill PCs. If the PCs are too hard to hit, they 
  switch to their vortex ability. 
   
  GETTING BACK HOME 
  Once the Olhydra or the elemental is defeated, the portal 
  takes every *living* creature within fifty feet back to 
  Oerth one round later. 
   
  PCs beyond that range are lost on the elemental 
  plane of water and have to return on their own. This may 
  cause problem if they do not have sufficient time on their 
  water breathing spell… Drowning becomes a major issue. 
   
  Since PCs are not native to this plane, they can 
  dismiss, banish or plane shift  back home. There are many 
  spells that can take the PCs back to Oerth.  
   
  Alternatively, they may expend a favor or influence 
  point with creatures from this plane (nereids, marids, and 
  the like) to return safely to the Oerth. Favors of Olhydra 
  or worshippers of the Elder Elemental Eye can NOT be 
  used this way. 
   
  Stuck PCs here are forced to invoke the “Lost on 
  another plane” clause from the LGCS (4 TUs and 
  1,000gp). PCs that drown here are returned to Oerth for 
  the same cost (and can then be raised).  
   
  With PCs who get back home immediately, they find 
  a number of water gems and other riches have come 
  across with them (this forms the treasure found in this 
  encounter). Proceed to Encounter 10. 
   
   
  10: THE THREE 
  In the center of the room, the Trident of Osprem, 
  the Crown of Xerbo, and the Chalice of Procan are 
  now held by ghostly figures. Each dressed in the 
  colors appropriate for high-ranking clerics of their 
  faith: Osprem, Xerbo, and Procan. 
   
  “We are the Three.” They say as one. “The Time of 
  the Three is One and the Time of the One is Three. 
  You have defeated the Leviathan, the Princess of 
  Elemental Evil. Your sacrifices and deeds have been 
  noted. The Lake never forgets.” 
   
  “For the second time now, these artifacts have 
  saved the people of the Lake. Take these back to their 
  keepers, their destinies are not yet complete. They 
  will be needed again.” 
   
  With that, the three ghosts disappear, and the 
  artifacts gently fall to the cavern floor. 
  URC8-03 Leviathan Rising 
   
  Page 11 
  
   
  The PCs now have to choose where to return the artifacts. 
  As long as they end up with the Church of the rightful 
  deity in a nation by the Nyr Dyv, they are fine. Meaning 
  that as long as the Crown is in the possession of the 
  Church of Xerbo anywhere around the lake, it is fine (it 
  could be Dyvers, Furyondy, Greyhawk, Urnst, etc.) same 
  for the Trident and the Chalice. 
   
  Obed Maarten however wants the chalice back. 
  Giving it to anyone but him has him curse the PCs. 
   
  Under no circumstances are the PCs allowed to keep 
  the artifacts for themselves.  
   
  CONCLUSION 
  If the PCs bypassed the guards in encounter 7, they 
  should face them before moving on to the Conclusion.  
   
  FAILURE 
  The PCs forced Obed back to Thornbay and did not 
  prevent Bloop’Boop from summoning Olhydra. 
   
  It was a beautiful day in Thornbay. The fishermen 
  were out at sea, women were shopping at the market, 
  merchants were counting profits, children ran 
  around playing games, and priests of Xerbo waded 
  amongst the crowd on the docks. 
   
  Suddenly, someone screamed. Then someone 
  else. Then another. And another. Finally, panic set in 
  as every eye looked over the lake where a gigantic 50-
  foot wave was quickly moving towards the small 
  village. 
   
  People tried to run away, but it was too late. The 
  rogue wave slammed onto shore as if it had a mind 
  of its own. 
   
  Then it was over.  
   
  Thornbay was no more. Only Sternberg Keep 
  survived intact. Down by the bay, the temple of 
  Xerbo was but a shell of its former glory. Most of 
  Thornbay had been reduced to a pile of rubble and 
  driftwood. The few survivors looked around for 
  signs of loved ones. 
   
  Obed Maarten who managed to survive claimed 
  that YOU were responsible for the coming of the 
  Leviathan and that YOU caused the destruction of 
  Thornbay. 
   
  Proceed to AR Rewards.  
   
  SUCCESS 
  The PCs defeated Olhydra. 
   
  Back in Thornbay, Lady Sara Sternberg stands in the 
  Temple of Xerbo. Everyone in town is here, and a 
  number of dignitaries have made the trip, including 
  the Lord Admiral, Matthias Gellor and the Countess’ 
  brother Sir Terard Duncombe the Third.  
   
  “In the name of every inhabitant of the Mysty 
  Isles, and Her Noble Brilliancy Countess Rachel the 
  First, I hereby bestow upon you the title of “Hero of 
  the Mysty Isles”. Your heroic actions have been 
  noted. It is with great pleasure that I give you these 
  coral necklaces in recognition of your deeds.” 
   
  “May the Sea Dragon always look upon you with 
  benevolent intent..” 
   
  The crowd applauds as Lady Sara hands you the 
  coral necklaces that go with the titles.  
   
  PCs who completed the optional encounter also receive a 
  large reward for their deeds at this time. 
   
  Proceed to AR Rewards.  
   
  AR REWARDS 
  • 
  Any PC who beats the record and all others at 
  drinking in Rhyndmarsh receives the “Record 
  Holder” AR Reward.  
  • 
  PCs who stopped the ritual and prevented Olhydra 
  from coming back to Oerth, receive the “Hero of the 
  Mysty Isles”, “Thanks of the Church of Xerbo” and 
  the “Thanks of the Three” AR Reward. 
  • 
  PCs who failed to stop the ritual OR if they did not 
  give the Chalice of Procan back to Obed Maarten 
  receive the “Curse of Obed Maarten” AR Reward. 
   
  The following are ONLY given to PCs who played the 
  Extra Encounter. 
   
  • 
  PCs who defeat the creatures in the Elemental Plane 
  of Water receive the “Defeated Olhydra”, “Enmity of 
  Olhydra” and the “Planar Fork” AR Rewards. 
  URC8-03 Leviathan Rising 
   
  Page 12 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  5: Land Raid 
  Defeat the raider 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  7: The Guards 
  Defeat the guardians 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  450 XP 
  APL 16  
  510 XP 
   
  8: The Tovags 
  Defeat Bloop’Boop 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  Story Award 
  Preventing the destruction of Thornbay 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
   
  Total Possible Experience 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 XP 
   
  Total 
  Possible 
  Experience 
  (Optional 
  Encounter) 
  APL 8  
  563 XP 
  APL 10  
  675 XP 
  APL 12  
  788 XP 
  APL 14  
  900 XP 
  APL 16  
  1,013 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  5: Land Raid 
   
  APL8: Loot 13gp; Magic 829gp; +1 full plate (221gp); 
  +1 shortspear (192gp); cloak of resistance +1 (83gp); gauntlets 
  of ogre power (333gp); Total 842gp. 
   
  APL10: Loot 26gp; Magic 1,659gp; +1 full plate x2 
  (221gp each); +1 shortspear x2 (192gp each); cloak of 
  resistance +1 x2 (83gp each); gauntlets of ogre power x2 
  (333gp each); Total 1,685gp. 
   
  APL12: Magic 3,462gp; +1 heavy wooden shield x2 
  (96gp each); +1 large longspear x2 (193gp each); +1 
  shortspear x2 (192gp each); +2 full plate x2 (471gp each); +2 
  large chainshirt x2 (363gp each); cloak of resistance +1 x2 
  (83gp each); gauntlets of ogre power x2 (333gp each); Total 
  3,462gp. 
  URC8-03 Leviathan Rising 
   
  Page 13 
  
   
  APL14: Magic 5,813gp; +1 heavy wooden shield x4 
  (96gp each); +1 large longspear x2 (193gp each); +1 
  shortspear x4 (192gp each); +2 full plate x4 (471gp each); +2 
  large chainshirt x2 (363gp each); cloak of resistance +1 x4 
  (83gp each); gauntlets of ogre power x4 (333gp each); Total 
  5,813gp. 
   
  APL16: Magic 11,626gp; +1 heavy wooden shield x8 
  (96gp each); +1 large longspear x4 (193gp each); +1 
  shortspear x8 (192gp each); +2 full plate x8 (471gp each); +2 
  large chainshirt x4 (363gp each); cloak of resistance +1 x8 
  (83gp each); gauntlets of ogre power x8 (333gp each); Total 
  11,626gp. 
   
  8: The Tovags 
   
  APL8: Loot 3gp; Magic 734gp; +1 full plate (221gp); +1 
  heavy wooden shield (96gp); cloak of resistance +1 (83gp); 
  periapt of wisdom +2 (333gp); Total 737gp. 
   
  APL10: Loot 3gp; Magic 984gp; +1 heavy wooden 
  shield (96gp); +2 full plate (471gp); cloak of resistance +1 
  (83gp); periapt of wisdom +2 (333gp); Total 987gp. 
   
  APL12: Loot 3gp; Magic 984gp; +1 heavy wooden 
  shield (96gp); +2 full plate (471gp); cloak of resistance +1 
  (83gp); periapt of wisdom +2 (333gp); Total 987gp. 
   
  APL14: Loot 3gp; Magic 3,234gp; +1 heavy wooden 
  shield (96gp); +2 full plate (471gp); cloak of resistance +4 
  (1,333gp); periapt of wisdom +4 (1,333gp); Total 3,237gp. 
   
  APL16: Loot 3gp; Magic 3,234gp; +1 heavy wooden 
  shield (96gp); +2 full plate (471gp); cloak of resistance +4 
  (1,333gp); periapt of wisdom +4 (1,333gp); Total 3,237gp. 
   
  Conclusion 
  For bringing Obed to Lady Sternberg 
   
  APL 8: Coin: 100gp 
   
  APL 10: Coin: 100gp 
   
  APL 12: Coin: 100gp 
   
  APL 14: Coin: 100gp 
   
  APL 16: Coin: 300gp 
   
  Treasure Cap 
   
  APL 8: 
  1,300gp 
   
  APL 10: 
  2,300gp 
   
  APL 12: 
  3,300gp 
   
  APL 14: 
  6,600gp 
   
  APL 16: 
  9,900gp 
   
  Total Possible Treasure 
   
  APL 8: 
  1,679gp. 
   
  APL 10: 
  2,772gp. 
   
  APL 12: 
  4,549gp. 
   
  APL 14: 
  9,150gp. 
   
  APL 16: 
  14,963gp. 
   
  Treasure Cap (Optional Encounter Only) 
  (Reward for saving Thornbay and the Isles) 
   
  APL 8: 
  650gp 
   
  APL 10: 
  1,150gp 
   
  APL 12: 
  1,650gp 
   
  APL 14: 
  3,300gp 
   
  APL 16: 
  4,950gp 
   
   
  ADVENTURE RECORD ITEMS 
  �Record Holder: You currently hold the Rhyndmarsh 
  drinking record. You went   
   rounds! You have 
  earned the locals’ admiration and qualify for the Drunken 
  Master prestige class. 
   
  �Curse of Obed Maarten: You are now cursed. 
  Whenever you are on or in a large body of water, you 
  always fail the first saving throw caused by an enemy 
  during an adventure. This does not expire. 
   
  �Hero of the Mysty Isles: This distinction has three 
  effects. 
  • 
  You have free Rich upkeep for any adventure set in 
  the Mysty Isles. 
  • 
  Any non-evil inhabitant of the Mysty Isles has an 
  initial reaction of Friendly toward you. 
  • 
  Grants you a Coral Necklace: This non-magical 
  necklace grants you a +2 sacred bonus on Profession 
  (sailor, boater) or Swim check. May only be used by 
  recipient. Value: 0gp. 
   
  �Thanks of the Three: Once, as a standard action that 
  does not provoke AoOs, you may call upon Osprem, 
  Procan or Xerbo to receive the benefits of a water walk 
  spell (CL5th). Cross off once used. 
   
  �Defeated Olhydra: (Extra Encounter only) (County 
  PCs only) You have defeated Olhydra, Princess of 
  Elemental Evil. You may purchase any ship from Table 5-
  2 in Stormwrack. The crew is composed of thankful locals 
  you do not have to pay. This also gives you access to: 
  • 
  Feats: Curling Wave StrikeSto, Sea LegsSto, Steam 
  MagicSto or Water HeritagePlH 
  • 
  Prestige Class: Bonded Summoner (water only)MH, 
  Elemental Warrior (water only)PlH, Legendary 
  CaptainSto & Leviathan HunterSto  
  • 
  Spells Analyze PortalSpC, Kuo-toa skinSt0, Planar 
  BubbleSpC, Plane Shift, GreaterSpC 
  • 
  May summon an elementite swarmSto (water only) in 
  place of a large water elemental 
   
  �Enmity 
  of 
  Olhydra: 
  (Extra 
  Encounter 
  only) 
  Whenever you are targeted by a fire spell or effect, you 
  get a -2 profane penalty to the save. In addition, you must 
  always drink twice a much as you need, except in the 
  desert where you need to drink four times as normal. This 
  can be removed using a miracle or wish. This can not grant 
  you any positive effect. 
   
  �Planar Fork: (Extra Encounter only) you have 
  adventure access to a planar fork to the elemental plane of 
  water. Cost: 200gp. Members of the College of the Divine, 
  URC8-03 Leviathan Rising 
   
  Page 14 
  
  County Navy and Obsidian Conclave have regional 
  access. 
   
  �Thanks of the Church of Xerbo: The Church give 
  you regional access to the items marked #. 
   
  ITEM ACCESS 
  APLs 8-10: 
  • 
  # Wand of fog cloud (CL2nd; Adventure; DMG) 
  • 
  # Wand of monster summoning III (aquatic creatures 
  only) (CL5th; Adventure; DMG) 
  • 
  # Wand of obscuring mist (CL1st; Adventure; DMG) 
  • 
  # Wand of sanctuary (CL1st; Adventure; DMG) 
  • 
  # Wand of water walk (CL5th; Adventure; DMG) 
  • 
  # Wand of water breathing (CL5th; Adventure; DMG) 
   
  APL 12 (all of APLs 8-10 plus the following): 
  • 
  +1 large longspear (Adventure; DMG) 
  • 
  large shortspear (Adventure; PHB) 
  • 
  +2 large chain shirt (Adventure; DMG) 
   
  URC8-03 Leviathan Rising 
   
  Page 15 
  
  APPENDIX 1: APL 8 
  5: LAND RAID 
  KUO-TOA WARRIOR 
  CR 7 
  Male Kuo-Toa Fighter 4 Warrior 2 
  CE Medium Humanoid (aquatic) 
  Init +5; Senses Keen Sight; Listen +8, Spot +12 
  Languages Abyssal, Aquan, Kuo-toan 
  AC 29, touch 11, flat-footed 28 
   (+1 Dex, +9 armor, +3 shield, +6 natural) 
  hp 79 (8 HD); 
  Immune paralysis, poison 
  Resist electricity 10 
  Fort +11, Ref +5, Will +5 
  Weakness light blindness 
  Speed 15ft. in heavy armor (3 squares), base 
  movement 20 ft., swim 50 ft; 
  Melee +1 shortspear +15/+10 (1d6+8/ x3) and bite +8 
  (1d6+7) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +8; Grp +13  
  Atk Options Blind-Fight, Power Attack 
  Special Actions Adhesive 
  Combat Gear +1 shortspear, +1 full plate, make 
  heavy wooden shield, gauntlets of ogre power 
  Abilities Str 21, Dex 12, Con 16, Int 15, Wis 12, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats AlertnessB, Blind-Fight, Improved Initiative, 
  Improved Toughness**, Power Attack, Weapon 
  Focus (shortspear), Weapon Specialization 
  (shortspear), 
  Skills Climb +3, Escape Artist +5, Intimidate +7, 
  Listen +8, Move Silently +0, Search +11, Spot +12, 
  Swim +12,  
  Possessions combat gear plus cloak of resistance 
  +1 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching them. Anyone who makes an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the wielder’s grasp. Creatures with natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line. 
    
  7: THE GUARDS 
  CALLER FROM THE DEEPS*  
  CR 9 
  * From Stormwrack 
  NE Huge Elemental (water) 
  Init -1; Senses darkvision 60ft; Listen +13, Spot +13 
  Languages Understands Aquan and Common  
  AC 22, touch 7, flat-footed 22 
   (-2 size, -1 Dex, +15 natural) 
  hp 130 (9 HD); DR 5/- 
  Immune elemental traits 
  Fort +16, Ref +2, Will +4 
  Speed Swim 50 ft. (10 squares) 
  Melee tentacles +13/+13 (2d6+8)  
  Space 15 ft; Reach 15 ft. 
  Base Atk +6; Grp +22  
  Atk Options Combat Reflexes 
  Special Actions Constrict 2d6+8, enervating grip, 
  improved grab. 
  Spell-Like Abilities (CL 9th): 
   3/day—siren’s call** (DC18) 
  Abilities Str 26, Dex 9, Con 30, Int 15, Wis 12, Cha 
  14 
  SQ elemental traits, siren’s call, summon watery ally 
  Feats Combat Reflexes, Improved Natural Attack 
  (tentacles), Swim-by Attack, Weapon Focus 
  (tentacles),  
  Skills Concentration +22, Listen +13, Spot +13, Swim 
  +28,  
  Constrict (Ex) a caller from the deeps deal automatic 
  tentacle damage with a successful grapple check. 
  Elemental Traits A caller from the deeps has 
  immunity to poison, magic sleep effects, paralysis 
  and stunning. It is not subject to critical hits, or 
  flanking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle or 
  true resurrection can restore it to life). 
  Enervating Grip (Su) While dealing damage in a 
  grapple, a caller from the deeps also drains vitality 
  from its target. Those who take grappling damage 
  URC8-03 Leviathan Rising 
   
  Page 16 
  
  from a caller from the deeps must make a DC24 
  Fortitude save or take 1 point of Constitution 
  damage. This save DC is Constitution-based. 
  Improved Grab (Ex) To use this ability, a caller from 
  the deeps must hit with a tentacle attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple, it establishes a hold and can both 
  constrict and use its enervating grip ability. 
  Summon watery ally (Sp) Once per hour, a caller 
  from the deeps can summon a medium water 
  elemental or a large fiendish shark. This creature 
  remains for 10 minutes or until slain. This is the 
  equivalent of a 4th-level spell. 
  Skills A caller from the deeps has +8 racial bonus to 
  Swim checks to perform special actions or avoid a 
  hazard. 
   
  Callers from the deeps can always choose to take 
  10 on Swim checks, even if distracted or 
  endangered. They can use the run action while 
  swimming provided it swims in a straight line.  
   
  8: THE TOVAG 
  ADVANCED SPELLWARPED* 
  HAMMERCLAW* 
  CR9 
  * from Monster Manual III and Stormwrack 
  CE Huge Aberration (aquatic, augmented magical 
  beast 
  Init +5; Senses darkvision 60ft; Listen +9, Spot +7 
  Languages Aquan 
  AC 23, touch 9, flat-footed 22 
   (-1 size, +1 Dex, 14 natural) 
  hp 246 (17 HD);  
  Resist sonic 10; SR 29 
  Fort +18, Ref +11, Will +8 
  Speed 20 ft. (20 squares), swim 20 ft; 
  Melee claws +26/+26 (2d6+11) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +36  
  Atk Options Power Attack 
  Special Actions Constrict 3d6+11, improved grab, 
  sonic pulse 
  Abilities Str 33, Dex 12, Con 26, Int 8, Wis 12, Cha 8 
  SQ amphibious, spell absorption 
  Feats Alertness, Improved Initiative, Improved Natural 
  Attack (claw), Improved Toughness**, Iron Will, 
  Power Attack  
  Skills Hide +10 (+14 in rocky or coral areas), Listen 
  +6, Spot +7, Swim +19,  
  Amphibious (Ex) Although the hammerclaw is 
  aquatic, it can survive indefinitely on land. 
  Constrict (Ex) A hammerclaw deals claw damage 
  when it wins a grapple check. 
  Improved Grab (Ex) To use this ability, a 
  hammerclaw must hit an opponent of its own size 
  or smaller with its claw attack. It can attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. 
  Sonic Pulse (Su) A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. 
  This cone has a range of 30 feet. Any creature 
  within the area takes 4d6 points of sonic damage 
  and is stunned for 1d4 rounds. A DC21 Fortitude 
  save negates the stun and halves the damage. The 
  DC is Constitution-based. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature's spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of 
  the failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire or sonic). 
  Skills +4 racial bonus on hide. This bonus goes up to 
  +8 in areas of coral or rock. A hammerclaw has +8 
  racial bonus to Swim checks to perform special 
  actions or avoid a hazard. 
   
  Hammerclaws can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  They can use the run action while swimming 
  provided it swims in a straight line.  
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
   
  BLOOP’BOOP 
  CR 9 
  Male Half-water elemental* human Cleric of the Elder 
  Elemental Eye (Water) 7 
  *from Manual of the Planes 
  CE Medium Outsider (augmented humanoid, human, 
  natice) 
  Init +1; Senses darkvision 60ft; Listen +5, Spot +5 
  Aura Strong Chaos and Evil 
  Languages Abyssal, Aquan, Common 
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +9 armor, +3 shield, +1 natural) 
  hp 66 (7 HD); 
  Immune cold, disease, water effects 
  Fort +9 (+13 against poison), Ref +4, Will +11 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee short spear +5 (1d6)  
  Space 5 ft; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Special Actions spontaneous casting (inflict), rebuke 
  undead, rebuke water elementals, turn fire 
  elementals 
  Combat Gear short spear, +1 full plate, +1 heavy 
  wooden shield 
  Cleric Spells Prepared (CL 7th): 
  URC8-03 Leviathan Rising 
   
  Page 17 
  
   4th—cure critical wounds (4d8+7), freedom of 
  movement�, unholy blightD (DC19) 
   3rd—dispel magic, protection from energy (70 
  points), water breathing, water breathingD� 
   2nd—aid, bear’s endurance, cure moderate 
  wounds (2d8+7), fog cloudD, remove paralysis, 
  silence,  
   1st—bless, cure light wounds (x2, 1d8+5), 
  obscuring mist, protection from good D (CL8th), 
  shield of faith (x2, +3),  
   0—cure minor wounds (x2), detect magic, detect 
  poison, purify food and water, read magic 
  D: Domain spell. Deity: Elder Elemental Eye (Water). 
  Domains: Evil, Water  
  �Already cast 
  Spell-Like Abilities (CL 7th): 
   1/day—control water, fog cloud, obscuring mist, 
  water breathing 
  Abilities Str 10, Dex 12, Con 16, Int 15, Wis 20, Cha 
  12 
  SQ restricted spells (good & law) 
  Feats Combat Casting, Empower Spell, Improved 
  Toughness**, Skill Focus (Concentration) B,  
  Skills Concentration +16 (+20 when casting 
  defensively), Diplomacy +11, Knowledge (religion) 
  +12, Knowledge (the planes) +12, Spellcraft +12 
  Possessions combat gear plus 2 wooden holy 
  symbol of the Elder Elemental Eye, spell 
  component pouch, cloak of resistance +1, periapt 
  of wisdom +2 
  Power-Up Suite: AC 27, touch 14, flat-footed 26; hp 
  80 + 12 temporary; Fort +11; Melee short spear +6 
  (1d6); Con 20; Concentration +20; Spells active (all 
  self-cast): aid, bless, bear’s endurance, freedom of 
  movement, water breathing, shield of faith 
   
  9: OLHYDRA! 
  ADVANCED CORRUPTED* HUGE WATER 
  ELEMENTAL 
  CR 11 
  *from Book of Vile Darkness 
  NE Huge Aberration (augmented elemental, water) 
  Init +4; Senses darkvision 60ft; Listen +12, Spot +13 
  Languages Aquan, Common 
  AC 28, touch 11, flat-footed 25 
   (-2 size, +3 Dex, +17 natural) 
  hp 250 (20 HD); fast healing 10; DR 5/- or 10/magic 
  Immune Elemental traits poison, sleep, paralysis, 
  and stunning, not subject to critical hits or flanking. 
  Fort +20, Ref +9, Will +7 
  Speed 30 ft. (6 squares), swim 120ft; 
  Melee slam +23/+23 (4d8+10 plus 10 points of vile 
  damage**) (includes water mastery) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +32  
  Atk Options Cleave, disruptive attack, Great Cleave, 
  Improved Bull Rush, Power Attack 
  Special Actions drench, water mastery, vortex 
  Abilities Str 28, Dex 16, Con 26, Int 6, Wis 9, Cha 9 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Sunder, Iron Will, Power Attack  
  Skills Listen +12, Spot+13, 
  Disruptive Attack (Su) The elemental’s touch deals 
  10 additional vile damage when it touches 
  uncorrupted, living corporeal non-outsiders.  
  Drench (Ex) The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of non-magical origin if these are of large 
  size or smaller. The creature can dispel magical 
  fire it touches as dispel magic (caster level equals 
  elemental’s HD). 
  Enhanced Power (Su) The save DC of any and all of 
  the corrupt elemental’s special attacks increase by 
  +4. 
  Vortex (Su) The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 10 
  rounds. In vortex form, the elemental can move 
  through the water or along the bottom at its swim 
  speed. The vortex is 5 feet wide at the base, up to 
  30 feet wide at the top, and 10 feet tall or more, 
  depending on the elemental’s size. The elemental 
  controls the exact height, but it must be at least 10 
  feet. 
   
  The elemental’s movement while in vortex form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if the 
  elemental moves into or through the creature’s 
  space. 
   
  Large Creatures or smaller might take damage 
  when caught in the vortex (see the table below for 
  details) and may be swept up by it. An affected 
  creature must succeed on a Reflex save when it 
  comes into contact with the vortex or take 2d8. It 
  must also succeed on a second Reflex save or be 
  picked up bodily and held suspended in the 
  powerful currents, automatically taking damage 
  each round. An affected creature is allowed a 
  Reflex save each round to escape the vortex. The 
  creature still takes damage, but can leave if the 
  save is successful. The DC is 31. The save DC is 
  Strength-based and includes the +4 from 
  Enhanced Power. 
   
  Creatures trapped in the vortex cannot move 
  except to go where the elemental carries them or 
  to escape the whirlwind. Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  make a Concentration check (DC 10 + spell level) 
  to cast a spell. Creatures caught in the whirlwind 
  take a –4 penalty to Dexterity and a –2 penalty on 
  attack rolls. The elemental can have only as many 
  creatures trapped inside the vortex at one time as 
  will fit inside the vortex’s volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  vortex happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
  URC8-03 Leviathan Rising 
   
  Page 18 
  
   
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris. This cloud is centered on 
  the elemental and has a diameter equal to half the 
  vortex’s height. The cloud obscures all vision, 
  including darkvision, beyond 5 feet. Creatures 5 
  feet away have concealment, while those farther 
  away have total concealment. 
   
  Those caught in the cloud must make a 
  Concentration check (DC 15 + spell level) to cast a 
  spell. 
   
  An elemental in vortex form cannot make slam 
  attacks and does not threaten the area around it.  
  Water Mastery (Ex) A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental 
  takes a –4 penalty on attack and damage rolls. 
   
  A water elemental can be a serious threat to a ship 
  that crosses its path. An elemental can easily 
  overturn small craft (100 feet) and stop larger 
  vessels (200 feet long). Even large ships (400 feet 
  long) can be slowed to half speed. 
  Skills A water elemental has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
   
  URC8-03 Leviathan Rising 
   
  Page 19 
  
  APL 10 
  5: LAND RAID 
  KUO-TOA WARRIOR 
  CR 7 
  Male Kuo-Toa Fighter 4 Warrior 2 
  CE Medium Humanoid (aquatic) 
  Init +5; Senses Keen Sight; Listen +8, Spot +12 
  Languages Abyssal, Aquan, Kuo-toan 
  AC 29, touch 11, flat-footed 28 
   (+1 Dex, +9 armor, +3 shield, +6 natural) 
  hp 79 (8 HD); 
  Immune paralysis, poison 
  Resist electricity 10 
  Fort +11, Ref +5, Will +5 
  Weakness light blindness 
  Speed 15ft. in heavy armor (3 squares), base 
  movement 20 ft., swim 50 ft; 
  Melee +1 shortspear +15/+10 (1d6+8/ x3) and bite +8 
  (1d6+7) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +8; Grp +13  
  Atk Options Blind-Fight, Power Attack 
  Special Actions Adhesive 
  Combat Gear +1 shortspear, +1 full plate, +1 heavy 
  wooden shield, gauntlets of ogre power 
  Abilities Str 21, Dex 12, Con 16, Int 15, Wis 12, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats AlertnessB, Blind-Fight, Improved Initiative, 
  Improved Toughness**, Power Attack, Weapon 
  Focus (shortspear), Weapon Specialization 
  (shortspear), 
  Skills Climb +3, Escape Artist +5, Intimidate +7, 
  Listen +8, Move Silently +0, Search +11, Spot +12, 
  Swim +12,  
  Possessions combat gear plus cloak of resistance 
  +1 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching them. Anyone who makes an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the wielder’s grasp. Creatures with natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  7: THE GUARDS 
  CALLER FROM THE DEEPS*  
  CR 9 
  * From Stormwrack 
  NE Huge Elemental (water) 
  Init -1; Senses darkvision 60ft; Listen +13, Spot +13 
  Languages Understands Aquan and Common  
  AC 22, touch 7, flat-footed 22 
   (-2 size, -1 Dex, +15 natural) 
  hp 130 (9 HD); DR 5/- 
  Immune elemental traits 
  Fort +16, Ref +2, Will +4 
  Speed Swim 50 ft. (10 squares) 
  Melee tentacles +13/+13 (2d6+8)  
  Space 15 ft; Reach 15 ft. 
  Base Atk +6; Grp +22  
  Atk Options Combat Reflexes 
  Special Actions Constrict 2d6+8, enervating grip, 
  improved grab. 
  Spell-Like Abilities (CL 9th): 
   3/day—siren’s call** (DC18) 
  Abilities Str 26, Dex 9, Con 30, Int 15, Wis 12, Cha 
  14 
  SQ elemental traits, siren’s call, summon watery ally 
  Feats Combat Reflexes, Improved Natural Attack 
  (tentacles), Swim-by Attack, Weapon Focus 
  (tentacles),  
  Skills Concentration +22, Listen +13, Spot +13, Swim 
  +28,  
  Constrict (Ex) a caller from the deeps deal automatic 
  tentacle damage with a successful grapple check. 
  Elemental Traits A caller from the deeps has 
  immunity to poison, magic sleep effects, paralysis 
  and stunning. It is not subject to critical hits, or 
  flanking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle or 
  true resurrection can restore it to life). 
  Enervating Grip (Su) While dealing damage in a 
  grapple, a caller from the deeps also drains vitality 
  from its target. Those who take grappling damage 
  URC8-03 Leviathan Rising 
   
  Page 20 
  
  from a caller from the deeps must make a DC24 
  Fortitude save or take 1 point of Constitution 
  damage. This save DC is Constitution-based. 
  Improved Grab (Ex) To use this ability, a caller from 
  the deeps must hit with a tentacle attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple, it establishes a hold and can both 
  constrict and use its enervating grip ability. 
  Summon watery ally (Sp) Once per hour, a caller 
  from the deeps can summon a medium water 
  elemental or a large fiendish shark. This creature 
  remains for 10 minutes or until slain. This is the 
  equivalent of a 4th-level spell. 
  Skills A caller from the deeps has +8 racial bonus to 
  Swim checks to perform special actions or avoid a 
  hazard. 
   
  Callers from the deeps can always choose to take 
  10 on Swim checks, even if distracted or 
  endangered. They can use the run action while 
  swimming provided it swims in a straight line.  
   
  8: THE TOVAG 
  ADVANCED FIENDISH SPELLWARPED* 
  HAMMERCLAW* 
  CR11 
  * from Monster Manual III and Stormwrack 
  CE Huge Aberration (aquatic, augmented magical 
  beast 
  Init +5; Senses darkvision 60ft; Listen +6, Spot +7 
  Languages Aquan 
  AC 23, touch 9, flat-footed 22 
   (-1 size, +1 Dex, 14 natural) 
  hp 261 (18 HD); DR 10/ magic 
  Resist cold 10, fire 10, sonic 10; SR 29 
  Fort +18, Ref +11, Will +8 
  Speed 20 ft. (20 squares), swim 20 ft; 
  Melee claws +26/+26 (2d6+11) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +36  
  Atk Options Power Attack 
  Special Actions Constrict 3d6+11, improved grab, 
  sonic pulse, smite good (+17 damage) 
  Abilities Str 33, Dex 12, Con 26, Int 8, Wis 12, Cha 8 
  SQ amphibious, spell absorption 
  Feats Alertness, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  Toughness**, Iron Will, Power Attack, Feat, Feat  
  Skills Hide +10 (+14 in rocky or coral areas), Listen 
  +6, Spot +7, Swim +19,  
  Amphibious (Ex) Although the hammerclaw is 
  aquatic, it can survive indefinitely on land. 
  Constrict (Ex) A hammerclaw deals claw damage 
  when it wins a grapple check. 
  Improved Grab (Ex) To use this ability, a 
  hammerclaw must hit an opponent of its own size 
  or smaller with its claw attack. It can attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. 
  Sonic Pulse (Su) A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. 
  This cone has a range of 30 feet. Any creature 
  within the area takes 4d6 points of sonic damage 
  and is stunned for 1d4 rounds. A DC21 Fortitude 
  save negates the stun and halves the damage. The 
  DC is Constitution-based. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature's spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of 
  the failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire or sonic). 
  Skills +4 racial bonus on hide. This bonus goes up to 
  +8 in areas of coral or rock. A hammerclaw has +8 
  racial bonus to Swim checks to perform special 
  actions or avoid a hazard. 
   
  Hammerclaws can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  They can use the run action while swimming 
  provided it swims in a straight line.  
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
   
  BLOOP’BOOP 
  CR 11 
  Male Half-water elemental* human Cleric of the Elder 
  Elemental Eye (Water) 9 
  *from Manual of the Planes 
  CE Medium Outsider (augmented humanoid, human, 
  natice) 
  Init +1; Senses darkvision 60ft; Listen +5, Spot +5 
  Aura Strong Chaos and Evil 
  Languages Abyssal, Aquan, Common 
  AC 25, touch 11, flat-footed 24 
   (+1 Dex, +10 armor, +3 shield, +1 natural) 
  hp 84 (9 HD); 
  Immune cold, disease, water effects 
  Fort +10 (+14 against poison), Ref +5, Will +12 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee short spear +6/+1 (1d6)  
  Space 5 ft; Reach 5 ft. 
  Base Atk +6; Grp +6  
  Special Actions spontaneous casting (inflict), rebuke 
  undead, rebuke water elementals, turn fire 
  elementals 
  Combat Gear short spear, +2 full plate, +1 heavy 
  wooden shield 
  Cleric Spells Prepared (CL 9th): 
  URC8-03 Leviathan Rising 
   
  Page 21 
  
   5th—cure light wounds, mass (1d8+9 to up to 9 
  allies), ice storm D (DC20), true seeing� 
   4th—cure critical wounds (4d8+9), death ward, 
  freedom of movement�, unholy blightD (DC19) 
   3rd—dispel magic, invisibility purge, protection 
  from energy (90 points), water breathing, water 
  breathingD� 
   2nd—aid, bear’s endurance, calm emotions 
  (DC17), cure moderate wounds (2d8+9), fog 
  cloudD, remove paralysis, silence,  
  1st—bless, cure light wounds (x2, 1d8+5), 
  obscuring mist, protection from good D (CL8th), 
  shield of faith (x2, +3),  
  0—cure minor wounds (x2), detect magic, detect 
  poison, purify food and water, read magic 
  D: Domain spell. Deity: Elder Elemental Eye (Water). 
  Domains: Evil, Water  
  Spell-Like Abilities (CL 9th): 
   1/day—control water, fog cloud, ice storm (DC19) 
  obscuring mist, water breathing 
  Abilities Str 10, Dex 12, Con 16, Int 15, Wis 21, Cha 
  12 
  SQ restricted spells (good & law) 
  Feats Combat Casting, Empower Spell, Improved 
  Toughness**, Quicken Spell, Skill Focus 
  (Concentration) B,  
  Skills Concentration +18 (+22 when casting 
  defensively), Diplomacy +13, Knowledge (religion) 
  +14, Knowledge (the planes) +14, Spellcraft +14, 
  Possessions combat gear plus 2 wooden holy 
  symbol of the Elder Elemental Eye, spell 
  component pouch, cloak of resistance +1, periapt 
  of wisdom +2 
  Power-Up Suite: AC 28, touch 14, flat-footed 27; hp 
  102 + 14 temporary; Fort +12; Melee short spear 
  +7/+1 (1d6); Con 20; Concentration +22; Spells 
  active (all self-cast): aid, bless, bear’s endurance, 
  freedom of movement, shield of faith, true seeing, 
  water breathing 
   
  9: OLHYDRA! 
  ADVANCED CORRUPTED* GREATER 
  WATER ELEMENTAL 
  CR 13 
  *from Book of Vile Darkness 
  NE Huge Aberration (augmented elemental, water) 
  Init +4; Senses darkvision 60ft; Listen +14, Spot +14 
  Languages Aquan, Common 
  AC 29, touch 12, flat-footed 25 
   (-2 size, +4 Dex, +17 natural) 
  hp 264 (23 HD); fast healing 10; DR 10/- 
  Immune Elemental traits poison, sleep, paralysis, 
  and stunning, not subject to critical hits or flanking. 
  Fort +20, Ref +13, Will +8 
  Speed 30 ft. (6 squares), swim 120ft; 
  Melee slam +26/+26 (4d8+11 plus 11 points of vile 
  damage**) (includes water mastery) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +17; Grp +35  
  Atk Options Cleave, disruptive attack, Great Cleave, 
  Improved Bull Rush, Improved Sunder, Power 
  Attack 
  Special Actions drench, water mastery, vortex 
  Abilities Str 30, Dex 18, Con 25, Int 8, Wis 9, Cha 9 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack  
  Skills Listen +14, Spot+14, 
  Disruptive Attack (Su) The elemental’s touch deals 
  11 additional vile damage when it touches 
  uncorrupted, living corporeal non-outsiders.  
  Drench (Ex) The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of non-magical origin if these are of Large 
  size or smaller. The creature can dispel magical 
  fire it touches as dispel magic (caster level equals 
  elemental’s HD). 
  Enhanced Power (Su) The save DC of any and all of 
  the corrupt elemental’s special attacks increase by 
  +4. 
  Vortex (Su) The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 11 
  rounds. In vortex form, the elemental can move 
  through the water or along the bottom at its swim 
  speed. The vortex is 5 feet wide at the base, up to 
  30 feet wide at the top, and 10 feet tall or more, 
  depending on the elemental’s size. The elemental 
  controls the exact height, but it must be at least 10 
  feet. 
   
  The elemental’s movement while in vortex form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if the 
  elemental moves into or through the creature’s 
  space. 
   
  Large Creatures or smaller might take damage 
  when caught in the vortex (see the table below for 
  details) and may be swept up by it. An affected 
  creature must succeed on a Reflex save when it 
  comes into contact with the vortex or take 2d8. It 
  must also succeed on a second Reflex save or be 
  picked up bodily and held suspended in the 
  powerful currents, automatically taking damage 
  each round. An affected creature is allowed a 
  Reflex save each round to escape the vortex. The 
  creature still takes damage, but can leave if the 
  save is successful. The DC is 34. The save DC is 
  Strength-based and includes the +4 from 
  Enhanced Power. 
   
  Creatures trapped in the vortex cannot move 
  except to go where the elemental carries them or 
  to escape the whirlwind. Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  make a Concentration check (DC 10 + spell level) 
  to cast a spell. Creatures caught in the whirlwind 
  take a –4 penalty to Dexterity and a –2 penalty on 
  attack rolls. The elemental can have only as many 
  URC8-03 Leviathan Rising 
   
  Page 22 
  
  creatures trapped inside the vortex at one time as 
  will fit inside the vortex’s volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  vortex happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
   
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris. This cloud is centered on 
  the elemental and has a diameter equal to half the 
  vortex’s height. The cloud obscures all vision, 
  including darkvision, beyond 5 feet. Creatures 5 
  feet away have concealment, while those farther 
  away have total concealment. 
   
  Those caught in the cloud must make a 
  Concentration check (DC 15 + spell level) to cast a 
  spell. 
   
  An elemental in vortex form cannot make slam 
  attacks and does not threaten the area around it.  
  Water Mastery (Ex) A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental 
  takes a –4 penalty on attack and damage rolls. 
   
  A water elemental can be a serious threat to a ship 
  that crosses its path. An elemental can easily 
  overturn small craft (115 feet) and stop larger 
  vessels (230 feet long). Even large ships (460 feet 
  long) can be slowed to half speed. 
  Skills A water elemental has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  URC8-03 Leviathan Rising 
   
  Page 23 
  
  APL 12 
  5: LAND RAID 
  KUO-TOA WARRIOR 
  CR 9 
  Male Kuo-Toa Fighter 6 Warrior 2 
  CE Medium Humanoid (aquatic) 
  Init +5; Senses Keen Sight; Listen +8, Spot +12 
  Languages Abyssal, Aquan, Kuo-toan 
  AC 30, touch 11, flat-footed 29 
   (+1 Dex, +10 armor, +3 shield, +6 natural) 
  hp 99 (10 HD); 
  Immune paralysis, poison 
  Resist electricity 10 
  Fort +12, Ref +7, Will +7 
  Weakness light blindness 
  Speed 15ft. in heavy armor (3 squares), base 
  movement 20 ft., swim 50 ft; 
  Melee +1 spear +19/+14 (1d8+12/ 19-20, x3) and bite 
  +12 (1d6+9) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +10; Grp +15  
  Atk Options Blind-Fight, Power Attack 
  Special Actions Adhesive 
  Combat Gear +1 spear, +2 full plate, +1 heavy 
  wooden shield, gauntlets of ogre power 
  Abilities Str 21, Dex 12, Con 16, Int 15, Wis 12, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats AlertnessB, Blind-Fight, Improved Critical 
  (spear), Improved Initiative, Improved 
  Toughness**, Melee Weapon Mastery** (piercing), 
  Power Attack, Weapon Focus (spear), Weapon 
  Specialization (spear), 
  Skills Climb +7, Escape Artist +5, Intimidate +9, 
  Listen +8, Move Silently +0, Search +11, Spot +12, 
  Swim +14,  
  Possessions combat gear plus cloak of resistance 
  +1 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching them. Anyone who makes an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the wielder’s grasp. Creatures with natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  MERROW CRUSHER 
  CR 9 
  Male Merrow Barbarian 1, Fighter 4, Warrior 2 
  CE Large Giant (aquatic) 
  Init +5; Senses darkvision 60ft, low-light vision; Listen 
  +8, Spot +0 
  Languages Giant 
  AC 21, touch 10, flat-footed 20 
   (-1 size, +1 Dex, +6 armor, +5 natural) 
  hp 119 (11 HD); 
  Fort +17, Ref +3, Will +2 
  Speed 40 ft. in light armor (8 squares), base 
  movement 30 ft., swim 40 ft; 
  Melee +2 longspear +19/+14 (2d6+16/ 19-20, x3) or 
  Melee shortspear +17/+12 (1d8+12/ x3) or 
  Space 10 ft; Reach 10 ft. (20ft with longspear) 
  Base Atk +10; Grp +22  
  Atk Options Blind-Fight, Power Attack 
  Special Actions Rage 
  Combat Gear +2 longspear, +2 chain shirt, 
  shortspear 
  Abilities Str 26, Dex 12, Con 18, Int 8, Wis 10, Cha 4 
  SQ rage 
  Feats Blind-Fight, Improved Critical (longspear), 
  Improved Initiative, Improved Toughness**, Power 
  Attack, Weapon Focus (longspear), Weapon 
  Specialization (longspear), 
  Skills Climb +7, Intimidate +5, Listen +8, Swim +14,  
  Possessions combat gear  
  Skills A merrow has +8 racial bonus to Swim checks 
  to perform special actions or avoid a hazard. 
   
  Merrows can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
  Power-Up Suite: Rage (9 rounds) AC 19, touch 8, 
  flat-footed 18; hp 141; Fort +19, Will +4; Melee +2 
  longspear +21/+16 (2d6+19, 19-20/x3); Melee 
  URC8-03 Leviathan Rising 
   
  Page 24 
  
  shortspear +18/+13 (2d6+15/x3); Str 30, Con 22; 
  Climb +9, Swim +16 
   
  7: THE GUARDS 
  CALLER FROM THE DEEPS*  
  CR 9 
  * From Stormwrack 
  NE Huge Elemental (water) 
  Init -1; Senses darkvision 60ft; Listen +13, Spot +13 
  Languages Understands Aquan and Common  
  AC 22, touch 7, flat-footed 22 
   (-2 size, -1 Dex, +15 natural) 
  hp 130 (9 HD); DR 5/- 
  Immune elemental traits 
  Fort +16, Ref +2, Will +4 
  Speed Swim 50 ft. (10 squares) 
  Melee tentacles +13/+13 (2d6+8)  
  Space 15 ft; Reach 15 ft. 
  Base Atk +6; Grp +22  
  Atk Options Combat Reflexes 
  Special Actions Constrict 2d6+8, enervating grip, 
  improved grab. 
  Spell-Like Abilities (CL 9th): 
   3/day—siren’s call** (DC18) 
  Abilities Str 26, Dex 9, Con 30, Int 15, Wis 12, Cha 
  14 
  SQ elemental traits, siren’s call, summon watery ally 
  Feats Combat Reflexes, Improved Natural Attack 
  (tentacles), Swim-by Attack, Weapon Focus 
  (tentacles),  
  Skills Concentration +22, Listen +13, Spot +13, Swim 
  +28,  
  Constrict (Ex) a caller from the deeps deal automatic 
  tentacle damage with a successful grapple check. 
  Elemental Traits A caller from the deeps has 
  immunity to poison, magic sleep effects, paralysis 
  and stunning. It is not subject to critical hits, or 
  flanking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle or 
  true resurrection can restore it to life). 
  Enervating Grip (Su) While dealing damage in a 
  grapple, a caller from the deeps also drains vitality 
  from its target. Those who take grappling damage 
  from a caller from the deeps must make a DC24 
  Fortitude save or take 1 point of Constitution 
  damage. This save DC is Constitution-based. 
  Improved Grab (Ex) To use this ability, a caller from 
  the deeps must hit with a tentacle attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple, it establishes a hold and can both 
  constrict and use its enervating grip ability. 
  Summon watery ally (Sp) Once per hour, a caller 
  from the deeps can summon a medium water 
  elemental or a large fiendish shark. This creature 
  remains for 10 minutes or until slain. This is the 
  equivalent of a 4th-level spell. 
  Skills A caller from the deeps has +8 racial bonus to 
  Swim checks to perform special actions or avoid a 
  hazard. 
   
  Callers from the deeps can always choose to take 
  10 on Swim checks, even if distracted or 
  endangered. They can use the run action while 
  swimming provided it swims in a straight line.  
   
  DRAGON EEL* 
  CR 11 
  *from Monster Manual III 
  NE Large Dragon 
  Init +4; Senses blindsense 30ft, darkvision 60ft, keen 
  scent, low-light vision; Listen +18, Spot +18 
  Languages Aquan, Draconic 
  AC 27, touch 9, flat-footed 27 
   (-1 size, +18 natural) 
  hp 161 (14 HD); DR 5/ adamantine 
  Immune sleep, paralysis 
  Fort +14, Ref +9, Will +10 
  Speed 20 ft. (4 squares), swim 60 ft; 
  Melee bite +21 (4d8+12)  
  Space 10 ft; Reach 5 ft. 
  Base Atk +14; Grp +26  
  Atk Options Cleave, Improved Bull Rush, Improved 
  Sunder, Power Attack, Powerful Charge 
  Special Actions Improved grab, swallow whole, 
  Powerful Charge +2d6 
  Abilities Str 26, Dex 11, Con 21, Int 8, Wis 12, Cha 
  13 
  SQ keen scent 
  Feats Cleave, Improved Bull Rush, Improved 
  Initiative, Improved Sunder, Power Attack, 
  Powerful ChargeB 
  Skills Bluff +18, Hide +13, Listen +18, Sense Motive 
  +18, Spot +18, Swim+16,  
  Blindsense (Ex) A dragon eel can locate creatures 
  underwater within 30 feet by nonvisual means. 
  Opponent the dragon eel can’t actually see still 
  have total concealment against the dragon eel. 
  This ability only works underwater. 
  Improved Grab (Ex) To use this ability, a dragon eel 
  must hit with its bite attack. It can attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to swallow the 
  foe the following round (see below). 
  Keen Scent (Ex) A dragon eel can notice creatures 
  by scent within 180feet, and detect blood in the 
  water up to a mile away. 
  Swallow Whole (Ex) A dragon eel can try to swallow 
  a grabbed opponent of medium or smaller size by 
  making a successful grapple check. Once inside, 
  the opponent takes 1d8+8 points of crushing 
  damage plus 8 points of acid damage per round 
  from the dragon eel’s gizzard. A swallowed 
  creature can cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of 
  damage to the gizzard (AC17). On the creature 
  exist, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Large dragon eel’s interior can hold 2 medium, 8 
  small, 32 tiny, 128 diminutive or 512 fine 
  opponents.  
  Skills A dragon eel has +8 racial bonus to Swim 
  checks to perform special actions or avoid a 
  hazard. 
  URC8-03 Leviathan Rising 
   
  Page 25 
  
   
  Dragon eels can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  They can use the run action while swimming 
  provided it swims in a straight line.  
   
  8: THE TOVAG 
  ADVANCED FIENDISH SPELLWARPED* 
  HAMMERCLAW* 
  CR11 
  * from Monster Manual III and Stormwrack 
  CE Huge Aberration (aquatic, augmented magical 
  beast 
  Init +5; Senses darkvision 60ft; Listen +6, Spot +7 
  Languages Aquan 
  AC 23, touch 9, flat-footed 22 
   (-1 size, +1 Dex, 14 natural) 
  hp 261 (18 HD); DR 10/ magic 
  Resist cold 10, fire 10, sonic 10; SR 29 
  Fort +18, Ref +11, Will +8 
  Speed 20 ft. (20 squares), swim 20 ft; 
  Melee claws +26/+26 (2d6+11) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +36  
  Atk Options Power Attack 
  Special Actions Constrict 3d6+11, improved grab, 
  sonic pulse, smite good (+17 damage) 
  Abilities Str 33, Dex 12, Con 26, Int 8, Wis 12, Cha 8 
  SQ amphibious, spell absorption 
  Feats Alertness, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  Toughness**, Iron Will, Power Attack, Feat, Feat  
  Skills Hide +10 (+14 in rocky or coral areas), Listen 
  +6, Spot +7, Swim +19,  
  Amphibious (Ex) Although the hammerclaw is 
  aquatic, it can survive indefinitely on land. 
  Constrict (Ex) A hammerclaw deals claw damage 
  when it wins a grapple check. 
  Improved Grab (Ex) To use this ability, a 
  hammerclaw must hit an opponent of its own size 
  or smaller with its claw attack. It can attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. 
  Sonic Pulse (Su) A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. 
  This cone has a range of 30 feet. Any creature 
  within the area takes 4d6 points of sonic damage 
  and is stunned for 1d4 rounds. A DC21 Fortitude 
  save negates the stun and halves the damage. The 
  DC is Constitution-based. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature's spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of 
  the failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire or sonic). 
  Skills +4 racial bonus on hide. This bonus goes up to 
  +8 in areas of coral or rock. A hammerclaw has +8 
  racial bonus to Swim checks to perform special 
  actions or avoid a hazard. 
   
  Hammerclaws can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  They can use the run action while swimming 
  provided it swims in a straight line.  
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
   
  BLOOP’BOOP 
  CR 13 
  Male Half-water elemental* human Cleric of the Elder 
  Elemental Eye (Water) 11 
  *from Manual of the Planes 
  CE Medium Outsider (augmented humanoid, human, 
  natice) 
  Init +1; Senses darkvision 60ft; Listen +5, Spot +5 
  Aura Overwhelming Chaos and Evil 
  Languages Abyssal, Aquan, Common 
  AC 25, touch 11, flat-footed 24 
   (+1 Dex, +10 armor, +3 shield, +1 natural) 
  Hp102 (11 HD); 
  Immune cold, disease, water effects 
  Fort +11 (+15 against poison), Ref +5, Will +13 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee short spear +8/+3 (1d6)  
  Space 5 ft; Reach 5 ft. 
  Base Atk +8; Grp +8  
  Special Actions spontaneous casting (inflict), rebuke 
  undead, rebuke water elementals, turn fire 
  elementals 
  Combat Gear short spear, +2 full plate, +1 heavy 
  wooden shield 
  Cleric Spells Prepared (CL 11th): 
   6th—cone of cold D (DC21; 11d6), heal (110 points) 
   5th—cure light wounds, mass (1d8+11 to up to 9 
  allies), Empowered cure serious wounds (3d8+11 
  x1.5), ice storm D (DC20), true seeing� 
   4th—cure critical wounds (4d8+11), death ward, 
  Empowered cure moderate wounds (2d8+10 
  x1.5), freedom of movement�, unholy blightD 
  (DC19) 
   3rd—deeper darkness, dispel magic (x2), 
  invisibility purge, protection from energy (110 
  points), water breathing, water breathingD� 
   2nd—aid, bear’s endurance, calm emotions 
  (DC17), cure moderate wounds (2d8+10), fog 
  cloudD, remove paralysis, silence,  
  1st—bless, cure light wounds (x2, 1d8+5), 
  obscuring mist, protection from good D (CL8th), 
  shield of faith (x3, +3),  
  URC8-03 Leviathan Rising 
   
  Page 26 
  
  0—cure minor wounds (x2), detect magic, detect 
  poison, purify food and water, read magic 
  D: Domain spell. Deity: Elder Elemental Eye (Water). 
  Domains: Evil, Water  
  Spell-Like Abilities (CL 11th): 
   1/day—cone of cold (DC20), control water, fog 
  cloud, ice storm (DC19) obscuring mist, water 
  breathing 
  Abilities Str 10, Dex 12, Con 16, Int 15, Wis 21, Cha 
  12 
  SQ restricted spells (good & law) 
  Feats Combat Casting, Empower Spell, Improved 
  Toughness**, Quicken Spell, Skill Focus 
  (Concentration) B,  
  Skills Concentration +20 (+24 when casting 
  defensively), Diplomacy +15, Knowledge (religion) 
  +16, Knowledge (the planes) +16, Spellcraft +16, 
  Possessions combat gear plus 2 wooden holy 
  symbol of the Elder Elemental Eye, spell 
  component pouch, cloak of resistance +1, periapt 
  of wisdom +2  
  Power-Up Suite: AC 28, touch 14, flat-footed 27; hp 
  124 + 15 temporary; Fort +13; Melee short spear 
  +9/+3 (1d6); Con 20; Concentration +24; Spells 
  active (all self-cast): aid, bless, bear’s endurance, 
  freedom of movement, shield of faith, true seeing, 
  water breathing, 
   
  9: OLHYDRA! 
  ADVANCED CORRUPTED* ELDER 
  WATER ELEMENTAL 
  CR 15 
  *from Book of Vile Darkness 
  NE Huge Aberration (augmented elemental, water) 
  Init +5; Senses darkvision 60ft; Listen +35, Spot +35 
  Languages Aquan, Common 
  AC 30, touch 13, flat-footed 26 
   (-2 size, +5 Dex, +17 natural) 
  hp 387 (31 HD); fast healing 10; DR 10/- 
  Immune Elemental traits poison, sleep, paralysis, 
  and stunning, not subject to critical hits or flanking. 
  Fort +25, Ref +17, Will +11 
  Speed 30 ft. (6 squares), swim 120ft; 
  Melee slam +34/+34 (6d8+12; 19-20/x2, plus 15 
  points of vile damage**) (includes water mastery) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +23; Grp +42  
  Atk Options Cleave, disruptive attack, Great Cleave, 
  Improved Bull Rush, Improved Sunder, Power 
  Attack 
  Special Actions drench, water mastery, vortex 
  Abilities Str 30, Dex 18, Con 25, Int 8, Wis 9, Cha 9 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Critical (slam), Improved Natural 
  Attack (slam), Improved Sunder, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (slam), 
  Skills Listen +35, Spot+35, 
  Disruptive Attack (Su) The elemental’s touch deals 
  15 additional vile damage when it touches 
  uncorrupted, living corporeal nonoutsiders.  
  Drench (Ex) The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of nonmagical origin if these are of Large 
  size or smaller. The creature can dispel magical 
  fire it touches as dispel magic (caster level equals 
  elemental’s HD). 
  Enhanced Power (Su) The save DC of any and all of 
  the corrupt elemental’s special attacks increase by 
  +4. 
  Vortex (Su) The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 15 
  rounds. In vortex form, the elemental can move 
  through the water or along the bottom at its swim 
  speed. The vortex is 5 feet wide at the base, up to 
  30 feet wide at the top, and 10 to 60 feet tall. The 
  elemental controls the exact height, but it must be 
  at least 10 feet. 
   
  The elemental’s movement while in vortex form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if the 
  elemental moves into or through the creature’s 
  space. 
   
  Large Creatures or smaller might take damage 
  when caught in the vortex (see the table below for 
  details) and may be swept up by it. An affected 
  creature must succeed on a Reflex save when it 
  comes into contact with the vortex or take 2d8. It 
  must also succeed on a second Reflex save or be 
  picked up bodily and held suspended in the 
  powerful currents, automatically taking damage 
  each round. An affected creature is allowed a 
  Reflex save each round to escape the vortex. The 
  creature still takes damage, but can leave if the 
  save is successful. The DC is 37. The save DC is 
  Strength-based and includes the +4 from 
  Enhanced Power. 
   
  Creatures trapped in the vortex cannot move 
  except to go where the elemental carries them or 
  to escape the whirlwind. Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  make a Concentration check (DC 10 + spell level) 
  to cast a spell. Creatures caught in the whirlwind 
  take a –4 penalty to Dexterity and a –2 penalty on 
  attack rolls. The elemental can have only as many 
  creatures trapped inside the vortex at one time as 
  will fit inside the vortex’s volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  vortex happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
   
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris. This cloud is centered on 
  the elemental and has a diameter equal to half the 
  vortex’s height. The cloud obscures all vision, 
  including darkvision, beyond 5 feet. Creatures 5 
  URC8-03 Leviathan Rising 
   
  Page 27 
  
  feet away have concealment, while those farther 
  away have total concealment. 
   
  Those caught in the cloud must make a 
  Concentration check (DC 15 + spell level) to cast a 
  spell. 
   
  An elemental in vortex form cannot make slam 
  attacks and does not threaten the area around it.  
  Water Mastery (Ex) A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental 
  takes a –4 penalty on attack and damage rolls. 
   
  A water elemental can be a serious threat to a ship 
  that crosses its path. An elemental can easily 
  overturn small craft (165 feet) and stop larger 
  vessels (310 feet long). Even large ships (620 feet 
  long) can be slowed to half speed. 
  Skills A water elemental has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  URC8-03 Leviathan Rising 
   
  Page 28 
  
  APL 14 
  5: LAND RAID 
  KUO-TOA WARRIOR 
  CR 9 
  Male Kuo-Toa Fighter 6 Warrior 2 
  CE Medium Humanoid (aquatic) 
  Init +5; Senses Keen Sight; Listen +8, Spot +12 
  Languages Abyssal, Aquan, Kuo-toan 
  AC 30, touch 11, flat-footed 29 
   (+1 Dex, +10 armor, +3 shield, +6 natural) 
  hp 99 (10 HD); 
  Immune paralysis, poison 
  Resist electricity 10 
  Fort +12, Ref +7, Will +7 
  Weakness light blindness 
  Speed 15ft. in heavy armor (3 squares), base 
  movement 20 ft., swim 50 ft; 
  Melee +1 spear +19/+14 (1d8+12/ 19-20, x3) and bite 
  +12 (1d6+9) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +10; Grp +15  
  Atk Options Blind-Fight, Power Attack 
  Special Actions Adhesive 
  Combat Gear +1 spear, +2 full plate, +1 heavy 
  wooden shield, gauntlets of ogre power 
  Abilities Str 21, Dex 12, Con 16, Int 15, Wis 12, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats AlertnessB, Blind-Fight, Improved Critical 
  (spear), Improved Initiative, Improved 
  Toughness**, Melee Weapon Mastery** (piercing), 
  Power Attack, Weapon Focus (spear), Weapon 
  Specialization (spear), 
  Skills Climb +7, Escape Artist +5, Intimidate +9, 
  Listen +8, Move Silently +0, Search +11, Spot +12, 
  Swim +14,  
  Possessions combat gear plus cloak of resistance 
  +1 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching them. Anyone who makes an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the wielder’s grasp. Creatures with natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  MERROW CRUSHER 
  CR 11 
  Male Merrow Barbarian 1, Fighter 6, Warrior 2 
  CE Large Giant (aquatic) 
  Init +5; Senses darkvision 60ft, low-light vision; Listen 
  +8, Spot +0 
  Languages Giant 
  AC 21, touch 10, flat-footed 20 
   (-1 size, +1 Dex, +6 armor, +5 natural) 
  hp 154 (13 HD); 
  Fort +21, Ref +6, Will +5 
  Speed 40 ft. in light armor (8 squares), base 
  movement 30 ft., swim 40 ft; 
  Melee +2 longspear +25/+20/+15 (2d6+19/ 19-20, x3) 
  or 
  Melee shortspear +22/+17/+12 (1d8+15/ x3) or 
  Space 10 ft; Reach 10 ft. (20ft with longspear) 
  Base Atk +12; Grp +25  
  Atk Options Blind-Fight, Power Attack 
  Special Actions Rage 
  Combat Gear +2 longspear, +2 chain shirt, gauntlets 
  of ogre power, amulet of health +2, shortspear 
  Abilities Str 29, Dex 12, Con 20, Int 8, Wis 10, Cha 4 
  SQ rage 
  Feats Blind-Fight, Combat Reflexes, Improved Critical 
  (longspear), Improved Initiative, Improved 
  Toughness**, Melee Weapon Mastery** (piercing), 
  Power Attack, Weapon Focus (longspear), 
  Weapon Specialization (longspear), 
  Skills Climb +8, Intimidate +7, Listen +8, Swim +15,  
  Possessions combat gear plus cloak of resistance 
  +3 
  Skills A merrow has +8 racial bonus to Swim checks 
  to perform special actions or avoid a hazard. 
   
  Merrows can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
  URC8-03 Leviathan Rising 
   
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  Power-Up Suite: Rage (10 rounds) AC 19, touch 8, 
  flat-footed 18; hp 170; Fort +23, Will +7; Melee +2 
  longspear +27/+22/+17 (2d6+22, 19-20/x3); Melee 
  shortspear +18/+13 (2d6+18/x3); Str 33, Con 24; 
  Climb +10, Swim +17 
   
  7: THE GUARDS 
  ADVANCED CALLER FROM THE DEEPS* 
   
  CR 11 
  * From Stormwrack 
  NE Gargantuan Elemental (water) 
  Init +0; Senses darkvision 60ft; Listen +24, Spot +24 
  Languages Understands Aquan and Common  
  AC 26, touch 7, flat-footed 26 
   (-4 size, +20 natural) 
  hp 350 (20 HD); DR 5/- 
  Immune elemental traits 
  Fort +25, Ref +6, Will +7 
  Speed Swim 50 ft. (10 squares) 
  Melee tentacles +24/+24 (4d6+12; 19-20/x2)  
  Space 15 ft; Reach 15 ft. 
  Base Atk +15; Grp +39  
  Atk Options Combat Reflexes 
  Special Actions Constrict 4d6+12, enervating grip, 
  improved grab. 
  Spell-Like Abilities (CL 20th): 
   3/day—siren’s call** (DC18) 
  Abilities Str 34, Dex 10, Con 36, Int 15, Wis 12, Cha 
  14 
  SQ elemental traits, siren’s call, summon watery ally 
  Feats Ability Focus (enervating grip), Combat 
  Reflexes, Improved Critical (tentacles), Improved 
  Natural Armor, Improved Natural Attack (tentacles), 
  Swim-by Attack, Weapon Focus (tentacles),  
  Skills Concentration +36, Listen +24, Spot +24, Swim 
  +43,  
  Constrict (Ex) a caller from the deeps deal automatic 
  tentacle damage with a successful grapple check. 
  Elemental Traits A caller from the deeps has 
  immunity to poison, magic sleep effects, paralysis 
  and stunning. It is not subject to critical hits, or 
  flanking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle or 
  true resurrection can restore it to life). 
  Enervating Grip (Su) While dealing damage in a 
  grapple, a caller from the deeps also drains vitality 
  from its target. Those who take grappling damage 
  from a caller from the deeps must make a DC29 
  Fortitude save or take 1 point of Constitution 
  damage. This save DC is Constitution-based (and 
  includes the Ability Focus feat bonus). 
  Improved Grab (Ex) To use this ability, a caller from 
  the deeps must hit with a tentacle attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple, it establishes a hold and can both 
  constrict and use its enervating grip ability. 
  Summon watery ally (Sp) Once per hour, a caller 
  from the deeps can summon a medium water 
  elemental or a large fiendish shark. This creature 
  remains for 10 minutes or until slain. This is the 
  equivalent of a 4th-level spell. 
  Skills A caller from the deeps has +8 racial bonus to 
  Swim checks to perform special actions or avoid a 
  hazard. 
   
  Callers from the deeps can always choose to take 
  10 on Swim checks, even if distracted or 
  endangered. They can use the run action while 
  swimming provided it swims in a straight line.  
   
  ADVANCED DRAGON EEL* 
  CR 13 
  *from Monster Manual III 
  NE Large Dragon 
  Init +4; Senses blindsense 30ft, darkvision 60ft, keen 
  scent, low-light vision; Listen +23, Spot +23 
  Languages Aquan, Draconic 
  AC 27, touch 9, flat-footed 27 
   (-1 size, +18 natural) 
  hp 237 (14 HD); DR 5/ adamantine 
  Immune sleep, paralysis 
  Fort +17, Ref +11, Will +12 
  Speed 20 ft. (4 squares), swim 60 ft; 
  Melee bite +26 (6d8+12; 19-20/x2)  
  Space 10 ft; Reach 5 ft. 
  Base Atk +19; Grp +31  
  Atk Options Cleave, Improved Bull Rush, Improved 
  Sunder, Power Attack, Powerful Charge 
  Special Actions Improved grab, swallow whole, 
  Powerful Charge +2d6 
  Abilities Str 26, Dex 11, Con 22, Int 8, Wis 12, Cha 
  13 
  SQ keen scent 
  Feats Cleave, Improved Bull Rush, Improved 
  Critical(bite), Improved Initiative, Improved Natural 
  Attack (bite), Improved Sunder, Power Attack, 
  Powerful ChargeB 
  Skills Bluff +23, Hide +18, Listen +23, Sense Motive 
  +23, Spot +23, Swim+16,  
  Blindsense (Ex) A dragon eel can locate creatures 
  underwater within 30 feet by nonvisual means. 
  Opponent the dragon eel can’t actually see still 
  have total concealment against the dragon eel. 
  This ability only works underwater. 
  Improved Grab (Ex) To use this ability, a dragon eel 
  must hit with its bite attack. It can attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to swallow the 
  foe the following round (see below). 
  Keen Scent (Ex) A dragon eel can notice creatures 
  by scent within 180feet, and detect blood in the 
  water up to a mile away. 
  Swallow Whole (Ex) A dragon eel can try to swallow 
  a grabbed opponent of medium or smaller size by 
  making a successful grapple check. Once inside, 
  the opponent takes 1d8+8 points of crushing 
  damage plus 8 points of acid damage per round 
  from the dragon eel’s gizzard. A swallowed 
  creature can cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of 
  damage to the gizzard (AC17). On the creature 
  URC8-03 Leviathan Rising 
   
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  exist, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Large dragon eel’s interior can hold 2 medium, 8 
  small, 32 tiny, 128 diminutive or 512 fine 
  opponents.  
  Skills A dragon eel has +8 racial bonus to Swim 
  checks to perform special actions or avoid a 
  hazard. 
   
  Dragon eels can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  They can use the run action while swimming 
  provided it swims in a straight line.  
   
  8: THE TOVAG 
  ADVANCED FIENDISH SPELLWARPED* 
  HAMMERCLAW* 
  CR11 
  * from Monster Manual III and Stormwrack 
  CE Huge Aberration (aquatic, augmented magical 
  beast 
  Init +5; Senses darkvision 60ft; Listen +6, Spot +7 
  Languages Aquan 
  AC 23, touch 9, flat-footed 22 
   (-1 size, +1 Dex, 14 natural) 
  hp 261 (18 HD); DR 10/ magic 
  Resist cold 10, fire 10, sonic 10; SR 29 
  Fort +18, Ref +11, Will +8 
  Speed 20 ft. (20 squares), swim 20 ft; 
  Melee claws +26/+26 (2d6+11) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +36  
  Atk Options Power Attack 
  Special Actions Constrict 3d6+11, improved grab, 
  sonic pulse, smite good (+17 damage) 
  Abilities Str 33, Dex 12, Con 26, Int 8, Wis 12, Cha 8 
  SQ amphibious, spell absorption 
  Feats Alertness, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  Toughness**, Iron Will, Power Attack, Feat, Feat  
  Skills Hide +10 (+14 in rocky or coral areas), Listen 
  +6, Spot +7, Swim +19,  
  Amphibious (Ex) Although the hammerclaw is 
  aquatic, it can survive indefinitely on land. 
  Constrict (Ex) A hammerclaw deals claw damage 
  when it wins a grapple check. 
  Improved Grab (Ex) To use this ability, a 
  hammerclaw must hit an opponent of its own size 
  or smaller with its claw attack. It can attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. 
  Sonic Pulse (Su) A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. 
  This cone has a range of 30 feet. Any creature 
  within the area takes 4d6 points of sonic damage 
  and is stunned for 1d4 rounds. A DC21 Fortitude 
  save negates the stun and halves the damage. The 
  DC is Constitution-based. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature's spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of 
  the failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire or sonic). 
  Skills +4 racial bonus on hide. This bonus goes up to 
  +8 in areas of coral or rock. A hammerclaw has +8 
  racial bonus to Swim checks to perform special 
  actions or avoid a hazard. 
   
  Hammerclaws can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  They can use the run action while swimming 
  provided it swims in a straight line.  
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
   
  BLOOP’BOOP 
  CR 15 
  Male Half-water elemental* human Cleric of the Elder 
  Elemental Eye (Water) 13 
  *from Manual of the Planes 
  CE Medium Outsider (augmented humanoid, human, 
  natice) 
  Init +1; Senses darkvision 60ft; Listen +8, Spot +8 
  Aura Overwhelming Chaos and Evil 
  Languages Abyssal, Aquan, Common 
  AC 26, touch 11, flat-footed 25 
   (+1 Dex, +10 armor, +4 shield, +1 natural) 
  Hp120 (13 HD); 
  Immune cold, disease, water effects 
  Fort +15 (+19 against poison), Ref +9, Will +20 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee short spear +8/+3 (1d6)  
  Space 5 ft; Reach 5 ft. 
  Base Atk +8; Grp +8  
  Special Actions spontaneous casting (inflict), rebuke 
  undead, rebuke water elementals, turn fire 
  elementals 
  Combat Gear short spear, +2 full plate, +1 heavy 
  wooden shield 
  Cleric Spells Prepared (CL 13th): 
   7th—blasphemyD (CL14th) acid fog, 
   6th—blade barrier (DC22), cone of cold D (DC22; 
  13d6), heal (130 points) 
   5th—cure light wounds, mass (1d8+11 to up to 9 
  allies), Empowered cure serious wounds (3d8+13 
  x1.5), ice storm D (DC21), Quickened cure light 
  wounds (1d8+5), true seeing� 
   4th—cure critical wounds (4d8+13), death ward, 
  Empowered cure moderate wounds (2d8+10 
  URC8-03 Leviathan Rising 
   
  Page 31 
  
  x1.5), freedom of movement�, unholy blightD 
  (DC20) 
   3rd—deeper darkness, dispel magic (x2), 
  invisibility purge, protection from energy (130 
  points), water breathing, water breathingD� 
   2nd—aid, bear’s endurance, calm emotions 
  (DC18), cure moderate wounds (x2, 2d8+10), fog 
  cloudD, remove paralysis, silence,  
  1st—bless, cure light wounds (x2, 1d8+5), 
  obscuring mist, protection from good D (CL8th), 
  shield of faith (x3, +4),  
  0—cure minor wounds (x2), detect magic, detect 
  poison, purify food and water, read magic 
  D: Domain spell. Deity: Elder Elemental Eye (Water). 
  Domains: Evil, Water  
  Spell-Like Abilities (CL 13th): 
   1/day—acid fog (DC 23), cone of cold (DC22), 
  control water, fog cloud, ice storm (DC21) 
  obscuring mist, water breathing 
  Abilities Str 10, Dex 12, Con 16, Int 15, Wis 23, Cha 
  12 
  SQ restricted spells (good & law) 
  Feats Combat Casting, Empower Spell, Improved 
  Toughness**, Skill Focus (Concentration) B, 
  Quicken Spell, 
  Skills Concentration +20 (+24 when casting 
  defensively), Diplomacy +15, Knowledge (religion) 
  +16, Knowledge (the planes) +16, Spellcraft +16, 
  Possessions combat gear plus 2 wooden holy 
  symbol of the Elder Elemental Eye, spell 
  component pouch, cloak of resistance +4, periapt 
  of wisdom +4 
  Power-Up Suite: AC 30, touch 15, flat-footed 29; hp 
  156 + 15 temporary; Fort +13; Melee short spear 
  +9/+3 (1d6); Con 20; Concentration +24; Spells 
  active (all self-cast): aid, bless, bear’s endurance, 
  freedom of movement, shield of faith, true seeing, 
  water breathing, 
   
  WATERVEILED ASSASSIN* 
  CR 15 
  *from Monster Manual IV 
  NE Large elemental (extraplanar, water) 
  Init +10; Senses blindsight 60ft, darkvision 60ft; 
  Listen +20, Spot +20 
  Languages Aquan, Common  
  AC 25, touch 15, flat-footed 19 
   (-1 size, +6 Dex, +10 natural) 
  Miss Chance one with water 
  hp 169 (26 HD); fast healing 5; DR 10/- 
  Immune elemental immunities 
  Resist liquid body; SR 23 
  Fort +17, Ref +16, Will +13 
  Speed 30 ft. (6 squares), swim 60 ft; malleable form 
  Melee slam +26 (4d8+10) 
  Space 10 ft; Reach 20 ft. 
  Base Atk +19; Grp +30  
  Atk Options Combat Reflexes 
  Special Actions churn, engulf 
  Abilities Str 25, Dex 23, Con 15, Int 10, Wis 16, Cha 
  12 
  SQ elemental traits, one with water 
  Feats Alertness, Combat Reflexes, Improved 
  Initiative, Improved Natural Attack (slam), Iron Will, 
  Lightning Reflexes, Skill Focus (Hide), Skill Focus 
  (Move Silently), Weapon Focus (slam) 
  Skills Hide +19, Listen +20, Move Silently +23, Spot 
  +20, Swim +15, 
  Churn (Ex) As a swift action, a waterveiled assassin 
  can create mighty currents within its body that 
  grind engulfed creatures, dealing 5d6 points of 
  bludgeoning damage. An engulfed creature that 
  succeeds on a DC30 Fortitute save takes half 
  damage. The DC is Strenght-based. 
  Elemental Traits A waterveiled assassin has 
  immunity to poison, magic sleep effects, paralysis 
  and stunning. It is not subject to critical hits, or 
  flanking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle or 
  true resurrection can restore it to life). 
  Engulf (Ex) As a standard action, a waterveiled 
  assassin can flow over Medium or smaller 
  creatures, entrapping them within its liquid form. 
  The assassin simply moves into the opponent’s 
  space; any creature whose space is completely 
  covered is subject to the engulf attack. The 
  assassin cannot make a slam attack during a 
  round in which it engulfs. If can engulf as many 
  creatures as fit in its space. 
   
  Opponents can make attacks of opportunity 
  against the assassin, but if they do so, they are not 
  entitled to a saving throw. Those who do not 
  attempt attack opportunity must succeed on a 
  DC30 Reflex save or be engulfed; on a success, a 
  creature moves aside or back (opponent’s choice) 
  to move out of the assassin’s path. The DC is 
  Strength-based. 
   
  Engulfed creatures are considered to be grappled 
  within the assassin’s body, and they are subject to 
  its churn attack. Engulfed creature that breathe air 
  might drown (DMG 304). 
  Liquid Body (Ex) A waterveiled assassin exercises 
  supreme control over its watery form, allowing it to 
  flow around attacks, flatten itself against the 
  ground to avoid a spell’s blast, and so forth. Any 
  spell or effect that allows for a Reflex save for half 
  has 50% chance to have no effect on a waterveiled 
  assassin. 
  Malleable Form (Ex) A waterveiled assassin’s control 
  over its form allows it to flow through tiny cracks in 
  objects and move through the earth, walls, and 
  over obstacles. The assassin moves at normal 
  speed through terrain that slows movement. It can 
  move through permeable objects at half speed, but 
  it cannot move through completely solid barriers.  
   
  For example, the assassin could flow through a 
  wooden or brick wall by squeezing into cracks and 
  channels, but it count not move through a wall of 
  solid iron or rock, such as that produced by a wall 
  of stone. 
   
  If the assassin ends its movement completely 
  within an object, opponents do not have line of 
  sight or line of effect to it. Its reach drops down to 0 
  feet. Any creatures engulfed within the assassin fall 
  URC8-03 Leviathan Rising 
   
  Page 32 
  
  out, dropping prone at the edge of the object. If 
  only part of the assassin is in an object, but but its 
  remaining space cannot hold all the creatures 
  within it, the assassin chooses which ones to 
  release. 
  One with Water (Ex) Since a waterveiled assassin’s 
  body is liquid, it can simply disappear into water. 
  An assassin in a volume of water 15ftx15ftx15ft is 
  invisibile. It remains invisible as long as it remains 
  within water, even if it attacks. 
  Skills A waterveiled assassin has +8 racial bonus to 
  Swim checks to perform special actions or avoid a 
  hazard. 
   
  Waterveiled assassins can always choose to take 
  10 on Swim checks, even if distracted or 
  endangered. They can use the run action while 
  swimming provided it swims in a straight line.  
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
   
  9: OLHYDRA! 
  AVATAR OF OLHYDRA* 
  CR 17 
  *from Based off Imix from Return to the Temple of 
  Elemental Evil 
  NE Gargantuan elemental (water) 
  Init +11; Senses darkvision 60ft; Listen +43, Spot 
  +43 
  Languages Abyssal, Aquan, Common, Draconic, 
  Celestial, Infernal  
  AC 24, touch 13, flat-footed 17 
   (-4 size, +7 Dex, +11 natural) 
  hp 378 (36 HD); DR 15/- 
  Immune poison, sleep, paralysis, and stunning. Not 
  subject to critical hits or flanking; fire immunity 
  Resist cold 20 SR 20 
  Fort +26, Ref +19, Will +16 
  Weakness vulnerability to cold 
  Speed 20 ft. (4 squares), swim 90 ft; 
  Melee slam +36/+31/+26/+21 (2d10+17; 19-20/x2)* 
  including Water Mastery 
  Space 20 ft; Reach 20 ft. 
  Base Atk +27; Grp +66 
  Atk Options Blind-Fight, Improved Bull Rush, 
  Improved Sunder, Power Attack,  
  Special Actions capsize, Cleave, drench, Great 
  Cleave, summon water creatures, vortex,  
  Abilities Str 32, Dex 24, Con 23, Int 20, Wis 18, Cha 
  18 
  SQ elemental traits, water mastery 
  Feats Blind-Fight, Cleave, Combat Casting, Combat 
  Expertise, Great Cleave, Improved Bull Rush, 
  Improved Critical (slam), Improved Initiative, 
  Quicken Spell-Like Ability (acid fog), Power Attack, 
  Sunder, Weapon Focus (slam) 
  Skills Concentration +45 (+49 when casting 
  defensively), Intimidate +43, Knowledge (history) 
  +44, Knowledge (religion) +44, Knowledge (the 
  planes) +44, Listen +43, Spot +43, Swim +19, 
  Capsize (Ex) Olhydra can surface under a boat or 
  ship less than 20 feet long capsizes the vessel 
  100% of the time. She has a 75% chance to 
  capsize a vessel from 20 to 60 feet long, and a 
  50% chance to capsize a vessel over 60 feet long. 
  Cold Vulnerability (Ex) If Olhydra takes damage 
  from a cold-based attack (i.e., it bypasses her cold 
  resistance) she is slowed for a number of rounds 
  equal to the spell’s level. 
  Drench (Ex) Olhydra’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of nonmagical origin if these are of Huge 
  size or smaller. She can dispel magical fire she 
  touches as dispel magic cast by a 36th-level 
  sorcerer. 
  Elemental traits Immune to poison, sleep, paralysis, 
  and stunning, not subject to critical hits or flanking. 
  Summon Water Creatures (Sp) Once per day, 
  Olhydra can automatically summon 1d3 Large or 
  Huge water elementals, 3d4 sea hags, 2d4 water 
  weirds, or 20-200 sahuagin. 
  Vortex (Su) Olhydra can transform herself into a 
  whirlpool once ever 10 minutes provided she is 
  underwater, and remain in that form for up to 18 
  rounds. In vortex form, she can move through the 
  water or along the bottom at her swim speed. 
   
  The vortex is 5 feet wide at the base, up to 30 feet 
  wide at the top, and 80 feet tall. She controls the 
  exact height, but it must be at least 10 feet tall. 
   
  Creatures of Huge or smaller size take damage 
  when caught in the vortex and might be swept up 
  by it. An affected creature must succeed at a 
  Reflex save (DC 33) when it comes in contact with 
  the vortex or take 2d8 points of damage. It must 
  also succeed at a second Reflex save (same DC) 
  or be picked up bodily and held suspended in the 
  powerful currents, automatically taking damage 
  each round. A creature with a swim speed is 
  allowed a Reflex save each round to escape the 
  vortex. The creature still takes damage, but can 
  leave if the save is successful. 
   
  Olhydra can eject any carried creatures whenever 
  she wishes, depositing them wherever the vortex 
  happens to be. 
   
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris. This cloud is centered on 
  Olhydra and has a diameter equal to half the 
  vortex’s height. The cloud obscures all vision, 
  including darkvision, beyond 5 feet. Creatures 5 
  feet away have one-half concealment, while those 
  further away have total concealment (see 
  Concealment page 133 in the PHB). Those caught 
  in the cloud must succeed at a Concentration 
  check to cast a spell (DC 33). 
  Water Mastery (Ex) Olhydra gains a +1 attack and 
  damage bonus if both her and her opponent touch 
  water. If she or her opponent is land bound, she 
  suffers a –4 penalty to attack and damage. (These 
  modifiers are not included in the statistics block). 
  Skills Olhydra has +8 racial bonus to Swim checks to 
  perform special actions or avoid a hazard. 
   
  Olhydra can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  URC8-03 Leviathan Rising 
   
  Page 33 
  
  use the run action while swimming provided it 
  swims in a straight line.  
  URC8-03 Leviathan Rising 
   
  Page 34 
  
  APL 16 
  5: LAND RAID 
  KUO-TOA WARRIOR 
  CR 9 
  Male Kuo-Toa Fighter 6 Warrior 2 
  CE Medium Humanoid (aquatic) 
  Init +5; Senses Keen Sight; Listen +8, Spot +12 
  Languages Abyssal, Aquan, Kuo-toan 
  AC 30, touch 11, flat-footed 29 
   (+1 Dex, +10 armor, +3 shield, +6 natural) 
  hp 99 (10 HD); 
  Immune paralysis, poison 
  Resist electricity 10 
  Fort +12, Ref +7, Will +7 
  Weakness light blindness 
  Speed 15ft. in heavy armor (3 squares), base 
  movement 20 ft., swim 50 ft; 
  Melee +1 spear +19/+14 (1d8+12/ 19-20, x3) and bite 
  +12 (1d6+9) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +10; Grp +15  
  Atk Options Blind-Fight, Power Attack 
  Special Actions Adhesive 
  Combat Gear +1 spear, +2 full plate, +1 heavy 
  wooden shield, gauntlets of ogre power 
  Abilities Str 21, Dex 12, Con 16, Int 15, Wis 12, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats AlertnessB, Blind-Fight, Improved Critical 
  (spear), Improved Initiative, Improved 
  Toughness**, Melee Weapon Mastery** (piercing), 
  Power Attack, Weapon Focus (spear), Weapon 
  Specialization (spear), 
  Skills Climb +7, Escape Artist +5, Intimidate +9, 
  Listen +8, Move Silently +0, Search +11, Spot +12, 
  Swim +14,  
  Possessions combat gear plus cloak of resistance 
  +1 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching them. Anyone who makes an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the wielder’s grasp. Creatures with natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  MERROW CRUSHER 
  CR 11 
  Male Merrow Barbarian 1, Fighter 6, Warrior 2 
  CE Large Giant (aquatic) 
  Init +5; Senses darkvision 60ft, low-light vision; Listen 
  +8, Spot +0 
  Languages Giant 
  AC 21, touch 10, flat-footed 20 
   (-1 size, +1 Dex, +6 armor, +5 natural) 
  hp 154 (13 HD); 
  Fort +21, Ref +6, Will +5 
  Speed 40 ft. in light armor (8 squares), base 
  movement 30 ft., swim 40 ft; 
  Melee +2 longspear +25/+20/+15 (2d6+19/ 19-20, x3) 
  or 
  Melee shortspear +22/+17/+12 (1d8+15/ x3) or 
  Space 10 ft; Reach 10 ft. (20ft with longspear) 
  Base Atk +12; Grp +25  
  Atk Options Blind-Fight, Power Attack 
  Special Actions Rage 
  Combat Gear +2 longspear, +2 chain shirt, gauntlets 
  of ogre power, amulet of health +2, shortspear 
  Abilities Str 29, Dex 12, Con 20, Int 8, Wis 10, Cha 4 
  SQ rage 
  Feats Blind-Fight, Combat Reflexes, Improved Critical 
  (longspear), Improved Initiative, Improved 
  Toughness**, Melee Weapon Mastery** (piercing), 
  Power Attack, Weapon Focus (longspear), 
  Weapon Specialization (longspear), 
  Skills Climb +8, Intimidate +7, Listen +8, Swim +15,  
  Possessions combat gear plus cloak of resistance 
  +3 
  Skills A merrow has +8 racial bonus to Swim checks 
  to perform special actions or avoid a hazard. 
   
  Merrows can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
  URC8-03 Leviathan Rising 
   
  Page 35 
  
  Power-Up Suite: Rage (10 rounds) AC 19, touch 8, 
  flat-footed 18; hp 170; Fort +23, Will +7; Melee +2 
  longspear +27/+22/+17 (2d6+22, 19-20/x3); Melee 
  shortspear +18/+13 (2d6+18/x3); Str 33, Con 24; 
  Climb +10, Swim +17 
   
  7: THE GUARDS 
  ADVANCED CALLER FROM THE DEEPS* 
   
  CR 13 
  * From Stormwrack 
  NE Gargantuan Elemental (water) 
  Init +0; Senses darkvision 60ft; Listen +31, Spot +31 
  Languages Understands Aquan and Common  
  AC 26, touch 7, flat-footed 26 
   (-4 size, +20 natural) 
  hp 499 (27 HD); DR 5/- 
  Immune elemental traits 
  Fort +28, Ref +9, Will +10 
  Speed Swim 50 ft. (10 squares) 
  Melee tentacles +28/+28 (4d6+12; 19-20/x2)  
  Space 15 ft; Reach 15 ft. 
  Base Atk +15; Grp +44  
  Atk Options Combat Reflexes, Power Attack 
  Special Actions Constrict 4d6+12, enervating grip, 
  improved grab. 
  Spell-Like Abilities (CL 27th): 
   3/day—siren’s call** (DC18) 
  Abilities Str 34, Dex 10, Con 36, Int 16, Wis 12, Cha 
  14 
  SQ elemental traits, siren’s call, summon watery ally 
  Feats Ability Focus (enervating grip), Combat 
  Reflexes, Improved Critical (tentacles), Improved 
  Natural Armor, Improved Natural Attack (tentacles), 
  Improved Toughness**, Improved Natural Armor 
  Improved Natural Armor, Large and In Charge, 
  Power Attack, Swim-by Attack, Weapon Focus 
  (tentacles),  
  Skills Concentration +43, Listen +31, Spot +31, Swim 
  +50, Tumble +15, 
  Constrict (Ex) a caller from the deeps deal automatic 
  tentacle damage with a successful grapple check. 
  Elemental Traits A caller from the deeps has 
  immunity to poison, magic sleep effects, paralysis 
  and stunning. It is not subject to critical hits, or 
  flanking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle or 
  true resurrection can restore it to life). 
  Enervating Grip (Su) While dealing damage in a 
  grapple, a caller from the deeps also drains vitality 
  from its target. Those who take grappling damage 
  from a caller from the deeps must make a DC29 
  Fortitude save or take 1 point of Constitution 
  damage. This save DC is Constitution-based (and 
  includes the Ability Focus feat bonus). 
  Improved Grab (Ex) To use this ability, a caller from 
  the deeps must hit with a tentacle attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple, it establishes a hold and can both 
  constrict and use its enervating grip ability. 
  Summon watery ally (Sp) Once per hour, a caller 
  from the deeps can summon a medium water 
  elemental or a large fiendish shark. This creature 
  remains for 10 minutes or until slain. This is the 
  equivalent of a 4th-level spell. 
  Skills A caller from the deeps has +8 racial bonus to 
  Swim checks to perform special actions or avoid a 
  hazard. 
   
  Callers from the deeps can always choose to take 
  10 on Swim checks, even if distracted or 
  endangered. They can use the run action while 
  swimming provided it swims in a straight line.  
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
   
  ADVANCED DRAGON EEL* 
  CR 15 
  *from Monster Manual III 
  NE Large Dragon 
  Init +4; Senses blindsense 30ft, darkvision 60ft, keen 
  scent, low-light vision; Listen +27, Spot +27 
  Languages Aquan, Draconic 
  AC 28, touch 10, flat-footed 27 
   (-1 size, +1 Dex, +18 natural) 
  hp 310 (23 HD); DR 5/ adamantine 
  Immune sleep, paralysis 
  Fort +19, Ref +14, Will +14 
  Speed 20 ft. (4 squares), swim 60 ft; 
  Melee bite +30 (6d8+12; 19-20/x2)  
  Space 10 ft; Reach 5 ft. 
  Base Atk +23; Grp +35  
  Atk Options Cleave, Improved Bull Rush, Improved 
  Sunder, Power Attack, Powerful Charge 
  Special Actions Improved grab, swallow whole, 
  Powerful Charge +2d6 
  Abilities Str 26, Dex 12, Con 22, Int 8, Wis 12, Cha 
  13 
  SQ keen scent 
  Feats Cleave, Improved Bull Rush, Improved 
  Critical(bite), Improved Initiative, Improved Natural 
  Attack (bite), Improved Sunder, Improved 
  Toughness**, Power Attack, Powerful ChargeB 
  Skills Bluff +23, Hide +18, Listen +23, Sense Motive 
  +23, Spot +23, Swim+16,  
  Blindsense (Ex) A dragon eel can locate creatures 
  underwater within 30 feet by nonvisual means. 
  Opponent the dragon eel can’t actually see still 
  have total concealment against the dragon eel. 
  This ability only works underwater. 
  Improved Grab (Ex) To use this ability, a dragon eel 
  must hit with its bite attack. It can attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to swallow the 
  foe the following round (see below). 
  Keen Scent (Ex) A dragon eel can notice creatures 
  by scent within 180feet, and detect blood in the 
  water up to a mile away. 
  Swallow Whole (Ex) A dragon eel can try to swallow 
  a grabbed opponent of medium or smaller size by 
  making a successful grapple check. Once inside, 
  the opponent takes 1d8+8 points of crushing 
  URC8-03 Leviathan Rising 
   
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  damage plus 8 points of acid damage per round 
  from the dragon eel’s gizzard. A swallowed 
  creature can cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of 
  damage to the gizzard (AC17). On the creature 
  exist, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Large dragon eel’s interior can hold 2 medium, 8 
  small, 32 tiny, 128 diminutive or 512 fine 
  opponents.  
  Skills A dragon eel has +8 racial bonus to Swim 
  checks to perform special actions or avoid a 
  hazard. 
   
  Dragon eels can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  They can use the run action while swimming 
  provided it swims in a straight line.  
   
  8: THE TOVAG 
  ADVANCED FIENDISH SPELLWARPED* 
  HAMMERCLAW* 
  CR11 
  * from Monster Manual III and Stormwrack 
  CE Huge Aberration (aquatic, augmented magical 
  beast 
  Init +5; Senses darkvision 60ft; Listen +6, Spot +7 
  Languages Aquan 
  AC 23, touch 9, flat-footed 22 
   (-1 size, +1 Dex, 14 natural) 
  hp 261 (18 HD); DR 10/ magic 
  Resist cold 10, fire 10, sonic 10; SR 29 
  Fort +18, Ref +11, Will +8 
  Speed 20 ft. (20 squares), swim 20 ft; 
  Melee claws +26/+26 (2d6+11) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +17; Grp +36  
  Atk Options Power Attack 
  Special Actions Constrict 3d6+11, improved grab, 
  sonic pulse, smite good (+17 damage) 
  Abilities Str 33, Dex 12, Con 26, Int 8, Wis 12, Cha 8 
  SQ amphibious, spell absorption 
  Feats Alertness, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  Toughness**, Iron Will, Power Attack, Feat, Feat  
  Skills Hide +10 (+14 in rocky or coral areas), Listen 
  +6, Spot +7, Swim +19,  
  Amphibious (Ex) Although the hammerclaw is 
  aquatic, it can survive indefinitely on land. 
  Constrict (Ex) A hammerclaw deals claw damage 
  when it wins a grapple check. 
  Improved Grab (Ex) To use this ability, a 
  hammerclaw must hit an opponent of its own size 
  or smaller with its claw attack. It can attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. 
  Sonic Pulse (Su) A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. 
  This cone has a range of 30 feet. Any creature 
  within the area takes 4d6 points of sonic damage 
  and is stunned for 1d4 rounds. A DC21 Fortitude 
  save negates the stun and halves the damage. The 
  DC is Constitution-based. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature's spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of 
  the failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire or sonic). 
  Skills +4 racial bonus on hide. This bonus goes up to 
  +8 in areas of coral or rock. A hammerclaw has +8 
  racial bonus to Swim checks to perform special 
  actions or avoid a hazard. 
   
  Hammerclaws can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  They can use the run action while swimming 
  provided it swims in a straight line.  
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
   
  BLOOP’BOOP 
  CR 15 
  Male Half-water elemental* human Cleric of the Elder 
  Elemental Eye (Water) 13 
  *from Manual of the Planes 
  CE Medium Outsider (augmented humanoid, human, 
  natice) 
  Init +1; Senses darkvision 60ft; Listen +8, Spot +8 
  Aura Overwhelming Chaos and Evil 
  Languages Abyssal, Aquan, Common 
  AC 26, touch 11, flat-footed 25 
   (+1 Dex, +10 armor, +4 shield, +1 natural) 
  Hp120 (13 HD); 
  Immune cold, disease, water effects 
  Fort +15 (+19 against poison), Ref +9, Will +20 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee short spear +8/+3 (1d6)  
  Space 5 ft; Reach 5 ft. 
  Base Atk +8; Grp +8  
  Special Actions spontaneous casting (inflict), rebuke 
  undead, rebuke water elementals, turn fire 
  elementals 
  Combat Gear short spear, +2 full plate, +1 heavy 
  wooden shield 
  Cleric Spells Prepared (CL 13th): 
   7th—blasphemyD (CL14th) acid fog, 
   6th—blade barrier (DC22), cone of cold D (DC22; 
  13d6), heal (130 points) 
   5th—cure light wounds, mass (1d8+11 to up to 9 
  allies), Empowered cure serious wounds (3d8+13 
  URC8-03 Leviathan Rising 
   
  Page 37 
  
  x1.5), ice storm D (DC21), Quickened cure light 
  wounds (1d8+5), true seeing� 
   4th—cure critical wounds (4d8+13), death ward, 
  Empowered cure moderate wounds (2d8+10 
  x1.5), freedom of movement�, unholy blightD 
  (DC20) 
   3rd—deeper darkness, dispel magic (x2), 
  invisibility purge, protection from energy (130 
  points), water breathing, water breathingD� 
   2nd—aid, bear’s endurance, calm emotions 
  (DC18), cure moderate wounds (x2, 2d8+10), fog 
  cloudD, remove paralysis, silence,  
  1st—bless, cure light wounds (x2, 1d8+5), 
  obscuring mist, protection from good D (CL8th), 
  shield of faith (x3, +4),  
  0—cure minor wounds (x2), detect magic, detect 
  poison, purify food and water, read magic 
  D: Domain spell. Deity: Elder Elemental Eye (Water). 
  Domains: Evil, Water  
  Spell-Like Abilities (CL 13th): 
   1/day—acid fog (DC 23), cone of cold (DC22), 
  control water, fog cloud, ice storm (DC21) 
  obscuring mist, water breathing 
  Abilities Str 10, Dex 12, Con 16, Int 15, Wis 23, Cha 
  12 
  SQ restricted spells (good & law) 
  Feats Combat Casting, Empower Spell, Improved 
  Toughness**, Skill Focus (Concentration) B, 
  Quicken Spell, 
  Skills Concentration +20 (+24 when casting 
  defensively), Diplomacy +15, Knowledge (religion) 
  +16, Knowledge (the planes) +16, Spellcraft +16, 
  Possessions combat gear plus 2 wooden holy 
  symbol of the Elder Elemental Eye, spell 
  component pouch, cloak of resistance +4, periapt 
  of wisdom +4 
  Power-Up Suite: AC 30, touch 15, flat-footed 29; hp 
  156 + 15 temporary; Fort +13; Melee short spear 
  +9/+3 (1d6); Con 20; Concentration +24; Spells 
  active (all self-cast): aid, bless, bear’s endurance, 
  freedom of movement, shield of faith, true seeing, 
  water breathing 
   
  MERROW CRUSHER 
  CR 11 
  See Encounter 3. 
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
  WATERVEILED ASSASSIN* 
  CR 15 
  *from Monster Manual IV 
  NE Large elemental (extraplanar, water) 
  Init +10; Senses blindsight 60ft, darkvision 60ft; 
  Listen +20, Spot +20 
  Languages Aquan, Common  
  AC 25, touch 15, flat-footed 19 
   (-1 size, +6 Dex, +10 natural) 
  Miss Chance one with water 
  hp 169 (26 HD); fast healing 5; DR 10/- 
  Immune elemental immunities 
  Resist liquid body; SR 23 
  Fort +17, Ref +16, Will +13 
  Speed 30 ft. (6 squares), swim 60 ft; malleable form 
  Melee slam +26 (4d8+10) 
  Space 10 ft; Reach 20 ft. 
  Base Atk +19; Grp +30  
  Atk Options Combat Reflexes 
  Special Actions churn, engulf 
  Abilities Str 25, Dex 23, Con 15, Int 10, Wis 16, Cha 
  12 
  SQ elemental traits, one with water 
  Feats Alertness, Combat Reflexes, Improved 
  Initiative, Improved Natural Attack (slam), Iron Will, 
  Lightning Reflexes, Skill Focus (Hide), Skill Focus 
  (Move Silently), Weapon Focus (slam) 
  Skills Hide +19, Listen +20, Move Silently +23, Spot 
  +20, Swim +15, 
  Churn (Ex) As a swift action, a waterveiled assassin 
  can create mighty currents within its body that 
  grind engulfed creatures, dealing 5d6 points of 
  bludgeoning damage. An engulfed creature that 
  succeeds on a DC30 Fortitute save takes half 
  damage. The DC is Strenght-based. 
  Elemental Traits A waterveiled assassin has 
  immunity to poison, magic sleep effects, paralysis 
  and stunning. It is not subject to critical hits, or 
  flanking. It cannot be raised, reincarnated or 
  resurrected (though a limited wish, wish, miracle or 
  true resurrection can restore it to life). 
  Engulf (Ex) As a standard action, a waterveiled 
  assassin can flow over Medium or smaller 
  creatures, entrapping them within its liquid form. 
  The assassin simply moves into the opponent’s 
  space; any creature whose space is completely 
  covered is subject to the engulf attack. The 
  assassin cannot make a slam attack during a 
  round in which it engulfs. If can engulf as many 
  creatures as fit in its space. 
   
  Opponents can make attacks of opportunity 
  against the assassin, but if they do so, they are not 
  entitled to a saving throw. Those who do not 
  attempt attack opportunity must succeed on a 
  DC30 Reflex save or be engulfed; on a success, a 
  creature moves aside or back (opponent’s choice) 
  to move out of the assassin’s path. The DC is 
  Strength-based. 
   
  Engulfed creatures are considered to be grappled 
  within the assassin’s body, and they are subject to 
  its churn attack. Engulfed creature that breathe air 
  might drown (DMG 304). 
  Liquid Body (Ex) A waterveiled assassin exercises 
  supreme control over its watery form, allowing it to 
  flow around attacks, flatten itself against the 
  ground to avoid a spell’s blast, and so forth. Any 
  spell or effect that allows for a Reflex save for half 
  has 50% chance to have no effect on a waterveiled 
  assassin. 
  Malleable Form (Ex) A waterveiled assassin’s control 
  over its form allows it to flow through tiny cracks in 
  objects and move through the earth, walls, and 
  over obstacles. The assassin moves at normal 
  speed through terrain that slows movement. It can 
  move through permeable objects at half speed, but 
  it cannot move through completely solid barriers.  
  URC8-03 Leviathan Rising 
   
  Page 38 
  
   
  For example, the assassin could flow through a 
  wooden or brick wall by squeezing into cracks and 
  channels, but it count not move through a wall of 
  solid iron or rock, such as that produced by a wall 
  of stone. 
   
  If the assassin ends its movement completely 
  within an object, opponents do not have line of 
  sight or line of effect to it. Its reach drops down to 0 
  feet. Any creatures engulfed within the assassin fall 
  out, dropping prone at the edge of the object. If 
  only part of the assassin is in an object, but but its 
  remaining space cannot hold all the creatures 
  within it, the assassin chooses which ones to 
  release. 
  One with Water (Ex) Since a waterveiled assassin’s 
  body is liquid, it can simply disappear into water. 
  An assassin in a volume of water 15ftx15ftx15ft is 
  invisibile. It remains invisible as long as it remains 
  within water, even if it attacks. 
  Skills A waterveiled assassin has +8 racial bonus to 
  Swim checks to perform special actions or avoid a 
  hazard. 
   
  Waterveiled assassins can always choose to take 
  10 on Swim checks, even if distracted or 
  endangered. They can use the run action while 
  swimming provided it swims in a straight line.  
  Power-Up Suite: All Attacks at +1 morale bonus to 
  hit; Spells active (cast by Bloop’Boop): bless 
   
  9: OLHYDRA! 
  ADVANCED CORRUPTED* ELDER 
  WATER ELEMENTAL 
  CR 15 
  *from Book of Vile Darkness 
  NE Huge Aberration (augmented elemental, water) 
  Init +5; Senses darkvision 60ft; Listen +35, Spot +35 
  Languages Aquan, Common 
  AC 30, touch 13, flat-footed 26 
   (-2 size, +5 Dex, +17 natural) 
  hp 387 (31 HD); fast healing 10; DR 10/- 
  Immune Elemental traits poison, sleep, paralysis, 
  and stunning, not subject to critical hits or flanking. 
  Fort +25, Ref +17, Will +11 
  Speed 30 ft. (6 squares), swim 120ft; 
  Melee slam +34/+34 (6d8+12; 19-20/x2, plus 15 
  points of vile damage**) (includes water mastery) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +23; Grp +42  
  Atk Options Cleave, disruptive attack, Great Cleave, 
  Improved Bull Rush, Improved Sunder, Power 
  Attack 
  Special Actions drench, water mastery, vortex 
  Abilities Str 30, Dex 18, Con 25, Int 8, Wis 9, Cha 9 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Critical (slam), Improved Natural 
  Attack (slam), Improved Sunder, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (slam), 
  Skills Listen +35, Spot+35, 
  Disruptive Attack (Su) The elemental’s touch deals 
  15 additional vile damage when it touches 
  uncorrupted, living corporeal nonoutsiders.  
  Drench (Ex) The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of nonmagical origin if these are of Large 
  size or smaller. The creature can dispel magical 
  fire it touches as dispel magic (caster level equals 
  elemental’s HD). 
  Enhanced Power (Su) The save DC of any and all of 
  the corrupt elemental’s special attacks increase by 
  +4. 
  Vortex (Su) The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 15 
  rounds. In vortex form, the elemental can move 
  through the water or along the bottom at its swim 
  speed. The vortex is 5 feet wide at the base, up to 
  30 feet wide at the top, and 10 to 60 feet tall. The 
  elemental controls the exact height, but it must be 
  at least 10 feet. 
   
  The elemental’s movement while in vortex form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if the 
  elemental moves into or through the creature’s 
  space. 
   
  Large Creatures or smaller might take damage 
  when caught in the vortex (see the table below for 
  details) and may be swept up by it. An affected 
  creature must succeed on a Reflex save when it 
  comes into contact with the vortex or take 2d8. It 
  must also succeed on a second Reflex save or be 
  picked up bodily and held suspended in the 
  powerful currents, automatically taking damage 
  each round. An affected creature is allowed a 
  Reflex save each round to escape the vortex. The 
  creature still takes damage, but can leave if the 
  save is successful. The DC is 37. The save DC is 
  Strength-based and includes the +4 from 
  Enhanced Power. 
   
  Creatures trapped in the vortex cannot move 
  except to go where the elemental carries them or 
  to escape the whirlwind. Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  make a Concentration check (DC 10 + spell level) 
  to cast a spell. Creatures caught in the whirlwind 
  take a –4 penalty to Dexterity and a –2 penalty on 
  attack rolls. The elemental can have only as many 
  creatures trapped inside the vortex at one time as 
  will fit inside the vortex’s volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  vortex happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
   
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris. This cloud is centered on 
  the elemental and has a diameter equal to half the 
  vortex’s height. The cloud obscures all vision, 
  including darkvision, beyond 5 feet. Creatures 5 
  URC8-03 Leviathan Rising 
   
  Page 39 
  
  feet away have concealment, while those farther 
  away have total concealment. 
   
  Those caught in the cloud must make a 
  Concentration check (DC 15 + spell level) to cast a 
  spell. 
   
  An elemental in vortex form cannot make slam 
  attacks and does not threaten the area around it.  
  Water Mastery (Ex) A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental 
  takes a –4 penalty on attack and damage rolls. 
   
  A water elemental can be a serious threat to a ship 
  that crosses its path. An elemental can easily 
  overturn small craft (165 feet) and stop larger 
  vessels (310 feet long). Even large ships (620 feet 
  long) can be slowed to half speed. 
  Skills A water elemental has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
   
  AVATAR OF OLHYDRA* 
  CR 17 
  *from Based off Imix from Return to the Temple of 
  Elemental Evil 
  NE Gargantuan elemental (water) 
  Init +11; Senses darkvision 60ft; Listen +43, Spot 
  +43 
  Languages Abyssal, Aquan, Common, Draconic, 
  Celestial, Infernal  
  AC 24, touch 13, flat-footed 17 
   (-4 size, +7 Dex, +11 natural) 
  hp 378 (36 HD); DR 15/- 
  Immune poison, sleep, paralysis, and stunning. Not 
  subject to critical hits or flanking; fire immunity 
  Resist cold 20 SR 20 
  Fort +26, Ref +19, Will +16 
  Weakness vulnerability to cold 
  Speed 20 ft. (4 squares), swim 90 ft; 
  Melee slam +36/+31/+26/+21 (2d10+17; 19-20/x2)* 
  including Water Mastery 
  Space 20 ft; Reach 20 ft. 
  Base Atk +27; Grp +66 
  Atk Options Blind-Fight, Improved Bull Rush, 
  Improved Sunder, Power Attack,  
  Special Actions capsize, Cleave, drench, Great 
  Cleave, summon water creatures, vortex,  
  Abilities Str 32, Dex 24, Con 23, Int 20, Wis 18, Cha 
  18 
  SQ elemental traits, water mastery 
  Feats Blind-Fight, Cleave, Combat Casting, Combat 
  Expertise, Great Cleave, Improved Bull Rush, 
  Improved Critical (slam), Improved Initiative, 
  Quicken Spell-Like Ability (acid fog), Power Attack, 
  Sunder, Weapon Focus (slam) 
  Skills Concentration +45 (+49 when casting 
  defensively), Intimidate +43, Knowledge (history) 
  +44, Knowledge (religion) +44, Knowledge (the 
  planes) +44, Listen +43, Spot +43, Swim +19, 
  Capsize (Ex) Olhydra can surface under a boat or 
  ship less than 20 feet long capsizes the vessel 
  100% of the time. She has a 75% chance to 
  capsize a vessel from 20 to 60 feet long, and a 
  50% chance to capsize a vessel over 60 feet long. 
  Cold Vulnerability (Ex) If Olhydra takes damage 
  from a cold-based attack (i.e., it bypasses her cold 
  resistance) she is slowed for a number of rounds 
  equal to the spell’s level. 
  Drench (Ex) Olhydra’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of nonmagical origin if these are of Huge 
  size or smaller. She can dispel magical fire she 
  touches as dispel magic cast by a 36th-level 
  sorcerer. 
  Elemental traits Immune to poison, sleep, paralysis, 
  and stunning, not subject to critical hits or flanking. 
  Summon Water Creatures (Sp) Once per day, 
  Olhydra can automatically summon 1d3 Large or 
  Huge water elementals, 3d4 sea hags, 2d4 water 
  weirds, or 20-200 sahuagin. 
  Vortex (Su) Olhydra can transform herself into a 
  whirlpool once ever 10 minutes provided she is 
  underwater, and remain in that form for up to 18 
  rounds. In vortex form, she can move through the 
  water or along the bottom at her swim speed. 
   
  The vortex is 5 feet wide at the base, up to 30 feet 
  wide at the top, and 80 feet tall. She controls the 
  exact height, but it must be at least 10 feet tall. 
   
  Creatures of Huge or smaller size take damage 
  when caught in the vortex and might be swept up 
  by it. An affected creature must succeed at a 
  Reflex save (DC 33) when it comes in contact with 
  the vortex or take 2d8 points of damage. It must 
  also succeed at a second Reflex save (same DC) 
  or be picked up bodily and held suspended in the 
  powerful currents, automatically taking damage 
  each round. A creature with a swim speed is 
  allowed a Reflex save each round to escape the 
  vortex. The creature still takes damage, but can 
  leave if the save is successful. 
   
  Olhydra can eject any carried creatures whenever 
  she wishes, depositing them wherever the vortex 
  happens to be. 
   
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris. This cloud is centered on 
  Olhydra and has a diameter equal to half the 
  vortex’s height. The cloud obscures all vision, 
  including darkvision, beyond 5 feet. Creatures 5 
  feet away have one-half concealment, while those 
  further away have total concealment (see 
  Concealment page 133 in the PHB). Those caught 
  in the cloud must succeed at a Concentration 
  check to cast a spell (DC 33). 
  Water Mastery (Ex) Olhydra gains a +1 attack and 
  damage bonus if both her and her opponent touch 
  water. If she or her opponent is land bound, she 
  suffers a –4 penalty to attack and damage. (These 
  modifiers are not included in the statistics block). 
  Skills Olhydra has +8 racial bonus to Swim checks to 
  perform special actions or avoid a hazard. 
  URC8-03 Leviathan Rising 
   
  Page 40 
  
   
  Olhydra can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
  URC8-03 Leviathan Rising 
   
  Page 41 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101 
   
  Melee Weapon Mastery 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisite: Proficiency with selected weapons, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  select, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. 
   
  Special: You can select this feat more than once, 
  each time. Each time, you can select a new damage 
  type. 
   
  A fighter may select Melee Weapon Mastery as 
  one of his fighter bonus feats. 
   
  Source: Player Handbook 2 pg. 81 
   
  Powerful Charge [General] 
  You can charge with extra force. 
   
  Prerequisites:  Medium or larger, base attack 
  bonus +1 
   
  Benefit:  When you charge, if your melee attack 
  hits, it deals an extra 1d8 points of damage (if you’re 
  Medium).  For Large creatures, the extra damage is 2d6; 
  for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 
  6d6. 
   
  This feat only works when you make a charge.  It 
  does not work when you’re mounted.  If you have the 
  ability to make multiple attacks on a charge, you may 
  apply this extra damage to only one of those attacks in a 
  round. 
   
  Special:  A fighter may select Powerful Charge as 
  one of his fighter bonus feats. 
   
  Source: Miniatures Handbook 27. 
  NEW RULES 
  Vile Damage 
  Vile damage, like regular damage results in the loss of 
  hit points or ability score. Unlike regular damage, vile 
  damage can only be healed by magic cast within the 
  area of a consecrate or hallow spell. Vile damage 
  represents such an evil violation to a character’s body 
  or soul that only in a holy place can healing magic 
  repair the damage. 
   
  Source: Book of Vile Darkness 34. 
   
  SPELLS 
  Dispelling screen 
  Abjuration 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25ft +5ft/ 2 levels) 
  Target: Energy wall whose area is up to one 10-ft 
  square/level, or a sphere or hemisphere with a radius of 
  up to 1ft/level 
  Duration: 1 minute/ level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  Any spell effect operating on a creature or unattended 
  object that passes through the screen is affected by a 
  targeted dispel magic (PH223) at your caster level. 
  Attended items that pass through are not affected by 
  the screen, which the one way the screens differs from 
  a normal targeted dispel magic – attended items are 
  essentially not targeted by the screen. Make a caster 
  level check (max +10) to dispel spell effects 
  (DC11+caster level) or suppress an unattended object’s 
  magical properties for 1d4 rounds (DC equals to the 
  item’s caster level). Spell effects not operating on 
  objects of creatures cannot pass through the field. A 
  disintegrate or successful dispel magic removes the 
  dispelling screen while an antimagic field suppresses it.  
   
  Material Component: a sheet of fine lead crystal 
   
  Source: Spell Compendium 67 
   
  Dispelling screen, Greater 
  Abjuration 
  Level: Drow 6, Sorcerer/wizard 7 
   
  This functions like dispelling screen, except that 
  the maximum caster level bonus on the dispel check is 
  +20. 
   
  Source: Spell Compendium 67 
   
  Siren’s call 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 3, Seafolk 4, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 action 
  URC8-03 Leviathan Rising 
   
  Page 42 
  
  Range: Close (25ft +5ft/ 2 levels) 
  Target: one creature/ 2 levels, no two of which can be 
  more than 30ft apart. 
  Duration: 1 round/ level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The targets of this spell hear a sudden distant song that 
  instills in them a longing for the sea. Those who have 
  heard it compare it to the song of a siren. 
   
  A target who fails a saving throw against this spell 
  moves immediately toward the nearest stretch of ocean 
  that it can find and attempts to completely submerge 
  itself in the water. This flight will be by the safest 
  means possible, withdrawing from combat, fighting 
  defensively, and not passing through threatened areas. 
   
  The target will only fight if someone actively 
  attempts to prevent it from following through with its 
  search for the ocean, if this fight is with an ally, the 
  target is granted a second saving throw to throw off the 
  effects of the spell. 
   
  In some environments, this means that those 
  affected simply flee in the direction of the nearest 
  coast. Along a shoreline, targets often plunge into the 
  surf. Aboard ship, they leap overboard. If the subject 
  has no idea where to find a body of water, it simply 
  chooses a random direction and continues until the 
  spell expires. 
   
  Once the spell’s subject are in the water, they 
  begin swimming toward the deepest part of it they can 
  reach, immersing themselves completely and refusing 
  to come up for air, though they still hold their breath as 
  long as they are capable. 
   
  Source: Stormwrack 121 
  URC8-03 Leviathan Rising 
   
  Page 43 
  
  APPENDIX 3: COUNTY OF URNST REGIONAL RACE RULES 
  Several options exist for players in Living Greyhawk to play races that are normally reserved for NPCs (such as centaurs 
  and kobolds). In order to clarify regional reactions to player characters and provide an easy way for players to assess a 
  region's acceptance of an unusual race, the following standard has been adopted. Regions must make this assessment for 
  the following races: asherati, Bright Desert centaurs, and Mist Kingdom kobolds. The assessment is not made for 
  subraces of Player's Handbook races (such as snow elves) – these races are similar enough to the standard races. 
   
  These rules apply only when playing a module set in the County of Urnst (not when playing Cores or meta-regional 
  modules not set in the County). Other regions will have different rules and applications. Regional adventures and AR 
  items may have additional rules or special entries that supersede these rules. 
  The chart below shows how different races are generally viewed in the County of Urnst: 
   
  Race 
  Attitude 
  Asherati 
  Neutral 
  Centaurs 
  Neutral 
  Lizardfolk (except Fennelmore) 
  Wary 
  Mongrelfolk 
  Wary 
  Non-evil Humanoid Race 
  Wary 
  Half-Orcs 
  Wary 
  Mist Kingdom Kobolds 
  Monstrous 
  Lizardfolk (in Fennelmore only) 
  Monstrous 
  Any Evil Humanoid Race 
  Monstrous 
   
  General 
  'Social skill checks' include Bluff, Diplomacy, Gather Information, Perform, Profession, and possibly other skill checks 
  that the GM feels would be impacted by an NPC's attitude towards your race as described in the attitude sections below. 
  • 
  Regional documentation may detail ways to offset all or part of these penalties. Penalties to social skill checks can 
  be ignored with a successful Disguise check, with DCs set as per the rules in the Player's Handbook. 
  • 
  However to gain favors and influence, NPCs need to know your name and recognize you. You may refuse any 
  favors by remaining disguised or by giving fake names. 
  • 
  House Underley and the Underley network ignore the above rule. They will immediately honor any rewards they 
  offer and they are no harsher towards any particular individual over another. 
  • 
  Evil organizations who offer influence and rewards will respond to races differently. Each organization’s attitude 
  (whether Neutral, Wary, or Monstrous) will be noted in the relevant adventure. 
   
  Neutral 
  (Anyone that radiates evil that would normally fall in this category is treated as "wary" instead.) 
  • 
  People are mildly suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Indifferent but can be raised to Helpful. 
  • 
  Though viewed with curiosity and suspicion, the law treats you fairly. 
  • 
  Individual exceptions may exist but, unless explicitly mentioned, there is no extra penalty. 
  • 
  You can belong to any County Meta-org without problem. 
   
  Wary 
  (Anyone that radiates evil that would normally fall in this category is treated as "monstrous" instead.) 
  • 
  People are moderately suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Unfriendly and cannot normally be raised above Friendly. 
  • 
  You suffer a -2 circumstance penalty to social skill checks with such NPCs. 
  • 
  You may receive moderately unequal treatment by the laws, such as automatically receiving the maximum penalties 
  for breaking the law. 
  • 
  Any fine is also doubled. Any fine beyond 1000 gp gets a 1 TU prison sentence for each 100gp of fine. 
  URC8-03 Leviathan Rising 
   
  Page 44 
  
  • 
  You can belong to any County meta-org. However, people eye you suspiciously and you may not be well-liked. 
   
  Monstrous 
  • 
  (Anyone that radiates evil that would normally fall in this category is hunted down and killed without prejudice. 
  Proximity to the Lands of Iuz means most folk people prefer to repent than regret.) 
  • 
  People are severely suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Unfriendly and cannot normally be raised above Indifferent.  
  • 
  You suffer a -4 circumstance penalty to social skill checks. Anyone perceived as your friend suffers a -2 penalty on 
  social skill checks. 
  • 
  You suffer a -4 penalty on living off the wild checks, and your lifestyle costs are doubled; if you receive free lifestyle, 
  you instead pay normal lifestyle costs; if your lifestyle costs are increased by other effects, use the core rules for 
  stacking of multipliers.  
  • 
  You will likely receive severely unequal treatment by the laws, such as additional penalties for breaking the law, 
  beyond those of other races 
  • 
  Potential employers likely hide their association with you and expect the same of you; if you reveal such 
  information, any favors or influence will such employers is automatically revoked. 
  • 
  Membership in most regional meta-organizations will be banned. Those that allow you to join will likely require 
  more significant sacrifices. 
  • 
  Social skill checks' include Bluff, Diplomacy, Gather Information, Perform, Profession, and possibly other skill 
  checks that the GM feels would be impacted by an NPC's attitude towards your race.  
   
  Regional documentation may detail ways to offset all or part of these penalties. Penalties to social skill checks can be 
  ignored with a successful Disguise check, with DCs set as per the rules in the Player's Handbook. 
   
  URC8-03 Leviathan Rising 
   
  Page 45 
  
  APPENDIX 4: ELEMENTAL PLANE OF WATER* 
  * From Manual of the Planes 
  It is an ocean without a surface. 
   
  It is domain of current and wave. 
   
  It is a bottomless depth. 
   
  The Elemental Plane of Water is a sea without a 
  floor or a surface, an entirely fluid environment lit by a 
  diffuse glow. It is one of the more hospitable of the 
  Inner Planes once a traveler gets past the problem of 
  breathing the local medium. 
   
  The eternal oceans of this plane vary between ice 
  cold and boiling hot, between saline and fresh. They 
  are perpetually in motion, wracked by currents and 
  tides. The plane’s permanent settlements form around 
  bits of flotsam and jetsam suspended within this 
  endless liquid. These settlements drift on the tides of 
  the Elemental Plane of Water. 
  ELEMENTAL PLANE OF WATER TRAITS 
   
  The Elemental Plane of Water has the following 
  traits. 
  • 
  Subjective directional gravity. The gravity here 
  works similar to that of the Elemental Plane of Air. 
  But sinking or rising on the Elemental Plane of 
  Water is slower (and less dangerous) than on the 
  Elemental Plane of Air. 
  • 
  Infinite size. 
  • 
  Normal Time. 
  • 
  Water-dominant. 
  • 
  Alterable Morphic. 
  • 
  Enhanced magic. Spells and spell-like abilities 
  that use or create water are both extended and 
  enlarged (as if the Extend Spell and Enlarge Spell 
  metamagic feats had been used on them, but the 
  spells don’t require higher-level slots). Spells and 
  spell-like abilities that are already extended or 
  enlarged are unaffected by this benefit. 
  • 
  Impeded magic. Spells and spell-like abilities 
  with the fire descriptor (including spells of the 
  Fire domain) are impeded. These spells and spell-
  like can still be used, but a successful Spellcraft 
  check (DC15+spell level) must be made to do so. 
  MOVEMENT AND COMBAT 
  Travelers can swim normally. If a solid surface is 
  available, they can walk. Those with a fly speed can fly 
  at half their normal rate, and their maneuverability is 
  reduced by one grade. 
   
   
  URC8-03 Leviathan Rising 
   
  Page 46 
  
  DM MAPS 
   
   
  Map 1: Overland Map 
   
   
  Map 2: The Tovag 
  PCs set up in the bottom right. 
  The white Tovag stones do not occupy space nor do they impede movement. They are white stone inlay, not standing 
  stones 
  URC8-03 Leviathan Rising 
   
  Page 47 
  
  PLAYER HANDOUT 0: WORD ON THE STREET 
   
  The Countess and Lord Darius are now married. 
   
  Lady Sara Sternberg is our noble. She’s not too 
  pushy, which is good and she lives at the castle. 
   
  I’ve never seen bad weather last this long! It wasn’t 
  natural! About time the sun came out! 
   
  I heard the priests of Xerbo called in a druid to talk 
  about that bad weather. 
   
  Most of the County is having decent weather… 
  Everywhere but here! 
   
  It’s about time the weather got better! The priests 
  of Xerbo are all excited about it 
   
  Early this morning a group of priests of Xerbo 
  rushed to the Keep. I think they were going to allow us 
  to return to do our fishing. 
   
  War with Iuz has been declared! The County is 
  marching to Dorakaa! 
   
  The County is really looking to help Her Noble 
  Brilliancy’s uncle the Duke of Artonsomay in 
  reclaiming his lands. 
   
  I have been having nightmares last night. I am so 
  tired. I’m happy the weather has changed. Now I can 
  go fishing again and change my mind. 
   
  A group of Rhennee has come to Thornbay. I’m 
  sure they are responsible for the bad weather. 
   
  I don’t know too many people from here who are 
  interested in going to fight in Fennelmore.  
   
  I think there is a new preacher in town. I heard 
  someone preach about the stars this morning. I wish 
  those religious-types would stop trying to convert us. 
   
   
   
   
  URC8-03 Leviathan Rising 
   
  Page 48 
  
  PLAYER HANDOUT 1: DARK DREAMS OF THE LAKE 
   
  For the last few nights, you have been having the 
  following dream. 
   
   
  You are drifting alone on a small raft on the Nyr 
  Dyv, The Lake of Unknown Depths when suddenly a 
  giant wave appears. It looms over you and is about to 
  swallow you when you hear in your head, in your 
  native language.  
   
  “The Time of the Three is One, and the Time of the One 
  is Three.” The wave passes you by but soon crashes 
  ashore destroying everything in its path. 
   
  “The Leviathan is coming. The stars are right.” The 
  voice says again.  
   
  You woke up with a feeling of dread and 
  foreboding. 
   
   
  URC8-03 Leviathan Rising 
   
  Page 49 
  
  PLAYER HANDOUT 2: THE VETHA 
   
   
   
   
   
  “The Water, it knows you… it whispers of you… The 
  Lake knows your name and your faces.” 
   
  The old woman looks around. She throws a few 
  fish bones into a bowl and studies them intently. 
  Without raising her eyes, she speaks in a monotone 
  voice, like that of an automaton. 
   
  “You are sailing down a river of grey and vile, 
  smelling of the deep and seeking dominion and 
  riches.” 
   
  “The Time of The Three is coming... The Time of 
  The Three is One and the Time of the One is Three! 
  The Leviathan is coming. Death and destruction can 
  only follow in its wake.” 
   
  “The Lake trembles at its coming. And it will rage 
  and explode with fury when the Leviathan comes. The 
  waves are converging on you. You are the only ones 
  who can fight the Tide.” 
   
  The old woman shakes her arms as though waking 
  up. 
   
  “That is all. A stand you must take. A choice you 
  must make… So speaks the Water. Now go. You 
  cannot stay here. You have the stench of the vile water 
  upon you.” 
  URC8-03 Leviathan Rising 
   
  Page 50 
  
  PLAYER HANDOUT 3: LADY SARA, JEDDARA AND AURIK 
   
  Lady Sara: “For the last week, Thornbay has been 
  having the most miserable weather I have ever seen in 
  my many year on this Oerth.” 
   
  Jeddara: “This weather was clearly unnatural. For 
  the last week, we’ve concentrated our divinations on 
  finding who was responsible. The Sea Dragon pointed 
  us towards the small village of Rhyndmarsh in the 
  eastern isles.” 
   
  Lady Sara: “Rhyndmarsh is a simple village of 
  fisherman and swampy ground, very little produce.” 
   
  Jeddara: “Last year, the local priest, Obed Maarten 
  received a Chalice from a group of adventurers. Obed 
  used the Chalice to eradicate a plague. However, our 
  divinations are clear. The Chalice is what was 
  responsible for the bad weather.” 
   
  Jeddara: “Then this morning everything was over, 
  the Lake regained its calm, and the sky cleared. That is 
  when we noticed what had happened. The Crown of 
  Xerbo, our most sacred artifact, was stolen during the 
  night. There has to be a link, Obed Maarten must have 
  something to do with this. Whatever, we need the 
  Crown returned!” 
   
  Lady Sara: “Can you travel to Rhyndmarsh, and 
  bring back Obed Maarten so he can answer questions.” 
   
   
  Shield 1: House Gellor 
   
  Holy Symbol 1: Xerbo the Sea Dragon 
   
  Player Map 1: The Mysty Isles
  URC8-03 Leviathan Rising 
   
  Page 51 
  
   
  PLAYER HANDOUT 4: THE ARTIFACTS 
  THE CROWN OF XERBO 
  The Crown of Xerbo was already very old when the 
  Oeridians came to the Flanaess more than a thousand 
  years ago. It has been in the small village that was to 
  become Thornbay since before the Suel came. 
   
  It is made of gold with seashells, pearls and amber. 
  Though it is quite simple when one compares it to the 
  elaborate crowns the rulers of the Flanaess now use and 
  wear, the Crown has a simple beauty. 
   
  The Crown is said to be able to control the flow of 
  water between the Oerth and the Elemental Plane of 
  Water. It is also rumored that it can control any aquatic 
  creature. 
   
  No one has touched or used the crown in over 
  seven hundred years. It was kept in a secret vault in the 
  temple protected by many wards. Whoever stole the 
  crown is an expert at manipulating those wards. 
   
   
  Image 1: The Crown of Xerbo 
  THE CHALICE OF PROCAN 
  The Chalice of Procan is dark blue with an oceanic 
  motif. The Chalice was held in a temple of Procan that 
  was sunk beneath the Nyr Dyv long ago. 
   
  The Chalice is said to be able to heal any and all 
  wounds, curses and diseases.  
   
  It is currently in the possession of Obed Maarten, 
  priest of Procan in the small village of Rhyndmarsh in 
  the western Mysty Isles. 
   
  Image 2: The Chalice of Procan 
   
  THE TRIDENT OF OSPREM 
  The Trident of Osprem has been used around the Nyr 
  Dyv many times throughout the years. At the hand of 
  great sea captains, it is linked to many grandiose tales 
  of fishing in the Lake of Unknown Depth. 
   
  The Trident of Osprem is made of a green stone 
  that resembles malachite and gold. It is perfectly 
  balanced for a human. 
   
  The trident is designed to kill creatures of the deep 
  with “great ease”.  
   
  It is currently kept in the temple of Osprem in 
  Leukish in the Duchy of Urnst. The Trident has not 
  been seen in over one hundred years. 
   
   
  Image 3: The Trident of Osprem 
  URC8-03 Leviathan Rising 
   
  Page 52 
  
  PLAYER HANDOUT 5: IMAGES 
   
   
  Image 4: Water Elemental 
   
  Image 5: Kuo−toa 
   
  Image 6: Caller from the Deeps 
   
  Image 7: Hammerclaw 
   
  Image 8: Waterveiled assassin 
  URC8-03 Leviathan Rising 
   
  Page 53 
  
   
  Image 9: Olhydra Princess of Elemental Evil 
   
  URC8-03 Leviathan Rising 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/598/Normal Scenarios/URC8-03 - Leviathan Rising (APL 8-16)/URC8-03 - Leviathan Rising.pdf