TEXT:       XRP 3003              Monster Geographica: Marsh & Aquatic                 Expeditious Retreat Press
  Monster Geographica
  Marsh&Aquatic
  Expeditious Retreat Press
  200 monsters from the wetlands and water, compiled
   from over 20 different sources, including 83 classic
  3.0 monsters updated for a 3.5 game.
  Requires the use of the Dungeons & 
  Dragons, Third Edition Core Books, 
  published by Wizards of the Coast, 
  
  Monster
  Geographica:
  Marsh &Aquatic
  Monster Selection and Design: Joseph Browning, and Suzi Yee
   Conversion and Editing: Kevin Baase, Eric Jansing,
  Joseph Browning, and Suzi Yee
  Art: Ravindra Rana
  Expeditious Retreat Press
  
  2
  Alphabetical Listing of Monsters
  Adithari ......................................................41
  Ahlinni (Cackle Bird) ................................32
  Aquane.......................................................80
  Arageld.........................................................5
  Arcanodile .................................................61
  Archer Clam...............................................42
  Argill..........................................................21
  Asrai...........................................................42
  Assassin Colony.........................................73
  Awabi .........................................................33
  Barrow Roach ............................................12
  Bayowulf....................................................53
  Blackwater Slough.....................................96
  Blight Belcher............................................54
  Blind Lasher...............................................81
  Bloodlust Willow .......................................61
  Bloodworms...............................................54
  Blood Golem..............................................55
  Blood Naga ................................................88
  Boalisk .......................................................33
  Bog-Spawn.................................................43
  Boggart.......................................................62
  Bog Beast...................................................43
  Bog Creeper ...............................................73
  Bog Mummy..............................................55
  Bog Slain......................................................7
  Brine Zombie ...............................................7
  Brown Pudding ..........................................62
  Carp Eater ....................................................8
  Cephalarcane..............................................85
  Cerebral Stalker .........................................74
  Cloud Walker ...............................................8
  Coral Snare.................................................44
  Corrosion Grub ..........................................12
  Crimson Moth............................................88
  Crystal Ooze...............................................34
  Cuttershark ................................................81
  Dank ..........................................................63
  Deep Blue Ooze.........................................44
  Delusion Hummer........................................6
  Devil Bine..................................................22
  Devil Fish.....................................................6
  Dingonek....................................................45
  Dire Piranha .................................................8
  Discordant Fiddler .....................................45
  Diseased Boar ............................................46
  Dragonfish..................................................13
  Dragonship.................................................86
  Drowner Fish ..............................................5
  Encephalon Gorger ....................................74
  Epicurean ...................................................34
  Eyeburn Eel..................................................9
  Eye of the Deep..........................................75
  Feasting Fratricide .....................................22
  Fen Vapor...................................................35
  Fen Witch...................................................46
  Filth Belcher...............................................13
  Filth Gator..................................................35
  Firetide Hunter...........................................92
  Fisherman...................................................82
  Floating Dead.............................................36
  Fog Strider .................................................36
  Froghemoth................................................93
  Fukuranbou ................................................47
  Fungoid ......................................................23
  Gator Folk..................................................47
  Gharian ......................................................37
  Giant Anemone ..........................................76
  Giant Bog Turtle ........................................90
  Giant Caribe.................................................9
  Giant Cone Shell........................................23
  Giant Sea Slug............................................91
  Giant Slug ..................................................56
  Giant Snapping Turtle................................82
  Giant Water Beetle.....................................23
  Gloomfog...................................................56
  Glowing Frog...............................................9
  Goldencrest ................................................63
  Gray Lady ..................................................14
  Grethell ......................................................14
  Groaning Spirit...........................................64
  Growler Lizard ..........................................24
  Grumpet .....................................................64
  Hook Squid ................................................24
  Iridescent Coral..........................................15
  Iron Crab....................................................65
  Jastra Root..................................................65
  Juhivai........................................................89
  Kalavij........................................................98
  Kari Dragon ...............................................48
  Kelp Devil..................................................76
  Kelp Stalker ...............................................48
  Klorthack Spine .........................................37
  Lady-in-Waiting.........................................66
  Lake Hag....................................................38
  Latch Toad..................................................38
  Lau .............................................................98
  Leechman...................................................25
  Lesser Sea Giant ........................................91
  Lightmaw...................................................83
  Lightning Ray ............................................66
  Littoral Makara ..........................................15
  Lost Sailors ................................................77
  Lurking Lizard .............................................4
  Malamari....................................................83
  Mammoth Slug ..........................................84
  Mantafai.....................................................10
  Marshlight..................................................89
  Marshwillow .............................................56
  Marsh Assassin .........................................16
  Marsh Babbler ...........................................25
  Melboreth...................................................57
  Memory Moss............................................49
  Merchant’s Bane ........................................57
  Mire Horror................................................67
  Mire Walker ...............................................10
  Mokele M’bembe.......................................90
  Morgathrell ................................................94
  Morou-Ngou ..............................................67
  Mud Elemental...........................................77
  Mummy of the Deep..................................39
  Mustard Jelly..............................................68
  Myrcloud....................................................58
  Narwhale....................................................94
  Nereid.........................................................58
  Night-Blooming Lotus...............................68
  Njuzu..........................................................16
  Nommo ......................................................78
  Northern Sea Dragon ...............................101
  Orb Beast ...................................................95
  Orcam...........................................................6
  Pelagian Makara.........................................10
  Piranha Swarm...........................................17
  Plague Bringer ...........................................69
  Plesiogigan.................................................93
  Poisonous Frog Swarm ..............................18
  Puddle Stalker............................................26
  Pumina Snake.............................................78
  Quisloi........................................................26
  Rakklethorn Toad.......................................11
  Ravelly Pad................................................49
  Reef Golem................................................84
  Renzer (Devilfin) .......................................59
  Retch Hound ..............................................27
  Riptide Horror............................................79
  River Temptress ........................................27
  Rootbeast....................................................39
  Russet Diver...............................................92
  Rust Fern ...................................................28
  Samebito ....................................................39
  Sand Sifter..................................................86
  Sanguine Stalker ........................................87
  Scalewhale .................................................69
  Scuttling Ooze............................................70
  Sea Giant.................................................97
  Sea Gypsy ..................................................18
  Sea Scorned................................................70
  Sea Walker .................................................49
  Sebrefin ......................................................28
  Serpentine ..................................................28
  Sharkman ...................................................40
  Shipwreck Ooze.........................................50
  Shojo ..........................................................11
  Sinew Dragger ...........................................50
  Skin Wraith ................................................19
  Skresh.........................................................51
  Skull of the Deep .......................................71
  Slaver .........................................................71
  Slithervine....................................................4
  Sloth Viper .................................................29
  Smoke Dragon ...........................................19
  Soultrapper.................................................29
  Spearfisher..................................................30
  Spinal Leech...............................................20
  Spindleshank..............................................51
  Spitting Octopus ......................................100
  Stilt Beetle..................................................40
  Stinging Grappler.......................................99
  Stymphalian Bird .......................................41
  Suffocation Jelly ........................................20
  Sunset Ooze ...............................................30
  Swamp Hellion...........................................79
  Swamp Troll...............................................31
  Tanglefiend ................................................59
  Thet ............................................................60
  Transposer..................................................52
  Treell..........................................................87
  Tusked Terror.............................................72
  Vampiric Ooze ...........................................80
  Vendrin.......................................................72
  Vine of Decay ............................................60
  War Snail..................................................100
  War Whale..................................................85
  Waterbaby ..................................................52
  Waterlight...................................................20
  Waterlost ....................................................21
  Well Haunt ................................................31
  Whipstriker ................................................32
  Winterbrood Fury.......................................53
  Wish Fish ...................................................11
  
  3
  Monsters By Type
  Introduction
   
  First, thanks for supporting Expeditious Retreat Press and the Monster Geographica Line. Second, 
  this is quite a book you’ve got in your hands.
   
  Monster Geographica books compile 200 monsters found in specific terrains, collected from over 
  20 different sources into one inexpensive resource. In each Monster Geographica book, up to 50% of the 
  monsters are from 3.0 sources, updated for a 3.5 game. Arranged by increasing challenge rating with an 
  alphabetical table of contents and creature listing by type, Monster Geographica books are easy to use 
  from many different approaches.
   
  Need a CR7 monster? All CR7 monsters are next to each other with challenge rating markers on the 
  upper corner of each page. Need a CR4 undead? Monsters By Type list all monsters by type and subtype 
  in ascending challenge rating and list each monster’s CR in parenthesis. Due to its unique organization, 
  Monster Geographica books are ideal monster supplements for random encounters, adventure building, 
  and campaign design.
   
  Monster Geographica: Marsh & Aquatic is the second book in the Monster Geographica line, 
  preceded by Monster Geographica: Underground. As with Monster Geographica: Underground, we 
  have maintained our no-internal art policy that allows us to offer customers 200 monsters for $20.
   
  For those customers who are interested in visual aids, we are pleased to announce Fiery Dragon 
  Productions’ Counter Collection: Murky Depths and Slimy Shores, which contains counters for all 200 
  monsters found in Monster Geographica: Marsh & Aquatic along with other creatures of the wetlands 
  and water.
   
  Look for Monster Geographica: Forest in April 2005. And don’t forget to pick up Fiery Dragon’s 
  Counter Collection: Murky Depths and Slimy Shores.
  Good Gaming,
  Suzi and Joe
   
  P.S. Scattered throughout the book are Flora and Fauna sections which contain information 
  appropriate to the terrain type. Although some are not strictly flora nor fauna, they help flesh out the 
  setting for players and game masters alike.
   
  P.P.S. A special thanks to the people at the Creature Catalog Forums at www.enworld.org.
   
  Aberration: Grethell (2), Feasting Fratricide 
  (3), Leechman (3), Fen Vapor (4), Klorthack 
  Spine (4), Coral Snare (5), Boggart (7), Dank 
  (7), Grumpet (7), Mire Horror (7), Slaver (7), 
  Cerebral Stalker (8), Encephalon Gorger (8), Eye 
  of the Deep (8), Aquane (9), Sanguine Stalker (10), 
  Blood Naga (11), Juhivai (11), Froghemoth (13), 
  Orb Beast (14), Kalavij (16), Lau (16)
   
  (Air): Smoke Dragon (2), Boggart (7)
   
  Animal: Lurking Lizard (1⁄4), Drowner 
  Fish (1⁄3),Dire Piranha (1), Eyeburn Eel (1), Giant 
  Caribe (1), Piranha Swarm (2), Poisonous Frog 
  Swarm (2), Giant Cone Shell (3), Growler Lizard 
  (3), Hook Squid (3), Sebrefin (3), Serpentine (3), 
  Whipstriker (3), Diseased Boar (5), Bloodworm 
  (6), Scalewhale (7), Tusked Terror (7), Giant 
  Anemone (8), Pumina Snake (8), Cuttershark (9), 
  Giant Snapping Turtle (9), War Whale (9), Mokele 
  M’bembe (11), Spitting Octopus (17)
   
  (Aquatic): Lurking Lizard (1⁄4), Drowner 
  Fish (1⁄3), Arageld (1⁄2), Devil Fish (1⁄2),Brine 
  Zombie (1), Cloud Walker (1), Dire Piranha (1), 
  Giant Caribe (1), Glowing Frog (1), Mantafai (1), 
  Pelagian Makara (1), Wish Fish (1), Dragonfish 
  (2), Littoral Makara (2), Piranha Swarm (2), Sea 
  Gypsy (2), Suffocation Jelly (2), Waterlight (2), 
  Waterlost (2), Feasting Fratricide (3), Giant Cone 
  Shell (3), Giant Water Beetle (3), Hook Squid 
  (3), Quisloi (3), River Temptress (3), Sebrefin 
  (3), Serpentine (3), Swamp Troll (3), Awabi (4), 
  Crystal Ooze (4), Klorthack Spine (4), Mummy 
  of the Deep (4), Samebito (4), Sharkman (4), 
  Archer Clam (5), Asrai (5), Coral Snare (5), 
  Dingonek (5), Discordant Fiddler (5), Kelp 
  Stalker (5), Shipwreck Ooze (5), Spindleshank (5), 
  Waterbaby (5), Blight Belcher (6), Bloodworm 
  (6), Melboreth (6), Merchant’s Bane (6), Renzer 
  (6), Dank (7), Iron Crab (7), Lightning Ray (7), 
  Morou-Ngou (7), Scalewhale (7), Skull of the 
  Deep (7), Tusked Terror (7), Vendrin (7), Eye of 
  the Deep (8), Giant Anemone (8), Kelp Devil (8), 
  Nommo (8), Pumina Snake (8), Riptide Horror (8), 
  Aquane (9), Cuttershark (9), Fisherman (9), Giant 
  Snapping Turtle (9), Lightmaw (9), Malamari 
  (9), Reef Golem (9), Cephalarcane (10), Sand 
  Sifter (10), Juhivai (11), Marshlight (11), Mokele 
  M’bembe (11), Giant Sea Slug (12), Lesser Sea 
  Giant (12), Russet Diver (12), Firetide Hunter 
  (13), Morgathrell (14), Narwhale (14), Sea Giant 
  (15), Kalavij (16), Stinging Grappler (16), Spitting 
  Octopus (17)
   
  (Chaotic): Devil Fish (1⁄2)
   
  (Cold): Northern Sea Dragon (20)
   
  Construct: Blood Golem (6), Reef Golem 
  (9), Dragonship (10)
   
  Dragon: Smoke Dragon (2), Northern Sea 
  Dragon (20)
   
  (Earth): Mud Elemental (8)
   
  Elemental: Njuzu (2), Waterlight (2), Mud 
  Elemental (8)
   
  (Evil): Devil Fish (1⁄2), Filth Belcher (2), 
  Fisherman (9), Malamari (9)
   
  (Extraplanar): Encephalon Gorger (8), 
  Malamari (9), Blood Naga (11)
   
  Fey: Mantafai (1), River Temptress (3), 
  Winterbrood Fury (5), Nereid (6)
   
  (Fire): Waterlight(2), Asrai (5)
   
  Giant: Swamp Troll (3), Adithari (5), 
  Merchant’s Bane (6), Lesser Sea Giant (12), Sea 
  Giant (15)
   
  Hazard : Spinal Leech (2), Memory Moss (5)
   
  Humaniod: Arageld (1⁄2), Orcam (1⁄2), Cloud 
  Walker (1), Quisloi (3), Skresh (5), Spindleshank (5)
   
  (Incorporeal): Gray Lady (2), Well Haunt 
  (3), Fog Strider (4), Groaning Spirit (7), Lady-
  in-Waiting (7), Sea Scorned (7), Blood Naga (11), 
  Russet Diver (12)
   
  Magical Beast: Glowing Frog (1), Pelagian 
  Makara (1), Rakklethorn Toad (1), Wish Fish (1), 
  Dragonfish (2), Littoral Makara (2), Puddle Stalker 
  (3), Retch Hound (3), Sloth Viper (3), Ahlinni 
  (4), Boalisk (4), Epicurean (4), Latch Toad (4), 
  Stymphalian Bird (4), Dingonek (5), Discordant 
  Fiddler (5), Kari Dragon (5), Sea Walker (5), 
  Bayowulf (6), Blight Belcher (6), Melboreth (6), 
  Renzer (6), Thet (6), Arcanodile (7), Iron Crab (7), 
  Lightning Ray (7), Morou-Ngou (7), Vendrin (7), 
  Riptide Horror (8), Blind Lasher (9), Lightmaw 
  (9), Cephalarcane (10), Sand Sifter (10), Giant 
  Bog Turtle (12), Firetide Hunter (13), Morgathrell 
  (14), Narwhale (14), Stinging Grappler (16)
   
  Monstrous Humanoid: Carp Eater (1), 
  Shojo (1), Marsh Assassin (2), Sea Gypsy (2), 
  Argill(3), Marsh Babbler (3), Awabi (4), Gharian 
  (4), Samebito (4), Sharkman (4), Bog Beast (5), 
  Fen Witch (5), Gator Folk (5), Plague Bringer (7), 
  Nommo (8), Swamp Hellion (8), Plesiogigan (13)
  (Native): Devil Fish (1⁄2), Filth Belcher (2), Njuzu 
  (2), Waterlight (2), Transposer (5), Mud Elemental 
  (8), Fisherman (9)
   
  Ooze: Suffocation Jelly (2), Sunset Ooze (3), 
  Crystal Ooze (4), Deep Blue Ooze (5), Shipwreck 
  Ooze (5), Brown Pudding (7), Goldencrest (7), 
  Mustard Jelly (7), Scuttling Ooze (7), Marshlight 
  (11), Blackwater Slough (15)
   
  Outsider: Devil Fish (1⁄2), Filth Belcher (2), 
  Transposer (5), Fisherman (9), Malamari (9)
   
  Plant: Slithervine (1⁄4),Iridescent Coral 
  (2), Devil Bine (3), Fungoid (3), Rust Fern (3), 
  Soultrapper (3), Rootbeast (4), Kelp Stalker (5), 
  Ravelly Pad (5), Gloomfog (6), Marshwillow (6), 
  Myrcloud (6), Tanglefiend (6), Bloodlust Willow 
  (7), Jastra Root (7), Night-Blooming Lotus (7), 
  Assassin Colony (8), Bog Creeper (8), Kelp Devil 
  (8), Treell (10)
   
  (Psionic): Rootbeast (4), Waterbaby (5), Night-
  Blooming Lotus (7), Juhivai (11), Kalavij (16)
   
  (Reptilian): Quisloi (3), Gharian (4), Skresh 
  (5), Spindleshank (5)
   
  (Shapechanger): Transposer (5), Nommo (8)
   
  (Swarm): Piranha Swarm (2), Poisonous 
  Frog Swarm (2), Waterlight (2), Myrcloud (6)
   
  Undead: Bog Slain (1), Brine Zombie (1), 
  Mire Walker (1), Barrow Roach (2), Gray Lady 
  (2), Skin Wraith (2), Waterlost (2), Well Haunt 
  (3), Filth Gator (4), Floating Dead (4), Fog Strider 
  (4), Lake Hag (4), Mummy of the Deep (4), Bog-
  Spawn (5), Fukuranbou (5), Sinew Dragger (5), 
  Waterbaby (5), Bog Mummy (6), Vine of Decay 
  (6), Groaning Spirit (7), Lady-in-Waiting (7), Sea 
  Scorned (7), Skull of the Deep (7), Lost Sailors (8), 
  Vampiric Ooze (8)
   
  Vermin: Delusion Hummer (1⁄2), 
  Corrosion Grub (2), Giant Water Beetle 
  (3), Spearfisher (3), Stilt Beetle (4), Archer Clam 
  (5), Giant Slug (6), Mammoth Slug (9), Crimson 
  Moth (11), Giant Sea Slug (12), War Snail (16)
   
  (Water): Njuzu (2), Nereid (6), Mud 
  Elemental (8), Northern Sea Dragon (20)
  Flora and Fauna
   
  Animals: Angler Lizard (87), Benzer’s 
  Sponge (22), Blood Floater (43), Collector Crab 
  (27), Comb Jellies (5), Cowfish (21), Floatstep 
  Flower (99), Golomyanka (62), Mudskippers (45), 
  Rot Plankton (25), Salty Spartina (41)
   
  Features: Barrier Islands (31), Bogs (15), 
  Brine Lakes (67), Coral Reef (25), Estuaries (33), 
  Fens (15), Green Iceburgs (4), Kelp Jungles (72), 
  Lagoons (31), Mangrove Swamps (96), Peatlands 
  (15), Sargassum (18), Wetlands (15),
   
  Hazards: Doldrums (76), Gas Hydrates (19), 
  Mud Flats (33), Scurvy (36), Quaking Bog (4)
   
  Plants: Breather Berries (15), Glowbies 
  (67), Greater Bladderwort (32), Mage Spores (52), 
  Mermaids Kiss (84), Trollsbane (18)
  
  4
  Lurking Lizard
  1/4
  Tiny Animal (Aquatic)
  Hit Dice: 2d8-4 (5 hp)
  Initiative: +3
  Speed: Swim 5 ft. (1 square)
  Armor Class: 11 (+2 size, -1 Dex), touch 
  11, flat-footed 11
  Base Attack/Grapple: +1/-10 (+2 when 
  attached)
  Attack: 2 hooks +0 melee (1d3-3 plus 
  poison)
  Full Attack: 2 hooks +0 melee (1d3-3 plus 
  poison)
  Space/Reach: 2 1⁄2 ft./0 ft.
  Special Attacks: Attach, poison
  Special Qualities: Low-light vision
  Saves: Fort +1, Ref +2, Will -2
  Abilities: Str 5, Dex 9, Con 6, Int 1, Wis 6, 
  Cha 2
  Skills: Hide +9, Spot +2, Swim +5
  Feats: Improved Initiative
  Environment: Temperate aquatic and marsh
  Organization: Colony (5-10)
  Challenge Rating: 1⁄4
  Alignment: Always neutral
  Advancement: 3-4 HD (Tiny); 5-6 HD 
  (Small)
  Level Adjustment: —
   
  The lily pad shifts upon the pond’s surface, 
  revealing itself to instead be a kind of enveloping 
  hood for a tiny lizard-like animal. The creature 
  pokes its head above water and looks around with 
  deep sapphire-blue eyes as brilliant as jewels. Its 
  coloring goes from the pale green of its head and 
  hood to a dark, greenish-black lower body and 
  tail.
  Combat
   
  The lurking lizard kills its prey through a 
  combination of suffocation and poisoning. Its 
  hood constricts around its prey with surprising 
  strength, and inward-curving hooks dig deep into 
  the flesh, injecting poison and making escape for 
  the victim that much harder. Finally, the creature 
  uses its powerfully muscled tail to pull itself 
  deeper underwater, hopefully drowning the victim 
  if the poison is not sufficient for the task.
   
  The lurking lizard stings its prey with poison 
  hooks that contain a powerful paralytic toxin.
   
  Attach (Ex): If a lurking lizard hits with 
  both hook attacks, it uses them to latch onto the 
  opponent’s body. An attached lurking lizard is 
  effectively grappling its prey, and holds on with 
  great tenacity, dealing hook and poison damage 
  each round. Lurking lizards have a +12 racial 
  bonus on grapple checks (already figured into the 
  Base Attack/Grapple entry above).
   
  An attached lurking lizard can be struck with 
  a weapon or grappled itself. To remove an attached 
  lurking lizard through grappling, the opponent 
  must achieve a pin against the lurking lizard.
   
  Poison (Ex): Injury, Fortitude DC 9, initial 
  and secondary damage 1d2 Dex. The save DC is 
  Constitution-based.
   
  Skills: A lurking lizard 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.
  Flora and Fauna
   
  Quaking Bogs: These bogs form when a lake basin slowly fills in from above as layer after layer 
  of sphagnum moss falls to the lake floor. Eventually large floating mats of moss completely cover large 
  pools of water, creating a death trap for any unlucky or foolish creature.
   
  Green Iceburgs: When a glacier moves over seawater, forming an ice shelf, bits of seawater rich 
  in organic material freeze onto the underside of the shelf. When an iceberg calves off of the ice shelf, it 
  usually flips, exposing part of the green underside. Most ice shelves contain no green ice.
  1/4
  Slithervine
  Tiny Plant
  Hit Dice: 1d8 (4 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares)
  Armor Class: 19 (+2 size, +5 Dex, +2 
  natural), touch 17, flat-footed 14
  Base Attack/Grapple: +0/-11
  Attack: Thorn rake +7 melee (1d3-3)
  Full Attack: Thorn rake +7 melee (1d3-3)
  Space/Reach: 2-1⁄2 ft./0 ft.
  Special Attacks: Tear cloud
  Special Qualities: Blindsight 60 ft., 
  camouflage, plant traits, telepathy
  Saves: Fort +2, Ref +5, Will +2
  Abilities: Str 4, Dex 20, Con 10, Int 11, Wis 
  15, Cha 6
  Skills: Hide +14, Listen +6, Move Silently 
  +8
  Feats: Ability Focus (tear cloud), Weapon 
  FinesseB
  Environment: Warm marshes and forests
  Organization: Solitary or hedge (2-12)
  Challenge Rating: 1⁄4
  Treasure: None
  Alignment: Usually neutral
  Advancement: 2 HD (Tiny); 3 HD (Small)
  Level Adjustment: —
   
  The sly and slippery slithervine is an 
  intelligent race of mobile plants created by an evil 
  wizard in her experimental garden. The slithervine 
  is rather innocuous looking, consisting of a 
  collection of green leafy vines and roots, topped 
  by a short central stalk somewhat resembling an 
  ear of corn. This stalk really is an ear, and is highly 
  sensitive to all frequencies of sound. This ability, 
  coupled with the plant’s inconspicuous appearance 
  and a limited telepathy, make the slithervine a 
  highly coveted spy and servant.
   
  A slithervine requires blood from its 
  master to genetically bond to him. Once bonded, 
  the slithervine gains the ability to understand 
  its master’s language, and can communicate 
  telepathically. Slithervines can be bonded to more 
  than one master at a time. Other than their master’s 
  language, slithervines also generally understand 
  the common tongue, although they cannot 
  physically speak.
   
  Slithervines not well treated by their 
  masters often provide incomplete or misleading 
  information, and may attempt to auction off the 
  knowledge they absorb to others desirous of it. A 
  slithervine considers the good life to be lots of sun 
  and water, rich soil, regular grooming, and plenty 
  of interesting conversations to overhear.
  Combat
   
  A slithervine is not well equipped for 
  combat. It can defend itself from small predators 
  with its thorny vines, but against larger foes it is 
  ineffective. If cornered, the slithervine releases 
  a cloud of blinding pollen and tries to slip away 
  in the resulting confusion. Fleeing slithervines 
  normally head for foliage to hide.
   
  Tear Cloud (Ex): A slithervine can release a 
  cloud of stinging pollen into the air as a standard 
  action. Any creature within 15 feet must succeed 
  on a DC 12 Fortitude save or be blinded for 1d4 
  rounds. The save DC is Constitution-based.
   
  Blindsight (Ex): A slithervine has no eyes, 
  but uses heat, sound, and telepathy to view its 
  surroundings up to a range of 60 feet. Beyond 
  that range, it is considered blinded. A slithervine 
  is invulnerable to gaze attacks, visual effects of 
  spells such as illusions, and other attack forms that 
  rely on sight.
   
  Camouflage (Ex): Unless a slithervine is 
  moving, it is unlikely that characters see it as 
  anything other than an ordinary plant. A character 
  can recognize a slithervine on a DC 15 Survival or 
  Knowledge (nature) check.
   
  Telepathy (Su): A slithervine can mentally 
  record and relay anything it senses directly 
  into the mind of its master, up to a maximum 
  range of one mile. Information must be relayed 
  within 24 hours, or it is lost, and only a general 
  synopsis can be transmitted. This communication 
  is only one way unless the plant’s master also is 
  telepathic. Relaying information is a move action. 
  Slithervines can also communicate telepathically 
  with all intelligent creatures up to a range of 60 
  feet.
  Campaign
   
  The slithervine is designed to be a spy for 
  the campaign’s villains. The creature works best 
  in an outdoor environment, although it can be used 
  in cities and dungeons if appropriate places are 
  arranged for it to hide. Most villains place these 
  plants on the outskirts of their domains or at key 
  locations to warn them of intruders. The slithervine 
  also makes a good double agent. If discovered, it 
  may offer up its master’s secrets in return for 
  sparing its life. It’s also possible for the PCs to 
  employ these vines for their own protection.
  
  5
  1/3 Drowner Fish 
  Tiny Animal (Aquatic)
  Hit Dice: 1d8-1(3 hp)
  Initiative: +0
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 12 (+2 size), touch 12, flat-
  footed 12
  Base Attack/Grapple: +0/-8 (+4 when 
  attached)
  Attack: Bite +2 melee (1d3)
  Full Attack: Bite +2 melee (1d3)
  Space/Reach: 2 1⁄2 ft. /0 ft.
  Special Attacks: Improved grab, sink
  Special Qualities: Low-light vision
  Saves: Fort +1, Ref +2, Will -1
  Abilities: Str 10, Dex 10, Con 9, Int 1,Wis 9, 
  Cha 4
  Skills: Hide +16, Listen +3, Spot +3, Swim 
  +8
  Feats: Alertness
  Environment: Temperate aquatic 
  Organization: Solitary or school (3-6)
  Challenge Rating: 1⁄3
  Advancement: 2 HD (Tiny); 3 HD (Small)
  Alignment: Always neutral
  Level Adjustment: —
   
  This freshwater fish is a dark grayish-brown 
  in color, difficult to see against the muddy river 
  bottom. It is long and thin, roughly almost a foot and 
  a half in length. Its large mouth expands horizontally 
  as it rises from the depths to engulf its prey.
  Combat
   
  The drowner fish’s method of attack is simple 
  and quite effective, with it acting as a millstone 
  and dragging a victim to a watery grave. Its jaws 
  are mostly cartilage, making them highly elastic, 
  yet quite strong and very difficult to remove once 
  they have closed around a hand or foot. To make 
  matters worse, a thrashing victim often attracts 
  other drowner fish in the area, hoping for a meal of 
  their own.
   
  Attach (Ex): If a drowner fish hits with its 
  bite attack, it latches onto the opponent’s body. An 
  attached drowner fish is effectively grappling its 
  prey, and holds on with great tenacity. Drowner 
  fish have a +12 racial bonus on grapple checks 
  (already figured into the Base Attack/Grapple 
  entry above).
   
  An attached drowner fish can be struck with 
  a weapon or grappled itself. To remove an attached 
  drowner fish through grappling, the opponent must 
  achieve a pin against the drowner fish.
   
  Sink (Ex): A drowner fish that gets a hold 
  begins to swell, effectively doubling its body 
  weight each round, and propel itself downward. A 
  creature so held must succeed on a DC 10 Swim 
  check each round, or begin to sink down with the 
  pull of the drowner fish. The check DC has a -1 
  penalty in the first round, and the penalty doubles 
  each round until it reaches a maximum of -8. This 
  penalty is cumulative with any other penalties that 
  normally apply for swimming.
   
  Skills: A drowner fish has a +8 racial bonus 
  on Hide checks. A drowner fish 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.
  Flora and Fauna
   
  Comb Jellies: These creatures look similar to their jellyfish cousins, except that comb jellies have 
  few if any tentacles. Comb jellies are known for their bioluminescent glow, which make them a popular 
  light source among aquatic races. When used as a light source, the comb jelly is usually pierced with a 
  bone ring and tied to a stand or post Comb Jellies used in this manner illuminate a ten-foot radius around 
  them for up to a week before they perish. They are worth an equivalent of 5sp to most aquatic races, 
  and do not function out of the water. When encountered in the wild they form packs that number in the 
  hundreds and span dozens of feet across. Movement through a pack is reduced by half, and any attacks 
  made suffer concealment penalties. Recognizing a comb jelly requires a Survival check (DC 10). Large 
  areas of light often attract predators when encountered away from areas populated by aquatic races.
  Arageld
  Arageld, 1st-Level Warrior
  Medium Humanoid (Aquatic)
  Hit Dice: 1d8 (4 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 20 ft. (4 
  squares)
  Armor Class: 12 (+2 leather armor), touch 10, 
  flat-footed 12
  Base Attack/Grapple: +1/+0
  Attack: Spear +0 melee (1d8-1/x3) or claw +0 
  melee (1d3-1) or javelin +1 ranged (1d6-1)
  Full Attack: Spear +0 melee (1d8-1/x3) or 2 
  claws +0 melee (1d3-1) or javelin +1 ranged 
  (1d6-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Amphibious adaptation, 
  darkvision 60 ft., freshwater sensitivity, 
  light sensitivity
  Saves: Fort +2, Ref +0, Will +2
  Abilities: Str 9, Dex 11, Con 10, Int 12, Wis 11, 
  Cha 10
  Skills: Disable Device +5, Listen +2, Open 
  Lock +4, Search +3, Spot +2, Swim +9
  Feats: Iron Will
  Environment: Temperate aquatic
  Organization: Solitary, squad (2-4), flock 
  (11-24 plus 2 3rd-level wizards and 1 leader 
  of 3rd-6th level), or shoal (20-120 plus 150% 
  noncombatants plus 1 3rd-level wizard per 10 
  adults, 5 5th-level lieutenants, and 3 7th-level 
  clerics)
  Challenge Rating: 1⁄2
  Treasure: Standard
  Alignment: Often neutral
  Advancement: By character class
  Level Adjustment: +0
  1/2
   
  Aragelds are isolationist sea-dwellers with 
  waifish, humanoid bodies, and avian limbs and 
  heads. Their skin is pale blue, and their arms and 
  legs end in three-clawed talons. Series of short, 
  curved bones run down their spines, starting at 
  the napes of their necks. Their heads are mainly 
  composed of their beaks and mossy crests, and their 
  large blue or yellow eyes sparkle with light. They 
  usually wear simple, earth-toned clothing and the 
  occasional piece of jewelry. Even dried and on land, 
  it is difficult for aragelds to rid themselves of the 
  smell of salt water.
   
  Aragelds normally eat small fish and other 
  aquatic creatures, but can adapt to a diet of fruit and 
  vegetation. They are egg-layers, considered mature 
  at the age of fifteen and able to live almost two 
  centuries. Aragelds speak their own language. Many 
  also speak Aquan and Celestial. The above statistics 
  are for an average 1st-level arageld warrior.
  Combat
   
  Most aragelds are poor soldiers, with their 
  combat experience limited to hunting and mounting 
  defenses against melboreths (page 112) and sahuagin. 
  They throw javelins at opponents from afar, until 
  forced to close and use their spears in melee. While 
  their talons are sharp, aragelds rarely attack with 
  them. Many aragelds learn to use repeating or hand 
  crossbows, but only carry them on land.
   
  Amphibious Adaptation (Ex): Aragelds can 
  survive out of the water for 1 hour per 2 points of 
  Constitution (after that, refer to the drowning rules 
  on page 33). However, an arageld who spends 2 
  hours a day out of water for two or more weeks 
  adjusts to breathing air normally. These aragelds 
  can survive in water for 1 hour per 2 points of 
  Constitution, and can readjust to breathing water by 
  reversing the process.
   
  Freshwater Sensitivity (Ex): An arageld 
  fully immersed in fresh water must succeed on a 
  DC 15 Fortitude save or become fatigued. Even on 
  a success, it must repeat the save attempt every 10 
  minutes it remains immersed.
   
  Light Sensitivity (Ex): Aragelds are dazzled in 
  bright sunlight or within the radius of a daylight spell.
   
  Skills: An arageld has a +2 racial bonus on 
  Disable Device and Open Lock checks.
   
  An arageld 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.
   
  Aragelds as Characters
   
  Arageld characters possess the following.
  • 
  +2 Intelligence, -2 Strength.
  • 
  Medium size.
  • 
  An arageld has the aquatic subtype.
  • 
  An arageld’s base land speed is 30 feet. An 
  arageld also has a swim speed of 20 feet.
  • 
  Darkvision out to 60 feet.
  • 
  Racial Skills: Aragelds have a +2 racial bonus 
  on Disable Device and Open Lock checks.
  • 
  Racial Feats: An arageld gains feats according 
  to his or her class levels.
  • 
  Natural Weapons: 2 claws (1d3).
  • 
  Special Qualities (see above): Amphibious 
  adaptation, freshwater sensitivity, and light sensitivity.
  • 
  Automatic Languages: Common and Arageld. 
  Bonus 
  Languages: Aquan, Auran, 
  Celestial, 
  Draconic, and Undercommon.
  • 
  Favored Class: An arageld’s favored class is 
  wizard, but many aragelds are experts.
  
  6
  1/2 Delusion Hummer
  Diminutive Vermin
  Hit Dice: 1d8-2 (2 hp)
  Initiative: +3
  Speed: 5 ft. (1 square), fly 30 ft. (perfect) (6 
  squares)
  Armor Class: 17 (+4 size, +3 Dex), touch 17, 
  flat-footed 14
  Base Attack/Grapple: +0/-17
  Attack: Sting +7 melee (1d3-5 plus poison)
  Full Attack: Sting +7 melee (1d3-5 plus 
  poison)
  Space/Reach: 1 ft./0 ft.
  Special Attacks: Song of delirium, terror 
  venom
  Special Qualities: Darkvision 60 ft., vermin 
  traits
  Saves: Fort +0, Ref +3, Will +0
  Abilities: Str 1, Dex 17, Con 6, Int —, Wis 10, 
  Cha 4
  Skills: Climb +5, Hide +15, Spot +2
  Feats: Weapon FinesseB
  Environment: Warm marsh
  Organization: Solitary, pair, or mating flight 
  (2-8)
  Challenge Rating: 1⁄2 
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Diminutive)
  Level Adjustment: —
   
  A five-inch deep green insect, much like a 
  dragonfly, hovers in the air with a lilting humming 
  drone. It glows faintly in the darkness.
  Combat
   
  When its eggs are threatened, a delusion 
  hummer attacks immediately, darting in quickly to 
  sting its victim and then flying up and out of reach, 
  where its song can begin work on the hapless 
  individual’s senses. It maintains its song until the 
  victim flees the area; the insect does not travel 
  more than 10 yards from its eggs for any reason.
   
  Song of Delirium (Su): A delusion 
  hummer’s song works to amplify the powers of its 
  venom. Any creature within 30 feet of a delusion 
  hummer that can hear its song has a -7 penalty to 
  its saving throws against the venom’s effects.  This 
  is a sonic, mind affecting effect.
   
  Terror Venom (Ex): A delusion hummer’s 
  main defense is its envenomed sting, which 
  causes terrifying hallucinations. Any target stung 
  by a delusion hummer must succeed on a DC 8 
  Fortitude save or suffer from incredibly vivid 
  hallucinations, playing on the victim’s deepest 
  fears. These illusions involve all five senses, and 
  leave the victim dazed. Each round, a victim may 
  attempt another Fortitude save with a +3 bonus 
  to throw off the effects. This is a mind-affecting 
  effect. The save DC is Constitution-based.
   
  Skills: A delusion hummer has a +2 racial 
  bonus on Spot checks and a +10 racial bonus on 
  Climb checks.
   
  Devil Fish
  Tiny Outsider (Aquatic, Chaotic, Evil, 
  Native)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +6
  Speed: Swim 20 ft. (4 squares)
  Armor Class: 15 (+2 size, +2 Dex, +1, 
  natural), touch 14, flat-footed 13
  Base Attack/Grapple: +1/-6
  Attack: Bite +4 melee (1d3+1)
  Full Attack: Bite +4 melee (1d3+1) and 2 
  fin rakes -1 melee (1d2)
  Space/Reach: 21⁄2 ft./0 ft.
  Special Attacks: Poison, pollute
  Special Qualities: Blindsense 30 ft., 
  darkvision 60 ft.
  Saves: Fort +3, Ref +4, Will +2
  Abilities: Str 13, Dex 15, Con 12, Int 10, 
  Wis 10, Cha 7
  Skills: Diplomacy +0, Hide +15, Listen +6, 
  Move Silently +7, Sense Motive +5, Spot 
  +6, Survival +5, Swim +9
  Feats: Improved Initiative
  Environment: Any aquatic
  Organization: Solitary or school (5-15)
  Challenge Rating: 1⁄2
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 2-3 HD (Tiny)
  Level Adjustment: —
  1/2
  Orcam
  Orcam, 1st-Level Warrior
  Medium Humanoid (Orcam)
  HitDice: 1d8+2 (6 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 50 ft. (10 
  squares)
  Armor Class: 14 (+4 light bone plate armor), 
  touch 10, flat footed 14
  Base Attack/Grapple:+1/+2
  Attack: Longspear +2 melee (1d8+1/x3)
  Full Attack: Longspear +2 melee (1d8+1/x3)
  Space/Reach: 5 ft./5 ft. (10 ft. with longspear)
  Special Attacks: –
  Special Qualities: Blindsight 30 ft., hold 
  breath, low-light vision, resistance to cold 2, 
  whale song
  Saves: Fort +4, Ref +0, Will -1
  Abilities: Str 13, Dex 10, Con 14, Wis 9, Int 
  9, Cha 8
  Skills: Ride +4*, Swim +9
  Feats: Endurance 
  Environment: Any aquatic 
  Organization: Solitary, group (2-6), or pod 
  (7-60 plus 100% noncombatants plus one 4th-
  level war leader per 20 people, one 3rd-level 
  druid per 40 people, and one prime of 5th-10th 
  level)
  Challenge Rating: 1⁄2
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +1
   
  Orcam are a race of humanoids encountered 
  in the open sea, usually in the company of whale 
  pods. They have large builds and stand over 6 feet 
  tall. They are entirely hairless and their thick skin 
  is covered in white and black patterns reminiscent 
  of those found on killer whales. They have small, 
  flattened noses and small teeth. Both the toes and 
  fingers of the orcam have slight webbing and some 
  have small ridges on their backs and legs where fins 
  would be located.
   
  Orcam live in groups called pods and lead a 
  nomadic existence. They readily grasp trade, and 
  often barter with other races whose craftsmanship 
  they highly prize. They are masters at gathering 
  raw materials and supply most of the bone used by 
  other aquatic races. Orcam culture values strength, 
  endurance, loyalty, and honor.  Orcam do not value 
  knowledge unless it is practical, but they do respect 
  those who have skills useful in day-to-day living. 
   
  Their spiritual leaders are generally sea druids 
  who live among the tribe as advisors and healers. 
  They are also responsible for making sure the whales 
  they travel with are fit and happy, often helping with 
  births and other health concerns. Orcam druids 
  occasionally confer with narwhales (page 187) to 
  make sure they are happy with the treatment they 
  receive from the orcam.
   
  Whales are a vital part of their community 
  and are treated more as family than as pet. They 
  are welcome in any gathering or discussion and are 
  often consulted on tribal matters through the magic 
  of the sea druids. Due to this treatment, the whales 
  of the orcam are always extremely loyal.
   
  Orcam have an average lifespan of 100 years. 
  Orcam speak their own language and Aquan, but 
  a few speak Common and Elven as well. Orcam 
   
  One and a half feet long with sharp fins, a 
  row of jagged teeth, and blood red scales, devil fish 
  earn their name by their unusual appearance and 
  illusive quality famed by fresh water and salt water 
  fisherman alike. Some swear that the devil fish is 
  unnaturally intelligent for an animal, and stories of 
  flying devil fish with bat-like wings are often told 
  around the fire.  
   
  About 10% of all devil fish can fly 10 feet per 
  round, with poor maneuverability.
  Combat
   
  A devil fish’s natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned 
  and evil-aligned for the purpose of overcoming 
  damage reduction.
   
  Poison (Ex): Contact, Fortitude DC 15, initial 
  and secondary damage 1d6 Con. The save DC is 
  Constitution-based and includes a +4 racial bonus.
   
  Pollute (Ex): Three times per day, a 
  devil fish may infuse the water surrounding 
  it in a 5-foot radius with an inky darkness that allows 
  the fish total concealment; attackers have a 50% 
  miss chance and must guess at the fish’s location. 
  The ability also has a residual effect of poisoning 
  the water (see above). A solitary devil fish fouls 
  20 cubic feet of water this way, making it become 
  stagnant and unable to support animal life until it 
  is renewed. This usually is not enough to stagnate 
  more than a small pond, but a full school can cause 
  great havoc to streams and harbors this way.
   
  Skills: A devil fish 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.
  
  7
  1/2
  Bog Slain
  encountered away from their homes are 
  normally 1st-level warriors, but barbarians 
  and rangers are also common. The orcam warrior 
  presented here had the following ability scores 
  before racial adjustments: Str 13, Dex 10, Con 12, 
  Int 11, Wis 9, Cha 8.
  Combat
   
  Orcam are very warlike, practicing combat 
  skills at every opportunity. Orcam almost always 
  wear some form of armor and always carry at least 
  one weapon, even if it is only dagger. When preparing 
  for war, they prefer tridents, spears, punching daggers, 
  and bone swords. They usually wear bone armor into 
  combat and often use shields. If fighting above water, 
  orcam typically carry a number of javelins to use as 
  ranged weapons.
   
  When possible, these warriors ride war whales or 
  dolphins into combat. Most pods have enough mounts 
  with barding to outfit their entire tribe, making them 
  a potent military force with both power and mobility. 
  Unfortunately, they are not masters of sophisticated 
  tactics, though all are skilled riders and swimmers.
   
  Blindsight (Ex): Orcam can see by emitting 
  high-frequency sounds, inaudible to most other 
  creatures that allow them to locate objects and 
  creatures with 30 feet. A silence spell negates this 
  and forces the orcam to rely on its vision, which is 
  approximately as good as an elf’s. This ability only 
  works underwater.
   
  Hold Breath. (Ex): An orcam can hold 
  its breath for a number of minutes equal to its 
  Constitution score before it risks drowning.
   
  Whale Song (Ex): Whale song can only be 
  learned by whales and orcam; for an orcam to master 
  it requires two ranks in Speak Language. This ability 
  allows an orcam to communicate underwater with 
  fellow orcam and whales up to five miles distant 
  Communication is limited to basic concepts such as 
  “Come home now,” or “Danger to pod.”
   
  Skills: An orcam has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always can 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. *Orcam have a +2 
  racial bonus to Ride checks when riding whales or 
  dolphins.
   
  Light Bone Plate: The preferred full battle 
  dress of underwater races. Medium Armor; Armor 
  Bonus +4, Max Dex Bonus +3; Armor Check 
  Penalty -3; Arcane Spell Failure 25%; Weight 30 lb.; 
  Cost 200 gp.
  Orcam Characters
   
  Orcam leaders tend to be barbarians, rangers or 
  fighters. Clerics have access to two of the following 
  domains: Strength, War, or Water. Most spellcasters 
  are adepts or druids. Orcam Characters possess the 
  following racial traits:
  — +2 Constitution, -2 Intelligence.
  — An orcam’s base land speed is 30 feet.  Orcam 
  have a swim speed of 50 feet.
  — Low-light vision.
  — Resistance to cold 2.
  — Special Qualities (see above):  Blindsight, hold 
  breath, whale song.
  — +2 racial  bonus to Ride checks when riding 
  whales or dolphins.
  — +8 racial bonus on Swim checks. Orcam can 
  always choose to take 10 on a Swim check, even 
  if distracted or endangered. They can use the run 
  action while swimming, provided they swim in a 
  straight line.
  — Automatic Languages: Orcam, Aquan. Bonus 
  Languages: Common, Elven, Sahuagin.
  — Favored Class: Barbarian.
  — Level Adjustment:  +1.
  Medium Undead
  Hit Dice: 1d12 (6 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 20 ft. (4 
  squares)
  Armor Class: 16 (+6 natural), touch 10, 
  flat-footed 16
  Base Attack/Grapple: +0/+1
  Attack: Slam +1 melee (1d6+1)
  Full Attack: Slam +1 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon, disease
  Special Qualities: Damage reduction 
  5/slashing or piercing, darkvision 60 ft., 
  resistance to fire 5, undead traits
  Saves: Fort +2, Ref +0,Will +3
  Abilities: Str 13, Dex 10, Con —, Int —, 
  Wis 12, Cha 3
  Skills: Swim +9
  Feats: Great FortitudeB
  Environment: Cold marsh
  Organization: Solitary, gang (2-5), squad 
  (6-10), mob (11-20)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 2-3 HD (Medium)
  Level Adjustment: —
  1
  Brine Zombie
   
  Bog slain are the bloated, waterlogged 
  corpses that rise from the site of their demise—the 
  peat bogs of colder climates. Stained by the dark 
  mud of the bog and perpetually dripping peaty 
  water, bog slain have one objective: to seek and 
  destroy life. Some scatter throughout the swamp, 
  killing game and passersby, while others swarm 
  towards villages and communities.
  Combat
   
  A bog slain can hold water in its lungs and 
  stomach, which it uses to spew gouts of foul water 
  from its mouth to batter its foes.
   
  Breath Weapon (Ex): 60-foot line, once 
  every 1d4 rounds, checked for one round and 
  disease (see below), Reflex DC 10 negates. The 
  save DC is Constitution-based. A bog slain can 
  only use its breath weapon three times before 
  needing to submerge in water again to 
  replenish its water reserve. Replenishing 
  the breath weapon takes two full rounds for each 
  time the bog slain has used the ability since last 
  refilling.
   
  Disease (Ex): Blinding sickness—breath 
  weapon, Fortitude DC 10, incubation period 1d3 
  days, damage 1d4 Str. Each time a victim takes 2 or 
  more points of Strength damage from the disease, he 
  must make another Fortitude save or be permanently 
  blinded. The save DC is Constitution-based.
   
  Skills: A bog slain 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.
  Medium Undead (Aquatic)
  Hit Dice: 4d12+3 (29 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares), swim 30 ft. (6 
  squares)
  Armor Class: 13 (-1 Dex, +4 natural), 
  touch 9, flat-footed 13
  Base Attack/Grapple: +2/+4
  Attack: Cutlass +4 melee (1d6+2/19-20) or 
  slam +4 melee (1d6+3)
  Full Attack: Cutlass +4 melee (1d6+2/19-
  20) or slam +4 melee (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Damage reduction 
  5/slashing, darkvision 60 ft., single actions 
  only, resistance to fire 10, undead traits
  Saves: Fort +1, Ref +0, Will +4
  Abilities: Str 14, Dex 8, Con —, Int —, Wis 
  10, Cha 1
  Skills: Swim +10
  Feat: ToughnessB
  Environment: Any aquatic
  Organization: Gang (2-4) or crew (6-11)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 5-8 HD (Medium)
  Level Adjustment: —
   
  Brine zombies are the remnants of a ship’s 
  crew that has perished at sea. They are mindless 
  creatures, not very pleasant to look at, and 
  relentless in their attacks on the living. The spark 
  of evil that brought them back from the ocean 
  depths drives them to seek the  living  so they may 
  join them  in their watery graves. Brine zombies 
  appear much as they did in life, still wearing the 
  clothes — now rags — they wore at their time 
  of death. Their bodies are bloated, blue-green in 
  color, and waterlogged.
  Combat
   
  Brine zombies attack an opponent with 
  their cutlasses or fists in melee. If a brine zombie 
  successfully grabs an opponent, it dives overboard 
  and attempts to drown the victim by pinning him/
  her underwater.
   
  Single Actions Only (Ex): Brine zombies 
  have poor reflexes and can take only a single move 
  action or attack action each round. A brine zombie 
  can move up to its speed and attack in the same 
  round, but only if it attempts to charge.
   
  Skills: A brine zombie 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.
   
  Cutlass: A cutlass is a one-handed martial 
  melee weapon that deals 1d6 (Medium) of slashing 
  damage on a hit with a critical range of 19-20/x2. 
  Cost 15 gp. Weight 3 lb. 
  
  8
  Carp Eater
  Cloud Walker
  1
  Small Humanoid (Aquatic, Cloud Walker)
  Hit Dice: 2d8 (9 hp)
  Initiative: +2
  Speed: 15 ft. (3 squares), swim 30 ft. 
  Armor Class: 15 (+1 size, +2 Dex, +2 natural), 
  touch 13, flat-footed 13
  Base Attack/Grapple: +1/-4
  Attack: Shortspear +1 melee (1d6-1) or claw +1 
  melee (ld4-1) or shortspear +4 ranged (1d6-1)
  Full Attack: Shortspear +1 melee (1d6-1) or 
  claw +1 melee (ld4-1) or shortspear +4 ranged 
  (1d6-1)
  Space/Reach: 5 ft/5 ft.
  Special Attack: Create fog, sneak attack +ld6
  Special Qualities: Amphibious, fog sight, 
  moisture dependence
  Saves: Fort +0, Ref +5, Will +0
  Abilities: Str 8, Dex 14, Con 10, Int 9, Wis l0, 
  Cha l0
  Skills: Climb +5, Hide +9, Listen +1, Spot +1, 
  Swim +7
  Feats: Combat Reflexes
  Environment: Any aquatic
  Organization: Mob (4-48)
  Challenge Rating: 1
  Alignment: Usually chaotic evil
  Treasure: Standard
  Advancement: By character class
  Level Adjustment: +2
   
  Cloud walkers are amphibious creatures no 
  more than 2 or 3 feet tall. Their skin is gray and 
  rubbery, and their hands end in claws. The creature’s 
  eyes are larger than those of a hafling, and are a dark 
  blue-green and watery. They are generally content 
  in the water, hunting fish and other aquatic life with 
  their weapons and claws. However, many curious, 
  hungry, or avaricious cloud walkers board ships and 
  Medium Monstrous Humanoid
  Hit Dice: 2d8 (9 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares), swim 30 ft. (6 
  squares)
  Armor Class: 10, touch 10, flat-footed 10
  Base Attack/Grapple: +2/+3
  Attack: Claw +4 melee (1d4+1)
  Full Attack: 2 claws +4 melee (1d4+1) and bite 
  -2 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Aura of despair
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +0, Ref +3, Will +5
  Abilities: Str 12, Dex 11, Con 10, Int 14, Wis 
  14, Cha 12
  Skills: Bluff +6, Diplomacy +3, Disguise +1 
  (+2 acting), Intimidate +3, Listen +9, Sleight of 
  Hand +19, Spot +9, Swim +9
  Feats: AlertnessB, Weapon Focus (claws)
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 1
  Treasure: Double standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +2
   
  Carp eaters are usually old crones or widowers 
  with stringy oily hair, leathery skin, and disheveled 
  clothing. They start talking to all who come close about 
  the ills of the world. Although they can be a source of 
  information, those who listen too long feel the weight 
  of despair until the carp eater convinces them that 
  suicide is the only way to end the despair. Carp eaters 
  are also skilled pick pocket, not out of greed but from 
  the desire to deny things from others. Carp eaters are 
  always encountered near a body of water.
  Combat
   
  The carp eater avoids direct confrontations 
  except against demoralized foes. Should the odds be 
  utterly against her, the carp eater dives into the nearby 
  water and swims away. In actual combat, she uses her 
  hardened nails as claws and rakes at any character 
  blocking her escape route. Her bite assists in finishing 
  off any characters that show signs of weakness.
   
  Aura of despair (Su): All creatures within 10 
  feet of a carp eater must succeed on a DC 12 Will 
  save every round or suffer a -2 morale penalty to all 
  skills checks, ability checks, saving throws, attack 
  and damage rolls, until they move out of the 10 foot 
  radius. For every round a creature stays in the area, 
  the save DC increases by +1. The morale penalty for 
  any victim that succumbs to this demoralization also 
  increases by –1 each round spent in the area as well, 
  until the morale penalty reaches –10; at this point 
  the victim sits down and gives up, and is considered 
  stunned. The save DC is Charisma-based.
   
  Skills: A carp eater has a +12 racial bonus on 
  Sleight of Hand checks.
   
  A carp eater 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.
  Dire Piranha
  1
  raid coastal settlements using their ability to create 
  fog. Their gray, rubbery skin allows them to blend 
  into the fog, while their fog sight allows them full 
  sight within the mist. Cloud walkers speak Aquan.
  Combat
   
  Cloud walkers use their create fog ability prior to 
  combat, and then attempt to sneak attack opponents.
   
  Create Fog (Su): At will as a standard action, 
  cloud walkers can summon a cloying mist from the 
  seawater. The effect is similar to a fog cloud cast by 
  a 6th-level wizard.
   
  Sneak Attack (Ex): A cloud walker can make a 
  sneak attack like a rogue, dealing an extra 1d6 points 
  of damage whenever a foe is denied its Dexterity 
  bonus or when the cloud walker is flanking.
   
  Amphibious (Ex): Although cloud walker 
  are aquatic, they can survive indefinitely on land, 
  provided they are surrounded by fog.
   
  Fog 
  Sight 
  (Ex): 
  A 
  transparent 
  nictitating membrane over the cloud walkers’ 
  eyes allows it to see perfectly in fog of any kind, 
  whether mundane or magical. Additionally, it 
  treats murky water as if it were clear water for the 
  purposes of determining how far it can see.
   
  Moisture Dependence (Ex): Cloud walkers 
  need moisture to survive. If they venture from the 
  water, they must surround themselves with fog. Once 
  out of the fog; they cannot breath and begin to drown.
   
  Skills: A cloud walker has a +6 racial bonus on 
  Climb checks. A cloud walker 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.
  Medium Animal (Aquatic)
  Hit Dice: 2d8+4 (13 hp)
  Initiative: +2
  Speed: Swim 80 ft. (16 squares)
  Armor Class: 14 (+2 Dex, +2 natural), touch 
  12, flat-footed 12
  Base Attack/Grapple: +1/+1
  Attack: Bite +3 melee (1d8)
  Full Attack: Bite +3 melee (1d8)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Capsize, vicious
  Special Qualities: Low-light vision
  Saves: Fort +5, Ref +5, Will +0
  Abilities: Str 10, Dex 15, Con 14, Int 2, Wis 10, 
  Cha 6
  Skills: Spot +5, Swim +8
  Feats: Weapon Finesse
  Environment: Warm aquatic
  Organization: Solitary or school (4-24)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Medium); 5-6 HD 
  (Large)
  Level Adjustment: —
   
  Dire piranhas are larger, more predatory 
  versions of the typical flesh-eating fish encountered 
  in tropical settings. They can reach up to 5 feet 
  in length, and are aggressive hunters that attack 
  humanoids and other large creatures without 
  provocation. While the typical piranha can 
  sometimes be captured and put to use as guardians 
  or obstacles, dire ones are exceedingly difficult to 
  domesticate. Some druids and wizards manage to 
  win these creatures’ loyalty, usually with magical 
  means such as charm monster or charm animal. 
  Orcs and hobgoblins of the jungle revere these 
  creatures as totem animals, sometimes keeping 
  large pools of them in which they cast captured 
  humanoids as sacrifices.
  Combat
   
  Dire piranhas lurk near the shoreline of lakes 
  and rivers, waiting for a creature to blunder into the 
  water. Usually, they swim in large swarms that work 
  together to strip the flesh from a creature, leaving 
  it little more than a bony husk. Dire piranhas have 
  been known to attack rafts and river boats, slamming 
  into them to overturn them and feast upon the 
  unfortunates who tumble into the water.
   
  Capsize (Ex): Dire piranhas sometimes strike 
  at the underside of boats and rafts in an attempt 
  to turn them over and dump their occupants into 
  the water. A submerged dire piranha that surfaces 
  under a boat or ship less than 20 feet long capsizes 
  the vessel 50% of the time. It has a 20% chance to 
  capsize a vessel from 20 to 40 feet long and a 0% 
  chance to capsize one over 40 feet long. Multiple 
  dire piranhas can work together to tip over a boat, 
  increasing the chance to capsize it by 5% for every 
  additional fish beyond the first.
   
  Vicious (Ex): Like their smaller cousins, dire 
  piranhas are most dangerous when encountered in a 
  group. A dire piranha gains a +1 competence bonus 
  on attack rolls and damage for every two dire piranha 
  adjacent to the target of the dire piranha’s attack.
   
  Skills: A dire piranha 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.
  
  9
  1
  Eyeburn Eel
  Medium Animal
  Hit Dice: 3d8 (13 hp)
  Initiative: +7
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 13 (+3 Dex), touch 13, flat-
  footed 10
  Base Attack/Grapple: +2/+4
  Attack: Bite +5 melee (1d8+3)
  Full Attack: Bite +5 melee (1d8+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blinding spray
  Special Qualities: Low-light vision
  Saves: Fort +3, Ref +6, Will -1
  Abilities: Str 15, Dex 17, Con 10, Int 1, Wis 
  6, Cha 4
  Skills: Hide +4*, Listen +1, Spot +3, Swim 
  +10
  Feats: Improved Initiative, Weapon Finesse
  Environment: Any aquatic 
  Organization: Solitary
  Challenge Rating: 1
  Advancement: 4-5 HD (Medium); 6 HD 
  (Large)
  Alignment: Always neutral
  Level Adjustment: —
   
  The eel’s deep cobalt blue skin makes it 
  difficult to see as it darts through the dark water 
  of the cave. Its long snout, filled with a double 
  row of razor-sharp triangular teeth, is attached to 
  a muscular, 9 foot long body.
  Combat
   
  Unless an unlucky creature sticks its face or 
  hand into the eel’s hiding place, its normal method 
  of attack is to spend up to a minute lying in wait 
  and pumping its blindness-producing toxin into 
  the surrounding water. When the victim begins 
  to thrash and churn the water, the creature strikes, 
  darting in to bite deeply and then swimming away 
  again.
   
  Blinding Spray (Ex): An eyeburn eel can 
  exude a chemical irritant into the water that causes 
  pain and swelling in a victim’s eyes. Creatures 
  within 10 feet of the eyeburn eel must make a DC 
  11 Fortitude save or be blinded for 1d6 minutes. 
  This roll must be made each round for unaffected 
  creatures that remain within 10 feet of the eyeburn 
  eel. An eyeburn eel can produce enough of this 
  chemical to last 15 rounds, and can “refill” its 
  supply at a rate of 1 round’s-worth every 30 
  minutes. The save DC is Constitution-based.
   
  Skills: An eyeburn eel 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.
   
  *An eyeburn eel has a +6 bonus on Hide 
  checks in darkened or shadowy settings.
  Giant Caribe
  Medium Animal (Aquatic)
  Hit Dice: 3d8 (13 hp)
  Initiative: +2
  Speed: Swim 40 ft. (8 squares)
  Armor Class: 14 (+2 Dex, +2 natural), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +2/+3
  Attack: Bite +4 melee (1d6+1)
  Full Attack: Bite +4 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Frenzy
  Special Qualities: Keen scent, low-light 
  vision
  Saves: Fort +3, Ref +5, Will +2
  Abilities: Str 12, Dex 15, Con 10, Int 1, Wis 
  12, Cha 2
  Skills: Listen +6, Spot +6, Swim +9
  Feat: Alertness, Weapon Finesse
  Environment: Any aquatic
  Organization: School (5-30)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium)
  Level Adjustment: —
  1
  Glowing Frog
   
  The giant caribe is a rare form of giant 
  saltwater piranha. They are pale bluish-green 
  in color and about 6 feet long, though larger 
  specimens have been encountered.
  Combat
   
  Giant caribes attack by swarming an 
  opponent and biting with their razor-sharp teeth. 
  Once blood is drawn, the entire pack goes into a 
  frenzy, attacking twice each round.
   
  Frenzy (Ex): A giant caribe that detects 
  blood in the water enters a frenzied state the 
  following round, along with all other giant caribes 
  within a 90-foot radius. Frenzied giant caribes bite 
  until they or their opponents are dead. A 
  frenzied giant caribe gains an extra partial 
  action each round for 10 rounds. The creature 
  cannot end the frenzy voluntarily.
   
  Keen Scent (Ex): A giant caribe can notice 
  creatures by scent in a 90-foot radius and detect 
  blood in the water at ranges of up to 500 feet.
   
  Skills: A giant caribe 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.
  Tiny Magical Beast (Aquatic)
  Hit Dice: 1⁄2d10 (2 hp)
  Initiative: +8
  Speed: 10 ft. (2 squares), swim 20 ft. (4 
  squares)
  Armor Class: 16 (+2 size, +4 Dex), touch 
  16, flat-footed 12
  Base Attack/Grapple: +0/-11
  Attack: Bite -2 melee (1d2-4)
  Full Attack: Bite -2 melee (1d2-4)
  Space/Reach: 21⁄2 ft./0 ft.
  Special Attacks: Glow, psionics
  Special Qualities: Darkvision 60 ft., low-
  light vision, telepathy 30 ft.
  Saves: Fort +2, Ref +6, Will +3
  Abilities: Str 3, Dex 18, Con 10, Int 12, Wis 
  16, Cha 14
  Skills: Concentration +2, Hide +14, Listen 
  +5, Move Silently +6, Sense Motive +5, 
  Spot +5, Swim +4
  Feats: Dodge, Improved InitiativeB
  Environment: Warm swamp
  Organization: Solitary
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: 1-2 HD (Tiny)
  Level Adjustment: —
   
  The glowing frog is a mysterious creature 
  found in swamps and ponds. Though small, their 
  mental powers make up for their lack of physical 
  strength. Glowing frogs attract mates with colored 
  lights that emanate from their bodies, and do not 
  croak or otherwise emit sounds.
   
  Glowing frogs can understand Draconic and 
  Sylvan, though they are incapable of speech.
  Combat
   
  The glowing frog is a dedicated enemy 
  of evil and will attack without provocation any 
  creature that it deems to be evil. Its lack of a 
  meaningful physical attack often forces it to form 
  alliances with other creatures, and a glowing frog 
  never initiates combat unless it has allies nearby.
   
  Glow (Ex): A glowing frog radiates light 
  as if the subject of a continual flame spell. This 
  light is due to a chemical reaction and cannot be 
  dispelled. A glowing frog can increase the intensity 
  of its glow enough to generate heat as a standard 
  action. At this intensity, anyone within 30 feet of a 
  glowing frog must succeed on a DC 10 Fortitude 
  save or take 1d4 points of heat damage per round 
  from the intense heat. Creatures that succeed on 
  the save take half that damage instead. The save 
  DC is Constitution-based. 
   
  Psionics (Sp): At will—animal trance (DC 
  14), color spray (DC 13), detect evil, hypnotic 
  pattern (DC 14), invisibility. Effective caster level 
  10th. The save DCs are Charisma-based.
   
  Telepathy (Su): A glowing frog can 
  communicate telepathically with creatures that 
  speak Draconic or Sylvan, provided they are 
  within 30 feet.
   
  Skills: A glowing frog 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.
  
  10
  1 Mantafai
  Mire Walker
  Small Fey (Aquatic)
  Hit Dice: 2d6+4 (11 hp)
  Initiative: +5 
  Speed: Swim 40 ft. (8 squares)
  Armor Class: 16 (+1 size, +5 Dex), touch 16, 
  flat-footed 11
  Base Attack/Grapple: +1/-5
  Attack: Rapier +1 (1d4–1/18-20)
  Full Attack: Rapier +1 (1d4–1/18-20)
  Space/Reach: 5 ft./ 5 ft.
  Special Attacks: –
  Special Qualities: Aura of airy water, low-
  light vision, spell-like abilities 
  Saves: Fort +2, Ref +8, Will +5
  Abilities: Str 8, Dex 20, Con 14, Int 7, Wis l5, 
  Cha l6
  Skills: Hide +13, Listen +8, Search +2, Sense 
  Motive +6, Spot +8, Swim +7  
  Feats: Alertness
  Environment: Any aquatic
  Organization: Solitary or village (4-24)
  Challenge Rating: 1
  Alignment: Usually neutral good
  Treasure: Standard
  Advancement: 3-4 HD (Small)
  Level Adjustment: +3
   
  This manta-like creature is about the size of 
  a halfling.  It has a long tail with a fan-shaped end 
  and two long, webbed arms.  Its skin is aqua blue 
  with a green patterning.
   
  The mantafai are fey of the sea.  They have 
  flattened, manta-like bodies. Their long tail is fanned 
  at the end, and their two long arms are webbed for 
  maneuverability in the water. Typically colored aqua 
  blue with green patterning, mantafai blend into with 
  environment. The body of a mantafai is about 3 feet 
  long, with a 3-foot tail. An average specimen weighs 
  between 30 and 35 pounds. 
   
  Mantafai are simple, good-natured creatures. 
  They are often attributed with rescuing drowning 
  victims and guiding lost people to land.  Although 
  they are simple, they have a knack for avoiding 
  trouble and gauging trustworthiness.
   
  Mantafai speak their own language, using 
  high-pitched squeaks to communicate with one 
  another. While they can understand Sylvan, they 
  cannot speak it, and rely on facial expressions and 
  gestures to communicate with others. 
  Combat
   
  Mantafai generally avoid combat, but will 
  come to the aid of nonevil aquatic creatures and 
  nonaquatic creatures threatened by undersea 
  denizens. They will utilize greater invisibility 
  before entering the fray.
   
  Aura of Airy Water (Su): At will, as a free 
  action, a mantafai can make the air in a 20-foot 
  radius around it breathable to all, the lunged and 
  gilled alike. Water-breathing creatures treat the 
  area as if it were normal water. Air-breathing 
  creatures are treated as if under the effects of a 
  water breathing spell while within the aura, and 
  for 1d4 rounds after leaving the aura. A mantafai 
  can dismiss the effect as a free action.
   
  Spell-like Abilities: At will–detect evil. 
  1/day–greater invisibility. Caster level 20th.
   
  Skills: A mantafai 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.
  Medium Undead
  Hit Dice: 2d12+3 (16 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+1 Dex, +4 natural), touch 
  11, flat-footed 14
  Base Attack/Grapple: +1/+2
  Attack: Slam +2 melee (1d6+1)
  Full Attack: Slam +2 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., undead 
  traits
  Saves: Fort +0, Ref+1, Will +3
  Abilities: Str 13, Dex 12, Con —, Int 3, Wis 
  10, Cha 3
  Skills: Listen +2, Spot +3
  Feats: Toughness
  Environment: Any marsh
  Organization: Gang (2-5), squad (6-10), or 
  mob (11-20)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 3-6 HD (Medium)
  Level Adjustment: —
  1
  Pelagian Makara
  Medium Magical Beast (Aquatic)
  Hit Dice: 3d10 (16 hp)
  Initiative: +6
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 15 (+2 Dex, +3 natural), 
  touch 12, flat-footed 13
  Base Attack/Grapple: +3/+4
  Attack: Bite +4 melee (1d6+1)
  Full Attack: Bite +4 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., keen 
  scent, low-light vision, spell-like abilities
  Saves: Fort +3, Ref +5, Will +2
  Abilities: Str 12, Dex 15, Con 11, Int 3, Wis 
  12, Cha 10
  Skills: Listen +6, Spot +6, Swim +9
  Feats: Alertness, Improved Initiative
  Environment: Aquatic
  Organization: Solitary or school (1 
  pelagian makara plus 2-5 sharks)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium)
  Level Adjustment: —
   
  Pelagian makaras resemble normal sharks 
  and live in open water. They attract prey through 
  spell-like abilities, allowing them to look like 
  small fish to sea birds. Pelagian makaras often 
  take the persona of a friendly dolphin or a man 
  overboard when ships pass by—anything to attract 
  attention and get their prey near the water. Sharks 
  often swim with pelagian makaras due to their 
  successful trickery.
  Combat
   
  A pelagian makara uses its minor image 
  ability to cloak its upper body in an illusion of its 
  own choosing, accompanying it with a variety of 
  noises, but not comprehensible speech.
   
  Keen Scent (Ex): A pelagian makara can 
  notice creatures by scent in a 90-foot radius and 
  detect blood in the water at ranges of up to half a 
  mile.
   
  Spell-Like 
  Abilities: 
  At 
  will—minor 
  image (DC 12). Caster level 4th. The save DC is 
  Charisma-based.
   
  Skills: A pelagian makara 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.
   
  The swamp preserves. Long-dead corpses 
  have been dug out of the bog with still-supple 
  limbs and unrotted flesh. Unlike more common 
  zombies, mire walkers created from such preserved 
  corpses retain much of their dexterity and skills. 
  Mire walkers even have enough intellect to learn a 
  limited amount of new information. Necromancers 
  value mire-preserved corpses, and often use them 
  as overseers and assassins.
   
  Sometimes, bodies can be so well preserved 
  that when they are unearthed, the departed spirit 
  is confused, and returns to its mortal shell. Such 
  corpses arise as semi-intelligent, free-willed 
  undead, staggering in search of the remnants 
  of their mortal lives. These zombies often band 
  together into packs, and roam the swamps 
  that sustained them. Other freewill-led 
  mire walkers pitifully attempt to recreate their 
  former lives. Ramshackle villages and castles 
  made of mud and fallen branches, inhabited only 
  by the undead, dot the lands haunted by mire 
  walkers.
  Combat
   
  Animated mire walkers lumber mindlessly 
  forward into battle. Free mire walkers are capable 
  of using ambushes and other complex tactics. Mire 
  walkers use their undead state to their advantage; 
  lacking breath, for example, zombies often 
  submerge themselves and hide underwater.
  
  11
  1
  Rakklethorn Toad
  Shojo
  Small Magical Beast
  Hit Dice: 2d10+2 (13 hp)
  Initiative: +2
  Speed: 20 ft (4 squares)
  Armor Class: 15 (+1 size, +2 Dex, +2 natural), 
  touch 13, flat-footed 13
  Base Attack/Grapple: +2/-2
  Attack: Thorn volley +5 ranged (1d6 plus poison) 
  or bite +3 melee (1d4)
  Full Attack: Thorn volley +5 ranged (1d6 plus 
  poison) or bite +3 melee (1d4)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Poison, thorns
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +4, Ref +5, Will +0
  Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 10, 
  Cha 6
  Skills: Hide +8*, Spot +3
  Feats: Dodge
  Environment: Warm marshes
  Organization: Pack (2-5) or mating swarm 
  (6-36)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-5 HD (Small); 6 HD (Medium)
  Level Adjustment: —
   
  This small toad has dozens of needle-like thorns 
  protruding from its back. Its skin is mottled brown and 
  green and glistens with a dull sheen.
   
  Rakklethorns live in small packs in murky 
  swamps. Fiercely territorial, rakklethorn toads often 
  battle with each other except at mating time when they 
  enter a mating frenzy. Several packs merge, forming 
  a great swarm of noisy frogs that sweeps through the 
  marshes like a wave. 
  Combat
   
  A rakklethorn toad attacks by arching its back 
  and firing a volley of thorns at an opponent. It rarely 
  ever closes to melee, preferring to attack at range. 
  If confronted in close quarters, a rakklethorn toad 
  usually flees or if cornered, attacks with its bite.
   
  Poison (Ex): Injury, Fortitude DC 12; initial 
  and secondary damage 1d6 Dex. The save DC is 
  Constitution-based.
   
  If a rakkelthorn toad is killed or subdued before it 
  has fired all of its thorns in a given day, the poison can 
  be extracted from its remaining thorns. A successful 
  DC 16 Heal or DC 16 Craft (alchemy) check allows 
  the poison to be changed into a mild anesthetic; one 
  rakkelthorn toad provides enough for one dose. A 
  single dose of this anesthetic, applied to the wound 
  of an injured creature, provides a +2 circumstance 
  bonus to Heal checks (multiple doses do not stack). 
  This bonus lasts for one hour, after which time the 
  anesthesia wears off. Poison cannot be extracted from 
  thorns that have been fired by the rakklethorn.
   
  Thorns (Ex): From its back, a rakklethorn toad 
  can fire a volley of thorns once per round as a standard 
  action. All thorns in the cluster either hit or miss their 
  target and deal 1d6 points of piercing damage plus 
  poison (see above). This attack has a range of 50 feet 
  with no range increment. The rakklethorn toad can 
  launch a total of 6 such volleys per day.
   
  Skills: *In areas of tall grass or dense 
  undergrowth, a rakklethorn toad has a +6 racial bonus 
  on Hide checks.
  Medium Monstrous Humanoid (Aquatic)
  Hit Dice: 3d8-3 (10 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares), swim 50 ft. (10 squares)
  Armor Class: 14 (-1 Dex, +5 natural), touch 9, 
  flat-footed 14
  Base Attack/Grapple: +3/+3
  Attack: Claw +3 melee (1d4)
  Full Attack: Claw +3 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Amphibious, darkvision 60 ft., 
  immunity to poison
  Saving Throws: Fort +0, Ref +2, Will +6
  Abilities: Str 10, Dex 9, Con 8, Int 13, Wis 17, 
  Cha 13
  Skills: Craft (alchemy) +10*, Heal +6, 
  Knowledge (nature) +2, Listen +5, Profession 
  (herbalist) +6, Search +3, Sense Motive +4, Spot 
  +5, Survival +5, Swim +8
  Feats: Alertness, Skill Focus (Craft [alchemy])
  Environment: Any aquatic or coastal
  Organization: Solitary, group (2-5), or band 
  (5-10)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Often chaotic good
  Advancement: 4-6 HD (Medium)
  Level Adjustment: +1
   
  Shojo are creatures of the sea with a long red 
  mane and pink-tinted skin. They wear little except a 
  belt of seaweed from which hangs large jars of sake. 
  Shojo have an affinity to holy things and places, 
  as well as encountering the random picnicker, 
  fisherman, or traveler.
  1
  Wish Fish
  Combat
   
  Despite fearsome appearance, shojo are harmless 
  to most creatures that leave them alone; they love 
  fishing and drinking, but have little interest in fighting.
   
  Alchemy: Shojo can brew beer, wine, sake, 
  poison, and many other magical liquids. They have a 
  racial bonus of +5 to any attempt to create or identify 
  potions, alcoholic beverages, and poisons.
   
  Skills: A shojo 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.
  White Sake
   
  Sacred white sake is said to have healing powers, 
  being able to cure disease, heal grievous wounds, and 
  Tiny Magical Beast (Aquatic)
  Hit Dice: 2d10+12 (23 hp)
  Initiative: +10
  Speed: Swim 80 ft. (16 squares)
  Armor Class: 26 (+2 size, +6 Dex, +8 natural), 
  touch 18, flat-footed 20
  Base Attack/Grapple: +2/-10
  Attacks: —
  Full Attack: —
  Space/Reach: 2 1⁄2 ft./0 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., fish wishes, 
  low-light vision, school of fish, telepathy 100 ft.
  Saves: Fort +9, Ref +11, Will +3
  Abilities: Str 3, Dex 22, Con 23, Int 19, Wis 17, 
  Cha 16
  Skills: Bluff +6, Escape Artist +8, Hide +19, 
  Knowledge (nature) +6, Listen +10, Spot +10, 
  Survival +6, Swim +19
  Feats: Alertness, Improved InitiativeB, Lightning 
  ReflexesB
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 1
  Treasure: Special
  Alignment: Always chaotic good
  Advancement: 3-4 HD (Tiny)
  Level Adjustment: —
   
  The wish fish is an elusive, long-lived magical 
  creature whose sole amusement in life is teasing 
  fishermen foolish enough to try to catch him. 
  Combat
   
  Wish fish avoid combat whenever possible. If 
  attacked, the wish fish will cast his School of Fish spell, 
  and attempt to escape. If the wish fish is injured and 
  in danger of being killed he will offer one Fish Wish 
  in exchange for ending the fight. If this offer is not 
  accepted the wish fish will use the transport ability of his 
  Fish Wish to transport the hunters to a random place. 
   
  Fish Wish (Sp): Once per day the wish fish may 
  grant three Fish Wishes. This is a limited form of the 
  wish spell. The wish fish may:
   
  • Confer the permanent ability of water 
  breathing to a single creature.
   
  • Grant a +1 inherent bonus to an ability score. 
  Once granted, the wish fish can never grant this same 
  bonus to the same creature again.
   
  • Grant a +5 inherent bonus to Swim checks. 
  Once granted, the wish fish can never grant this same 
  bonus to the same creature again.
   
  • Revive a recently dead creature as though with 
  a raise dead spell. The creature must have died within 
  the last ten days and the corpse of the creature must be 
  present.
   
  • Transport any or all of those present to a 
  known location on the current plane. The location 
  need not have been visited before; it is merely enough 
  to be able to describe it accurately to the fish.
   
  School of Fish (Sp): Once per day the wish 
  fish may summon a school of 5d4 fish to confuse 
  his hunters. All of the fish in the school of fish look 
  exactly like the wish fish. The true wish fish can only 
  be distinguished by a DC 25 Knowledge (arcana) 
  check, DC 25 Spot check, or DC 25 Survival check.
   
  Telepathy 
  (Su): 
  The 
  wish 
  fish 
  may 
  communicate telepathically with creatures that have 
  an intelligence score greater than 3, provided they are 
  within 100 feet.
   
  Skills: A wish fish 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.
   
  A wish fish uses its Dexterity modifier instead of 
  its Strength modifier for Swim checks.
  even neutralize poisons. However, it only 
  provides this benefit for those the shojo deems 
  fit: sometimes, this means holy people, and other 
  times it means the poor or downtrodden. The shojo 
  can give a person a draught of sacred white sake to 
  cure what ails them. If they are affected by disease, 
  the sake has the effect of a potion of remove disease. If 
  they are injured, the liquid has the effect of a potion of 
  cure serious wounds. If they are suffering the effects 
  of a toxin, it acts as a potion of neutralize poison. 
  Other moderate healing effects may be possible as 
  well (these effects will never be of a spell greater than 
  4th level).
   
  Those without a pure heart who drink a shojo’s 
  sake are drinking poison (Ingested, DC 14, 1d6 Con 
  and 1d6 Cha, secondary 1d3 Con and 1d3 Cha).
  
  12
  2
  Barrow Roach
  Large Undead
  Hit Dice: 3d12 (19 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 30 ft. (6 
  squares), swim 20 ft. (4 squares)
  Armor Class: 18 (-1 size, +3 Dex, +6 
  natural), touch 12, flat-footed 15
  Base Attack/Grapple: +1/+10
  Attack: Claw +5 melee (1d4+5 plus 
  disease)
  Full Attack: 2 claws +5 melee (1d4+5 plus 
  disease) and bite +0 melee (1d6+2 plus 
  disease)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Disease, frightful presence
  Special Qualities: Blindsense 30 ft., 
  collective mind, undead traits
  Saves: Fort +1, Ref +4, Will +5
  Abilities: Str 20, Dex 17, Con —, Int —, 
  Wis 15, Cha 6
  Skills: Climb +13, Hide +7, Jump +9, Move 
  Silently +5, Swim +13
  Feats: Run B
  Environment: Warm forest or marsh
  Organization: Cluster (2-4), colony (5-40), 
  or hive (50-100)
  Challenge Rating: 2
  Treasure: 50% coins; 50% goods; 
  50%items
  Alignment: Always neutral evil
  Advancement: 4-9 HD (Large)
  Level Adjustment: —
   
  The creature appears to be a massive roach, 
  one roughly the size of a horse.
  Combat
   
  Barrow roaches are fearless to the point of 
  recklessness, and they grow more effective when 
  more of their numbers congregate.
   
  Disease (Ex): Festering ague—claw or bite, 
  Fortitude DC 11, incubation period 1d4 days, 
  damage 1d3 Str and 1d3 Con. Any day in which 
  a victim takes 3 points of Constitution damage, 
  the afflicted creature must immediately succeed 
  on an another DC 13 Fortitude save or 1 point of 
  Constitution damage becomes Constitution drain 
  instead. The save DC is Constitution-based.
   
  Frightful Presence (Ex): A barrow roach 
  can unsettle its foes with its mere presence. This 
  ability takes effect automatically whenever the 
  barrow roach performs some sort of dramatic 
  action (such as charging or attacking). Creatures 
  within 30 feet and with less than 3 HD must 
  succeed on a DC 9 Will save or become shaken for 
  2d6 rounds and those with 3 or more HD become 
  shaken for 1d4 rounds. Creatures that successfully 
  save are immune to the frightful presence of the 
  same barrow roach for 24 hours. The save DC is 
  Charisma-based.
   
  For each additional barrow roach that the 
  victim can see beyond the first, the save DC 
  increases by +2. If any creature fails the Will save 
  by 5 or more, it is frightened rather than shaken.
   
  Collective Mind (Su): For every 3 barrow 
  roaches congregated within 100 feet of each other 
  (even if separated by stone, earth, water, or other 
  nonmagical barriers), each gains an effective 
  Intelligence bonus of +2 for the purpose of its 
  relative capacity to make tactical decisions (to a 
  maximum effective Intelligence of 10). Thus, if 
  15 or more barrow roaches are present, they can 
  react as logically and effectively to changes in 
  local conditions, environment, and other stimuli 
  as an average human might. Further, if 5 or more 
  Barrow roaches are within 100 feet of each other, 
  each gains the benefit of the Combat Expertise 
  feat; if 10 or more are present, they also gain the 
  benefit of the Improved Trip feat.
   
  This ability does not allow the barrow 
  roaches to actually communicate information in 
  any way.
   
  Skills: A barrow roach has a + 2 racial bonus 
  on Move Silently checks and a +8 racial bonus 
  on Climb and Hide checks. A barrow roach can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened.
   
  A barrow roach 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.
  2
  Corrosion Grub
  Medium Vermin
  Hit Dice: 2d8 (9 hp)
  Initiative: +2
  Speed: 10 ft. (2 squares), fly 20 ft. (average) 
  (4 squares)
  Armor Class: 12 (+2 Dex), touch 12, flat-
  footed 10
  Base Attack/Grapple: +1/+0
  Attack: Claws +0 melee (1d4-1)
  Full Attack: Claws +0 melee (1d4-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Death throes, spit acid, 
  toxic cloud
  Special Qualities: Darkvision 60 ft., 
  resistance to acid 15, vermin traits
  Saves: Fort +3, Ref +2, Will +0
  Abilities: Str 8, Dex 15, Con 10, Int —, Wis 
  10, Cha 4
  Skills: —
  Feats: HoverB
  Environment: Any marsh
  Organization: Brood (2-5)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Medium); 5-6 HD 
  (Large)
  Level Adjustment: —
   
  Corrosion grubs are large insects that float 
  through swamps, buoyed by internal gases.
   
  A corrosion grub’s body is 5 feet high, and 
  bears two wide wings tipped with claws. Six blue-
  green eyes top its head, and its mouth is low and 
  sunken. Its skin is smooth and translucent, and 
  its milky-white innards are visible beneath the 
  surface. Under its wings are two large green organs 
  that swirl with corrosive gas. A corrosion grub’s 
  underside is covered in small clawed feet which, 
  while sharp, are relatively weak. Corrosion grubs 
  weigh around 10 pounds and use their wings only 
  to change direction during flight. When unable to 
  float, they scuttle about on their short legs.
   
  Corrosion grubs eat organic material they 
  dissolve with their acid. They live in nests in 
  dead trees, and often eat vegetation until their 
  surroundings are bare. Only a corrosion grub that 
  is frightened, startled, or has no other source of 
  food will attack animals or humanoids.
  Combat
   
  Corrosion grubs attack in small groups; a 
  lone corrosion grub in danger always attempts 
  to reach the rest of its brood. A corrosion grub’s 
  normal weapon is its acid, but it will use its toxic 
  cloud if facing a particularly large or dangerous 
  opponent.
   
  Death Throes (Ex): When killed, a corrosion 
  grub erupts in a burst of acid and gas that deal 4d4 
  points of acid damage to all creatures within 5 feet 
  (Reflex DC 11 negates). In addition, all creatures 
  except other corrosion grubs within 15 feet must 
  succeed on a DC 11 Fortitude save or be nauseated 
  for 1d4 rounds. The save DCs are Constitution-
  based.
   
  Spit Acid (Ex): 10-foot line, once every 1d4 
  rounds; damage 1d4 acid, Reflex DC 11 half. The 
  save DC is Constitution-based.
   
  Toxic Cloud (Ex): Once per day as a 
  standard action, a corrosion grub can breathe a 
  15-foot-radius cloud of caustic gas. Any creature 
  in the area takes 1d8 points of acid damage (Reflex 
  DC 11 half) and must succeed on a DC 11 Fortitude 
  save or take 1 point of Constitution damage from 
  breathing the fumes. All creatures damaged by the 
  fumes must also make a second save 1 minute later 
  or take another 1d4 points of Constitution damage. 
  Creatures that suffer no acid damage due to an 
  immunity or resistance to acid, also do not suffer 
  the Constitution damage. The cloud disperses after 
  1 round. The save DCs are Constitution-based.
  Adventure Idea
   
  To craft a shield resistant to acid, a wizard 
  must have the shield’s metal coated with the ichor 
  of a dozen corrosion grubs. She hires the PCs to 
  enter a nearby marsh and track down corrosion 
  grub nests.
  
  13
  2
  Dragonfish
  Filth Belcher
  Small Magical Beast (Aquatic)
  Hit Dice: 2d10 (11 hp)
  Initiative: +2
  Speed: Swim 20 ft. (4 squares)
  Armor Class: 16 (+1 size, +2 Dex,+3 
  natural), touch 13, flat-footed 14
  Base Attack/Grapple: +2/-1
  Attack: Bite +4 melee (1d4+1)
  Full Attack: Bite +4 melee (1d4+1) or 1d4 
  spines +4 melee touch (1 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, spines
  Special Qualities: Camouflage, darkvision 
  60 ft., low-light vision
  Saves: Fort +3, Ref +5, Will +0
  Abilities: Str 12, Dex 15, Con 11, Int 2, Wis 
  11, Cha 4
  Skills: Hide +7, Listen +3, Move Silently 
  +4, Spot +3, Swim +9
  Feats: Stealthy
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-6 HD (Small)
  Level Adjustment: —
   
  A dragonfish is a small, 2-foot long, flat fish 
  that makes its home on the bottom of shallow lakes, 
  rivers, or streams. They are non-aggressive and 
  spend their days eating miniscule water creatures, 
  insects, and aquatic plants. The dragonfish’s scales 
  are brown, mottled with black.
  Combat
   
  Dragonfish are not aggressive and prefer 
  to lie on the bottom of a body of water, waiting 
  for a victim to accidentally step on it so that its 
  poisonous spines penetrate the victim’s flesh. If 
  forced into melee, a dragonfish cannot use its 
  spines and attacks with its bite.
   
  Poison (Ex): Injury, Fortitude DC 11, initial 
  and secondary damage 1d2 Con. The save DC is 
  Constitution-based.
   
  Spines (Ex): A dragonfish’s back is covered 
  with long, sharp spines. Stepping on a motionless 
  dragonfish causes its spines to penetrate and break 
  off in the victim’s flesh. Such a victim is subject to 
  attack from 1d4 spines, each of which deals damage 
  and injects poison into the wound. Removing a 
  spine deals 1d2 points of nonlethal damage.
   
  Camouflage (Ex): A dragonfish can lay flat 
  on the bottom of a shallow body of water, making 
  it very hard to notice. Such a motionless dragonfish 
  has a +10 circumstance bonus on Hide checks.
   
  Skills: A dragonfish 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.
  Large Outsider (Evil, Native)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares), swim 25 ft. (5 
  squares)
  Armor Class: 12 (-1 size, +3 natural), touch 
  9, flat-footed 12
  Base Attack/Grapple: +4/+13
  Attack: Bite +8 melee (1d8+5) or tongue +4 
  ranged touch (see below)
  Full Attack: 3 bites +8 melee (1d8+5) or 3 
  tongues +4 ranged touch (see below)
  Space/Reach: 10 ft./5 ft. (30 ft. with 
  tongues)
  Special Attacks: Snare, stench, stench 
  breath, swallow whole, tongues
  Special Qualities: Darkvision 60 ft., stench
  Saves: Fort +7, Ref +4, Will +4
  Abilities: Str 21, Dex 11, Con 17, Int 3, Wis 
  10, Cha 10
  Skills: Jump +7, Move Silently +3, Spot +5, 
  Swim +13
  Feats: Ability Focus (stench), Weapon 
  Focus (tongues)
  Environment: Any marsh and underground
  Organization: Solitary or pod (2-4)
  Challenge Rating: 2
  Treasure:  None
  Alignment: Always neutral evil
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
  2
   
  This enormous three-headed frog lurks in 
  swamps and marshes, places where its foul stench 
  is not as distinct. Scholars are uncertain where this 
  10-foot long frog came from, but it has found a 
  home on the material plane, and it’s hungry.
  Combat
   
  Filth belchers try to incapacitate as many 
  foes as possible, as quickly as possible. Their 
  tongues are therefore their primary weapons. The 
  toads try to swallow combatants three at a time 
  when confronting a group, belching forth their 
  digested remains into the midst of the survivors. 
  Any who fall prey to the paralytic effects of a 
  toad’s breath are targeted the following round as 
  fuel for the next gas volley.
   
  A filth belcher’s natural weapons, as well as 
  any weapons it wields, are treated as evil-aligned 
  for the purpose of overcoming damage reduction.
   
  Snare (Ex): If a filth belcher hits with 
  a tongue attack, the tongue latches onto the 
  opponent’s body. This deals no damage but drags 
  the stuck opponent 10 feet closer each subsequent 
  round (provoking no attack of opportunity) unless 
  that creature breaks free, which requires a DC 21 
  Escape Artist check or a DC 17 Strength check. 
  The check DCs are Strength-based, and the Escape 
  Artist DC includes a +4 racial bonus. A filth 
  belcher can draw in a creature within 10 feet of 
  itself and bite with a +4 attack bonus in the same 
  round.
   
  A tongue has 10 hit points and can be 
  attacked by making a successful sunder attempt. 
  However, attacking a filth belcher’s tongue does 
  not provoke an attack of opportunity. If the tongue 
  is currently attached to a target, the filth belcher 
  takes a –4 penalty on its opposed attack roll to 
  resist the sunder attempt. Severing a tongue deals 
  no damage to a filth belcher.
   
  Stench Breath (Ex): As victims are 
  digested, they are used to fuel a noxious cloud 
  that collects in the animal’s swelling throats. The 
  filth belcher may belch this nauseating gas forth 
  in a roiling cloud, filling a 10-foot area in front of 
  it. All caught within this cloud must succeed on 
  a DC 15 Fortitude save or be paralyzed for 1d4 
  rounds as they retch and gag uncontrollably. This 
  gas inflicts secondary damage one minute later in 
  the form of 1d6 Strength damage to those who fail 
  a second DC 15 Fortitude save. The save DC is 
  Constitution-based.
   
  A filth belcher gains the ability to 
  use this power in the form of a blast once 
  for every 10 points of acid damage dealt to a 
  swallowed creature. Each stomach stores a blast 
  in an individual throat pouch, and each of the filth 
  belchers three pouches can store four blasts at a 
  time. The creature may use as many blasts at once 
  as it has stored up to create an especially thick and 
  pungent cloud. For every blast beyond the first in 
  the same round, the save DC increases by +2, and 
  the paralysis duration and Strength damage dealt 
  are cumulative.
   
  Creatures with immunity to poison are 
  unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws.
   
  Stench (Ex): A filth belcher’s mucus coating 
  has a nauseating odor all its own. All living 
  creatures (except filth belchers) within 20 feet of 
  a filth belcher must succeed on a DC 15 Fortitude 
  save or be suffer 1d4 points of Strength damage. 
  The save DC is Constitution-based. Creatures that 
  successfully save cannot be affected by the same 
  filth belcher’s stench for 24 hours. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on 
  their saving throws.
   
  Swallow Whole (Ex): When a filth belcher 
  begins its turn with a snared opponent in reach, 
  it can swallow that opponent with a successful 
  grapple check. Once inside, the opponent takes 
  1d4+2 points of bludgeoning damage plus 1d6 
  points of acid damage per round from the filth 
  belcher’s gizzard. A swallowed creature can cut 
  its way out by using a light slashing or piercing 
  weapon to deal 15 points of damage to the gizzard 
  (AC 11). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. 
   
  A filth belcher has 3 stomachs; each can 
  hold 1 Large, 2 Medium, 4 Small, 16 Tiny, 64 
  Diminutive, or 256 Fine or smaller opponents.
   
  Tongues (Ex): Most encounters with a filth 
  belcher begin when it lashes out with its sticky 
  tongues. The creature has three tongues, and they 
  can strike up to 30 feet away (no range increment). 
  The creature regrows severed tongues in 3d6 
  days.
   
  Skills: A filth belcher 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.
  
  14
  2 Gray Lady
  Medium Undead (Incorporeal)
  Hit Dice: 2d12 (13 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+2 Dex, +2 deflection), 
  touch 14, flat-footed 12
  Base Attack/Grapple: +1/—
  Attack: Incorporeal touch +4 melee (chill 
  touch)
  Full Attack: Incorporeal touch +4 melee 
  (chill touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Chill touch, fear aura, 
  ravages of death
  Special Qualities: +2 turn resistance, 
  darkvision 60 ft., incorporeal traits, undead 
  traits
  Saves: Fort +0, Ref +2, Will +3
  Abilities: Str —, Dex 14, Con —, Int 11, 
  Wis 10, Cha 14
  Skills: Bluff +6, Intimidate +6, Knowledge 
  (arcana) +5, Listen +4, Spot +4
  Feats: Weapon Focus (incorporeal touch)
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 3-4 HD (Medium)
  Level Adjustment: —
   
  Many a seaman that ventures out into the 
  trackless sea is destined never to look again on 
  the loved ones he left behind. Either death or the 
  lure of foreign lands keeps them from returning to 
  those who wait patiently for them. Pining away on 
  shore for the sight of a lost husband or son, and 
  ultimately dying of a broken heart, some women 
  return to haunt the coast as gray ladies.
   
  A gray lady is the shade of a woman who 
  died heartbroken and alone waiting for the return 
  of a loved one from across the sea. They appear 
  either walking along the beach at night, leaving 
  no footprints in their wake, or standing in the surf 
  staring out to sea. They are clad in long, flowing 
  gray robes and scarves that whip around them 
  wildly even when no wind is present. Their faces 
  are usually covered or turned away from those who 
  would see them.
   
  The appearance of a gray lady is usually a 
  harbinger of some future catastrophe, such as a 
  great storm or a shipwreck. Such events will occur 
  within a few days of the sighting of a gray lady.
  Combat
   
  A gray lady will attack any creature that 
  approaches her, her rage and frustration at having 
  lost her loved one knowing no bounds. In melee, a 
  gray lady flails wildly with her ghostly arms and 
  hands, screaming and cursing all the while. If an 
  opponent proves to be particularly strong, a gray 
  lady will pull aside the scarves and cowl that cover 
  her face. 
   
  Chill Touch (Su): The incorporeal touch 
  attack of a gray lady is supernaturally cold, dealing 
  damage as a chill touch spell (caster level 4th; DC 
  13).  A gray lady may use this ability with every 
  melee attack she makes. The save DC is Charisma-
  based.
   
  Fear Aura (Su): A gray lady radiates a 30-
  foot-radius fear aura as a free action. A creature 
  in the area must succeed on a DC 13 Will save or 
  be affected as though by a fear spell (caster level 
  4th). A creature that successfully saves cannot be 
  affected again by the same gray lady’s aura for 24 
  hours. The save DC is Charisma-based.
   
  Ravages of Death (Su): Any living creature 
  that sees the face of a gray lady suddenly knows 
  her pain, frustration and rage, and has a glimpse of 
  the anguish of what it is like to die broken hearted. 
  Any opponent experiencing this tragic emotion 
  must succeed on a DC 13 Will save or be wrought 
  with despair. The victim will fall into a stupor, 
  unable to take any action other than weeping and 
  screaming for 1d6 hours. A calm emotions spell 
  will end this effect. The save DC is Charisma-
  based.
  2
  Medium Aberration
  Hit Dice: 3d8 (13 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 14 (+2 Dex, +2 natural), touch 
  12, flat-footed 12
  Base Attack/Grapple: +2/+5
  Attack: Claw +5 melee (1d4+3)
  Full Attack: 2 claws +5 melee (1d4+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Cooperative spell-like 
  abilities, rend 2d4+4
  Special Qualities: Darkvision 60 ft., see 
  in darkness
  Saves: Fort +1, Ref +3, Will +3
  Abilities: Str 16, Dex 15, Con 10, Int 5, Wis 
  10, Cha 9
  Skills: Escape Artist +6, Hide +5, Listen +1, 
  Move Silently +5, Spot +2, Survival +4, Swim 
  +4
  Feats: Mob Mentality, Stealthy
  Environment: Temperate and warm marsh
  Organization: Pack (3-7)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 4-6 HD (Medium)
  Level Adjustment: +0 (cohort)
  Grethell
   
  Grethell are strange predators who hunt in 
  packs and inhabit marshlands.
   
  A grethell’s torso is composed of a thick 
  stalk of writhing tentacles that trail muddy slime 
  over the ground, and its back is covered with a 
  soft carapace the color of sour milk. Its head is 
  small, with large black eyes, and its two arms end 
  in long, chitinous blades. A grethell’s entire body 
  is soft and jellylike, capable of squeezing through 
  tight spaces. Grethell average about 5 feet tall, and 
  weigh between 100 and 150 pounds. 
   
  Grethell are worshipers and caretakers of their 
  swamps. Some legends state that their tentacles 
  were created from roots and vines and worms, and 
  that their carapaces were sewn together from dead 
  leaves. Mythology aside, grethell do take a keen 
  interest in their environment, tending to the growth 
  of molds and fungi while making sure plants remain 
  sickly, but not dead. They use their magic to spread 
  swamp water, and attack most foreign creatures. 
  The remainder of their time is spent sleeping, 
  hunting, and eating, sinking their tentacles into 
  slain prey to drink up blood and marrow.
   
  Grethell packs live in burrows dug in 
  mud and other debris. Grethell speak their own 
  language, made of sounds created by rubbing their 
  tentacles together.
  Combat
   
  Grethell packs ambush creatures that disturb 
  their territories, and hunt local wildlife. They prefer 
  to outnumber potentially dangerous opponents two 
  or three times over before attacking, and will 
  wait until their enemies are asleep if the odds are 
  against them.
   
  Cooperative Spell-Like Abilities (Sp): A 
  group of five or more grethell within 30 feet of 
  each other have access to a number of spell-like 
  abilities, each useable once per day. If the group 
  consists of 5 grethell, it may use darkness and 
  magic circle against good; if the group consists 
  of 6-8 grethell it may also use control water, 
  entangle (DC 10), and soften earth and stone; if 
  the group consists of 9 or more grethell it may also 
  use deeper darkness and black tentacles. If such 
  a grouping breaks up and reforms with different 
  members, it may not use any spell-like ability that 
  any of its members has already used within 24 
  hours. The caster level is equal to the total number 
  of grethell in the group, to a maximum of 20. The 
  save DCs are Charisma-based.
   
  Rend (Ex): If a grethell hits with both claw 
  attacks, it tears at its opponent’s wounds with its 
  tentacles. This attack automatically deals an extra 
  2d4+4 points of damage.
   
  See in Darkness (Su): Grethell can see 
  perfectly in darkness of any kind, even that created 
  by a deeper darkness spell.
   
  Skills: A grethell has a +4 racial bonus on 
  Escape Artist and Survival checks.
  Mob Mentality [General]
   
  The creature and its comrades are particularly 
  good at ganging up on opponents.
   
  Benefit: If two creatures flanking an 
  opponent have the Mob Mentality feat, every 
  creature with the Mob Mentality feat who 
  threatens that opponent gains a flanking bonus on 
  melee attacks against the opponent equal to the 
  total number of threatening creatures with the Mob 
  Mentality feat, to a maximum of +5.
   
  Normal: Creatures flanking an opponent 
  receive only a +2 flanking bonus on attacks, 
  regardless of the number of flanking creatures.
   
  Special: Creatures who gain a flanking 
  bonus from this feat without actually flanking their 
  opponent are not considered to be flanking for 
  purposes of sneak attacks and other special abilities.
  
  15
  2 Iridescent Coral
  Small Plant
  Hit Dice: 2d8+10 (19 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares)
  Armor Class: 18 (+1 size, +3 Dex, +4 
  natural), touch 14, flat-footed 15
  Base Attack/Grapple: +1/-2
  Attack: Sting +3 melee (1d3+1 plus poison)
  Full Attack: 6 stings +3 melee (1d3+1 plus 
  poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, shimmering shell
  Special Qualities: Low-light vision, plant 
  traits, regeneration 3
  Saves: Fort +8, Ref +3, Will -4
  Abilities: Str 12, Dex 16, Con 20, Int —, 
  Wis 2, Cha 19
  Skills: Hide +3*
  Feats: —
  Environment: Warm aquatic
  Organization: Solitary, pair, or reef (3-20)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Small); 5-6 HD 
  (Medium)
  Level Adjustment: —
   
  The iridescent coral shambles amongst the 
  coral reefs and shallow waters along tropical 
  coasts. It has a brightly colored, branching, fan-
  shaped shell covering a soft core of active tendrils. 
  When not resting or feeding, it can be seen 
  scooting slowly across the seabed.
  Combat
   
  An iridescent coral uses its unique colorful 
  shell to mesmerize marine animals or predators, 
  allowing it to eat or escape as needed. Once prey 
  has been lulled, it moves in to sting the helpless 
  animal to death for an easy meal. If there is a threat 
  from a predator, the coral stuns the target with its 
  colorful attack and uses the chance to escape and 
  hide amongst the true corals of the reef.
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  damage 1d4 Dex, secondary damage 1d6 Dex. The 
  save DC is Constitution-based.
   
  Shimmering Shell (Ex): An iridescent coral 
  can activate its shell as a free action. The colorful 
  shell rotates through a spectrum of colored lights 
  and creates an aura of light which functions as a 
  rainbow pattern spell (caster level 10th), affecting 
  a 50 ft. radius around the iridescent coral. All 
  creatures within range must succeed on a DC 15 
  Will save or become fascinated by the display for 
  2d6 rounds. This is a mind-affecting effect. The 
  save DC is Charisma-based.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to an iridescent coral.
   
  Skills: *An iridescent coral has a +10 
  circumstance bonus on Hide checks when resting 
  among ordinary coral.
  Flora and Fauna
   
  Wetlands come in three basic varieties with significant differences: basin wetlands (wetlands created 
  by depressions in the land and by water flowing vertically), riverine wetlands (wetlands created by rivers 
  and streams and by water flowing in one direction), and fringe wetlands (wetlands created along the coast 
  of large lakes, seas, or oceans and by water flowing in two directions). Wetlands dominated by herbaceous 
  vegetation are called marshes while wetlands dominated by trees are called swamps.
   
  Peatlands or mires: wetlands in which a significant amount of water is retained in decaying 
  vegetation.
   
  Fens: peatlands dominated by sedges and in which water flows up.
   
  Bogs: peatlands in which the majority of the water arrives in the form of precipitation and are 
  dominated by sphagnum moss.
   
  Moors: where the compressed peat of mires acts as a barrier between the water and the soil. The 
  water collects on top of the moor (much like water and permafrost actually) and forms a perched water 
  table above the true soil.
  2
  Littoral Makara 
  Medium Magical Beast (Aquatic)
  Hit Dice: 3d10+6 (22 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares), swim 30 ft. (6 squares)
  Armor Class: 15 (+1 Dex, +4 natural), 
  touch 11, flat-footed 14
  Base Attack/Grapple: +3/+6
  Attack: Bite +6 melee (1d8+3) or tail slap 
  +6 melee (1d10+3)
  Full Attack: Bite +6 melee (1d8+3) or tail 
  slap +6 melee (1d10+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft., 
  immunity to illusions, low-light vision, 
  spell-like abilities
  Saves: Fort +5, Ref +4, Will +2
  Abilities: Str 17, Dex 12, Con 15, Int 3, Wis 
  12, Cha 10
  Skills: Hide +5*, Listen +3, Move Silently 
  +3, Spot +3, Swim +11
  Feats: Improved Initiative, Stealthy
  Environment: Warm marsh and aquatic
  Organization: Solitary or pod (1 littoral 
  makara plus 6-11 crocodiles)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium)
  Level Adjustment: —
   
  Littoral makaras resemble crocodiles and 
  stay close to the shoreline. Littoral makaras attract 
  their prey by taking on the persona of a drowning 
  creature while kicking up mud and splashing 
  water. Their trickery often pays off, and crocodiles 
  are known to shadow littoral makaras in hopes of 
  sharing the kill.
  Combat
   
  A littoral makara uses its minor image 
  ability to cloak its upper body in an illusion of its 
  own choosing, accompanying it with a variety of 
  noises, but not comprehensible speech.
   
  If a makara gets a hold, it drags its opponent 
  underwater, attempting to pin it to the bottom.
   
  Improved Grab (Ex): To use this ability, 
  a littoral makara must hit with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  deals automatic bite damage each round.
   
  Spell-Like 
  Abilities: 
  At 
  will—minor 
  image (DC 12). Caster level 4th. The save DC is 
  Charisma-based.
   
  Skills: A littoral makara 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.
   
  *A littoral makara has a +12 racial bonus to 
  Hide checks when submerged in water.
  Flora and Fauna
   
  Breather Berries: A rare form of sargassum weed, breather berry is the nickname for a brown 
  float bladder found in a certain species of sargassum weed. The plant has large, broad leaves reaching six 
  inches across and growing in clumps three feet broad. The stalk of the plant reaches a few scant inches 
  beneath the surface, with most of the vegetation mass floating atop the water. Under each leaf is a circular 
  brown float bladder resembling a large, brown berry. These plants have the unusual quality of storing the 
  air they use for floating in a simple balloon-like structure that air breathers can puncture with a bite.
   
  Biting into a breather berry is considered a standard action. Once punctured, a breather berry 
  provides one breath of air for a Medium-sized creature, allowing anyone who is drowning to begin 
  the process of struggling for air all over again. Victims gain a number of rounds equal to twice their 
  Constitution bonus before they have to make another Constitution check. Breather berries cannot be used 
  to assist unconscious characters. Recognizing this plant requires a Survival or Knowledge (nature) check 
  (DC 15).
  
  16
  2 Marsh Assassin 
  Medium Monstrous Humanoid
  Hit Dice: 4d8-4 (14 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 13 (+3 Dex), touch 13, flat-
  footed 10
  Base Attack/Grapple: +4/+6
  Attack: Claw +7 melee (1d4+2)
  Full Attack: 2 claws +7 melee (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, skin fold wrap, 
  smother
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +0, Ref +7, Will +2
  Abilities: Str 14, Dex 17, Con 8, Int 7, Wis 
  7, Cha 8
  Skills: Climb +3, Hide +4, Jump +6, Listen 
  +1, Move Silently +4, Spot +1
  Feats: Alertness, Weapon Finesse
  Environment: Temperate marsh
  Organization: Solitary or band (4-10)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: +1
   
  The creature leaps from a tree and lands 
  silently, raising its claws to reveal the flaps of 
  leathery flesh that stretch from arms to legs. As it 
  growls a low, reptilian snarl, the pinhooks along 
  the interior of this fold rattle together, causing an 
  unearthly sound-one that is unmistakably a threat.
  Combat
   
  In combat, a marsh assassin may fight 
  normally with its two claws. Of course, it prefers 
  to use its deadly skin folds to attack.
   
  Poison (Ex): Injury, Fortitude DC 11, initial 
  and secondary damage 1d2 Str. The save DC is 
  Constitution-based.
   
  Skin Fold Wrap (Ex): A marsh assassin 
  can try to wrap a Medium or smaller creature in 
  its body as a standard action. The marsh assassin 
  attempts a grapple that does not provoke an attack 
  of opportunity. If it wins the grapple check, it uses 
  its skin folds to grip the opponent and can make 
  two claw attacks on the victim with a +4 bonus on 
  its attack roll. Attacks that hit an engulfing marsh 
  assassin deal half their damage to the monster and 
  half to the trapped victim.
   
  A creature wrapped in the skin folds is 
  automatically scratched by the pinhooks lining the 
  interior of the marsh assassin’s skin folds. These 
  needle-like protrusions deal no damage, but inject 
  the victim with poison. Breaking free of the skin 
  fold wrap stops the poison damage, but a poisoned 
  victim will be nauseated for 2d4 rounds instead. 
  Small or smaller opponents wrapped up in a marsh 
  assassin are also at risk of being smothered.
   
  Smother (Ex): A wrapped opponent of 
  Small size or smaller can be suffocated while in 
  the marsh assassin’s skin folds (see Suffocation 
  rules in the DMG). A victim can attempt to escape 
  with an opposed grapple check, though the marsh 
  assassin receives an additional +8 competence 
  bonus to its grapple check (+14 total grapple 
  bonus) owing to the effectiveness of the smother 
  attack.
  Marsh Assassin Characters
   
  Most marsh assassins are stealthy, excelling 
  in remaining unseen. Marsh assassin characters 
  have the following racial traits.
  — +2 Strength, +6 Dexterity, -2 Constitution, -4 
  Intelligence, -4 Wisdom, -2 Charisma.
  — Medium size.
  —  A marsh assassin’s base land speed is 40 feet.
  —  Darkvision: Marsh assassins can see in the dark 
  up to 60 feet.
  — Racial Hit Dice: A marsh assassin begins with 
  four levels of monstrous humanoid, which provide 
  4d8 Hit Dice, a base attack bonus of +4, and base 
  saving throw bonuses of Fort +1, Ref +4, Will +4.
  — Racial Skills: A marsh assassin’s monstrous 
  humanoid levels give it skill points equal to 7 x 
  (2 + Int modifier, minimum 1). Its class skills are 
  Climb, Hide, Listen, Move Silently and Spot.
  — Racial Feats: A marsh assassin’s monstrous 
  humanoid levels give it two feats.
  —  Weapon  and Armor  Proficiency:  A marsh 
  assassin is automatically proficient with neither 
  weapons or armor.
  —  Special Attacks  (see above): Poison, skin fold 
  wrap, smother.
  — Automatic Languages: Marsh assassin. Bonus 
  Languages: Aquan, Common, Draconic.
  — Favored Class: Rogue.
  — Level Adjustment: +1
  2
  Njuzu
  Small Elemental (Native, Water)
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), swim 90 ft. (18 
  squares)
  Armor Class: 16 (+1 size, +5 natural), 
  touch 11, flat-footed 16
  Base Attack/Grapple: +1/-2
  Attack: Slam +3 melee (1d4+1)
  Full Attack: Slam +3 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Drench, spell-like abilities, 
  waterspout
  Special Qualities: Darkvision 60 ft., 
  elemental traits, vulnerability to sonic
  Saves: Fort +4, Ref +0, Will +2
  Abilities: Str 12, Dex 10, Con 13, Int 6, Wis 
  14, Cha 15
  Skills: Hide +4*, Listen +4, Spot +5, Swim +9
  Feats: Improved Initiative
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 3-4 HD (Small), 5-6 HD 
  (Medium)
  Level Adjustment: —
   
  The njuzu is a native water elemental with 
  the ability to alter her shape. When she is not in 
  her natural form, she assumes the form of a simple 
  fish, although she can take the form of a humanoid 
  of her choice when she chooses to interact with 
  intelligent creatures.
  Combat
   
  The animals a njuzu summons with its spell-
  like ability tend to be fish, snakes, crocodiles, or 
  amphibians, depending upon the njuzu’s need at 
  the time.
   
  Change Shape (Su): A njuzu’s natural form 
  is that of a pool of viscous fluid that appears much 
  like water to the casual observer. It can assume two 
  other forms. The first is a  Small or Medium female 
  humanoid of its choice. In humanoid form, a njuzu 
  cannot use its drench attack, but it can use its spell-
  like abilities and assume waterspout form.
   
  The second form is a Tiny or Small fish, with 
  a humanoid head. The njuzu retains its drench 
  attack and spell-like abilities, and can assume 
  waterspout form when in fish form.
   
  A njuzu remains in one form until it chooses 
  to assume a new one. A change in form cannot be 
  dispelled, nor does a njuzu revert to its natural form 
  when killed. A true seeing spell, however, reveals 
  its natural form if it is in humanoid or fish form.
   
  Drench (Ex): The njuzu’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).
   
  Spell-like Abilities: At will—speak with 
  animals; 2/day—summon nature’s ally III. Caster 
  level 5th.
   
  Waterspout (Su): A njuzu can transform 
  itself into a waterspout one per week, and remain 
  in that form for up to 24 hours. In this form, a njuzu 
  moves over water at its swim speed and over land 
  at its base land speed.
   
  The waterspout is 5 feet wide at the base, up 
  to 15 feet wide at the top, and 15 feet or more tall, 
  depending on the njuzu’s size. Another creature 
  might be caught in the waterspout if it touches or 
  enters the waterspout, or if the njuzu moves into or 
  through the creature’s space.
   
  The njuzu’s movement while in waterspout 
  from does not provoke attacks of opportunity, even if 
  the njuzu enters the space another creature occupies. 
  Another creature might be caught in the waterspout 
  if it touches or enters the waterspout, or if the njuzu 
  moves into or through the creature’s space.
   
  Creatures the same size category as the njuzu 
  or smaller must succeed on a Reflex save (DC 14) 
  when it comes into contact with the waterspout or 
  take normal slam damage (1d4+1). 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 waterspout. The creature 
  still takes damage, but can leave if the save is 
  successful. The save DC is Strength-based and 
  includes a +2 racial bonus.
   
  Creatures trapped in the waterspout cannot 
  move except to go where the njuzu carries them or 
  to escape the waterspout. Creatures caught in the 
  waterspout 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 njuzu can have only as many 
  
  17
  2
  creatures trapped inside the waterspout at 
  one time as will fit inside the waterspout’s 
  volume.
   
  The njuzu can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  waterspout happens to be.
   
  The waterspout’s base always touches the 
  ground or water, and thus creates a swirling cloud 
  of debris or vapor. This cloud is centered on the 
  njuzu and has a diameter of 10 feet. 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. 
   
  A njuzu in waterspout form cannot make slam 
  attacks and does not threaten the area around it. 
   
  A true seeing spell reveals its natural form if 
  it is in waterspout form.
   
  A njuzu caught over land when returning to 
  its normal form is irrevocably destroyed.
   
  Skills: A njuzu 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.
   
  *A njuzu has a +10 racial bonus on Hide 
  bonus when in its natural form.
  Sweet Water
   
  Sweet water, when mixed into other liquids, 
  changes them to potable water. Sweet water can 
  also neutralize poison and ruins magical potions 
  (no saving throw allowed).
   
  A single drop of sweet water is potent 
  enough to freshen one flask of water, even if it is 
  polluted, salt water, or alkaline water. The typical 
  vial of sweet water contains 50 drops; enough to 
  freshen 6 gallons (24 liters) of water. Poison, acid 
  and magical potions are affected one a 1:1 basis; 
  1 vial of sweet water neutralizes 1 vial of magical 
  liquid, while 1 vial of sweet water renders 1 vial of 
  poison or acid inert. The effects are permanent, but 
  after an initial period of 1d20 rounds, the liquid is 
  subject to recontamination or infusion.
   
  Faint transmutation; CL 1st; Craft Wondrous 
  Item, purify food and drink, a vial of water taken 
  from a njuzu’s pool must be poured into the mix; 
  Price 250 gp.
   
  Any character can wade in relatively calm water that isn’t over his head, no check required. 
  Similarly, swimming in calm water only requires skill checks with a DC of 10. Trained swimmers can 
  just take 10. (Remember, however, that armor or heavy gear makes any attempt at swimming much more 
  difficult. See the Swim skill description in the PHB for more details.)
   
  By contrast, fast-moving water is much more dangerous. On a successful DC 15 Swim check or a 
  DC 15 Strength check, it deals 1d3 points of nonlethal damage per round (1d6 points of lethal damage if 
  flowing over rocks and cascades). On a failed check, the character must make another check that round to 
  avoid going under.
   
  Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals 
  water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A 
  successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that 
  minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.
  Water Dangers
   
  A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After 
  this period of time, the character must make a DC 10 Constitution check in order to continue holding her 
  breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.
   
  When the character fails one of these Constitution checks, she begins to suffocate. In the first round, 
  she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the 
  third round, she suffocates.
   
  Slow Suffocation: A Medium character can breathe easily for 6 hours in a sealed chamber 
  measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 
  minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally 
  reduces the time the air will last.
   
  Small characters consume half as much air as Medium characters. A larger volume of air, of course, 
  lasts for a longer time. 
  Suffocation
  2
  Piranha Swarm
  Diminutive Animal (Aquatic, Swarm)
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +2
  Speed: Swim 40 ft. (8 squares)
  Armor Class: 16 (+4 size, +2 Dex), touch 
  16, flat-footed 14
  Base Attack/Grapple: +2/—
  Attack: Swarm (1d6)
  Full Attack: Swarm (1d6)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction, killing frenzy
  Special Qualities: Immune to weapon 
  damage, keen scent, low-light vision, swarm 
  traits
  Saves: Fort +4, Ref +5, Will +2
  Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 
  13, Cha 2
  Skills: Listen +3, Spot +3, Swim +7
  Feats: Alertness, Endurance
  Environment: Warm aquatic
  Organization: Solitary, pack (2-4 swarms), 
  or school (6-11 swarms)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
   
  Piranhas are deadly carnivores found only 
  in warm waters, such as seas, lakes, rivers, and 
  streams. They are highly aggressive and when 
  hungry, attack any living creature encountered 
  or detected in the water. A piranha swarm’s diet 
  consists mainly of other fish, though mammals, 
  birds, and amphibians caught in the water serve as 
  a fine meal too.
   
  Piranhas are small, 8 to 12-inch long black 
  or silvery-black fish with large bulging eyes and 
  a tiny mouth lined with razor-sharp teeth. They 
  are generally black or silver with a red underbelly 
  or mottled red spots on their scales. Eye color is 
  usually gray or silver.
  Combat
   
  Piranha swarms hunt during the day and are 
  usually dormant at night. Some species are ambush 
  hunters and hide in a single clump of seaweed or 
  coral, shooting out to attack prey when it moves 
  nearby. They attack using their razor sharp teeth, 
  biting and gnashing their prey. Once blood is 
  spilled, the piranha swarm enters a killing frenzy.
   
  Distraction (Ex): Any living creature 
  that begins its turn with a piranha swarm in its 
  space must succeed on a DC 12 Fortitude save 
  or be nauseated for 1 round. The save DC is 
  Constitution-based.
   
  Killing Frenzy (Ex): A piranha swarm that 
  detects blood in the water enters a frenzied state 
  the following round, along with all other piranha 
  swarms within a 100-foot radius. Frenzied piranha 
  swarms bite until they or their opponents are dead. 
  A frenzied piranha swarm deals an additional 1d6 
  points of damage with its swarm attack, but suffers 
  a -2 penalty to AC for 1 minute. The swarm cannot 
  end the killing frenzy voluntarily.
   
  Keen  Scent (Ex): A piranha swarm can 
  notice creatures by scent in a 60-foot radius and 
  detect blood in the water at ranges of up to 100 
  feet.
   
  Skills: A piranha swarm 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.
  Drowning
   
  Any character can hold her breath for a number of rounds equal to twice her Constitution score. 
  After this period of time, the character must make a DC 10 Constitution check every round in order to 
  continue holding her breath. Each round, the DC increases by 1. 
   
  When the character finally fails her Constitution check, she begins to drown. In the first round, she 
  falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, 
  she drowns.
   
  It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos 
  full of grain.
  
  18
  2 Poisonous Frog Swarm
  Diminutive Animal (Swarm)
  Hit Dice: 4d8 (19hp)
  Initiative: +1
  Speed: 10 ft (2 squares)
  Armor Class: 15 (+4 size, +1 Dex), touch 
  15, flat-footed 14
  Base Attack/Grapple: +3/—
  Attack: Swarm (1d6 plus poison)
  Full Attack: Swarm (1d6 plus poison)
  Space/Reach: 10 ft/0 ft.
  Special Attacks: Distraction, poison
  Special Qualities: Immune to weapon 
  damage, low-light vision, scent, swarm traits
  Saves: Fort +4, Ref +7, Will +2
  Abilities: Str 4, Dex 12, Con 11, lnt 2, Wis 
  12, Cha 4
  Skills: Hide +20, Spot +4
  Feats: Alertness, Lightning Reflexes
  Environment: Temperate and warm forests 
  and swamps
  Organization: Solitary, pack (2-4 swarms), 
  or colony (7-12 swarms)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
   
  Numerous small, dark green frogs with black 
  stripes on their hind legs hop toward you as if of a 
  single mind.
   
  Poisonous frog swarms are composed of 
  small, fierce, poisonous frogs. The swarm moves 
  collectively, hopping or jumping toward their prey.
   
  Single poisonous frogs mate during the second 
  half of the year. The male attracts a female through 
  a series of unique mating calls consisting of strange 
  guttural sounds. When a female answers the call, 
  she lays a clutch of 1d6 eggs in a damp, dark  area 
  covered  with leaves. The male fertilizes the eggs 
  and protects them during their incubation period. 
  Two weeks later the eggs hatch and the male carries 
  the tadpoles to the water on its back. Tadpoles reach 
  maturity in two to three months.
   
  A single poisonous frog is a small dark green 
  frog with black bands or stripes on its hind legs. 
  These stripes function as a warning to predators that 
  the frog is poisonous. The skin of a poisonous frog is 
  very smooth to the touch. The middle digit on each 
  of its extremities is slightly shorter than the others.
  Combat
   
  Poisonous frog swarms attack by engulfing 
  their prey and subjecting it to the frog’s deadly 
  poison. Creatures that begin their turn in a poisonous 
  frog’s space suffer swarm and poison damage.
   
  Distraction (Ex): Any living creature that 
  begins its turn with a poisonous frog swarm in its 
  space must succeed on a DC 12 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-
  based.
   
  Poison (Ex): Injury, Fortitude DC 12, initial 
  and secondary damage 1d4 Str. The save DC is 
  Constitution-based.
   
  Skills: Because of its coloration, a poisonous 
  frog swarm has a +4 racial bonus on Hide checks.
  Flora and Fauna
   
  Trollsbane: Trollsbane is a tasty herbal plant that looks much like the typical onion (DC20 
  knowledge (nature) to identify) and tastes almost exactly the same (trollsbane is a little more acidic). 
  Trollsbane receives its name from its magical defenses. An hour after ingestion, the eater’s skin starts 
  to secrete a strong acidic substance for the next two days (DC20 fortitude save negates). Although the 
  individual is immune to the substance, anything the creature touches suffers 10hp of acid damage per 
  round. This damage ignores hardness. For trolls however, this process stops their natural regeneration 
  without provoking the acidic secretion, which opens them to the vicious culling typical of a band of trolls. 
  Most trolls who ingest trollsbane find themselves eaten by their own tribe. Other creatures often refer 
  to this plant as “Skyclad” because wearing any clothing is impossible while the oozing lasts. A creature 
  can only imbibe a dozen or so trollsbanes in their lifetime because eventually the acid starts to affect the 
  imbiber, killing all but the heartiest. Many attempts have been made to contain the acid secretions, but as 
  of yet, no method has been successful in stopping the acid’s breakdown into a neutral substance within 
  a day. Trollsbane is a magical plant that needs air, water, soil, magic, and sunlight to survive. It is most 
  common in forests and in wet, marshy areas.
  2
  Sea Gypsy
  Large Monstrous Humanoid (Aquatic)
  Hit Dice: 4d8+19 (37 hp)
  Initiative: -2
  Speed: 10 ft. (2 squares), swim 20 ft. (4 
  squares)
  Armor Class: 12 (-1 size, -2 Dex, +5 
  natural), touch 7, flat-footed 12
  Base Attack/Grapple: +4/+11
  Attack: Trident +6 melee (2d6+3)
  Full Attack: Trident +6 melee (2d6+3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: —
  Special Qualities: Amphibious, darkvision 
  60 ft.
  Saves: Fort +5, Ref +2, Will +5
  Abilities: Str 16, Dex 7, Con 18, Int 8, Wis 
  13, Cha 15
  Skills: Diplomacy +5, Listen +2, Sense 
  Motive +3, Spot +2, Swim +11
  Feats: Endurance, Toughness
  Environment: Temperate or warm aquatic
  Organization: Solitary, family (2-7), or 
  caravan (8-700)
  Challenge Rating: 2
  Treasure: Solitary or family 50% coins; 
  caravans double goods
  Alignment: Usually lawful good
  Advancement: By character class
  Level Adjustment: +2
   
  Sea gypsies are a fusion of humans and 
  snails; their torsos are human while below the 
  waist they have the body of a giant snail. Their 
  shells distinguish each individual family from 
  one another through variations in color, pattern, 
  and design. They often come to shore to trade 
  with coastal land dwellers. Sea gypsies migrate 
  seasonally following the currents and tides.
   
  Sea gypsies speak Aquan, and some 
  community leaders speak Common.
  Combat
   
  Amphibious (Ex): A sea gypsy can breathe 
  both air and water.
   
  Skills: A sea gypsy 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.
  Sea Gypsy Characters
   
  The preferred class for sea gypsies is 
  the ranger, but the leaders of communities are 
  sometimes druids
  Flora and Fauna
   
  Sargassum: Refuse, plants and other flotsam collect in the still center of circular ocean currents, 
  often becoming a haven for floating sea plants carried into the area by the currents at its perimeter. Calm 
  waters, few storms, and ample sun and water help create massive beds of floating vegetation, dominated 
  by kelps and a weed called sargassum. Such beds of vegetation are home to many types of fish and 
  other creatures that live in and among the leaves of the various plants. Of all the regions of the open sea, 
  sargassos are the ones with the highest biological density and potentially the most dangerous.
   
  Most sargassum are not strong or thick enough to entrap animals or ships, rarely more than a few feet 
  below the surface of the water where it is buoyed by its small air bladders. At the center of an extremely 
  large field of sargassum grows creeping sargassum, which is much thicker than normal and extends up 
  to 30 feet below the water’s surface. The growth easily traps animals that swim through it, and only the 
  largest of ships can build up enough momentum to break through patches of this clinging weed. Creatures 
  of Medium size or smaller can even walk on this vegetation by making a Balance check (DC 10).
   
  Spotting a section of this potentially treacherous sargassum requires a Spot or Survival check (DC 
  20). Any creature attempting to swim through creeping sargassum must make a Swim check (DC 25) 
  or become entangled in the weeds. Escaping a creeping sargassum requires a Swim or Escape Artist 
  check (DC 25), and non-aquatic creatures can easily drown before they’re able to break free. For a ship 
  to successfully navigate a large patch of sargassum requires a Profession (sailor) check (DC 15) for safe 
  transit across. Freeing a ship once entangled in creeping sargassum requires 1d4+1 hours, and if the vessel 
  is not freed in five days the plant begins to grow over the ship. Vessels trapped in this manner are drawn 
  under the surface within 1d3 days.
  
  19
  2
  Skin Wraith
  Medium Undead
  Hit Dice: 3d12 (19 hp)
  Initiative: +4
  Speed: 5 ft. (1 square), fly 30 ft. (average) 
  (6 squares)
  Armor Class: 15 (+4 Dex, +1 natural), 
  touch 14, flat-footed 11
  Base Attack/Grapple: +1/+6
  Attack: Lash +5 melee (1d4+1)
  Full Attack: 3 lashes +5 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Envelop 1d6+1, improved 
  grab
  Special Qualities: Damage reduction 
  15/piercing or slashing, darkvision 60 ft., 
  undead traits
  Saves: Fort +1, Ref +5, Will +1
  Abilities: Str 12, Dex 18, Con —, Int 3, Wis 
  6, Cha 11
  Skills: Hide +5, Listen +2, Move Silently 
  +5, Spot +2
  Feats: Alertness, Weapon Finesse
  Environment: Any
  Organization: Solitary or haunt (4-7)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 4-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: —
   
  Skinwraiths are the remains of torture 
  victims flayed alive on the rack, animated by 
  their own pain and suffering. They appear as 
  sheets of human skin flying along the ground, 
  moaning softly in pain and self-pity. Skinwraiths 
  flit about the landscape, hunting for signs of life. 
  If they sense a living creature nearby, they fly at 
  high speeds toward it, intent on smothering its 
  life away. Skinwraiths are most often found near 
  ancient torture chambers or abandoned prisons 
  wherein captives were skinned alive.
  Combat
   
  A skinwraith attacks by smothering and 
  enveloping its target, keeping other opponents at 
  bay by lashing at them viciously with long strips 
  of flayed skin.
   
  Envelop (Ex): A skinwraith can wrap around 
  its foe completely. With a successful grapple check, 
  the skinwraith pins its opponent and deals 1d6+1 
  points of bludgeoning damage. While its opponent 
  is pinned, any attacks striking the skinwraith deal 
  damage to both the skinwraith and its victim; each 
  receives half the damage before damage reduction, 
  rounded down.
   
  Improved Grab (Ex): To use this ability, a 
  skinwraith must hit a Large or smaller opponent 
  with its lash attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it gets a hold, it can 
  envelop its foe. A skinwraith has a +4 racial bonus 
  on grapple checks.
  Campaign
   
  Due to their unusual shape and consistency, 
  skinwraiths can be placed in many places other 
  monsters or undead cannot reside. In fact, 
  skinwraiths can be encountered in almost any 
  setting, even underwater or high in the air. 
  Skinwraiths also combine easily with traps, as 
  they can be folded up and placed in small confined 
  spaces. They may be placed in treasure chests or 
  in sacks as well: always a fun way to surprise the 
  party.
  Flora and Fauna
   
  Gas Hydrates: Undersea deposits of solid methane. Methane is usually a gas, but becomes solid 
  under enormous pressures found on the deep sea floor. When a piece of methane breaks off, it returns to 
  its gaseous state, expanding into a giant bubble. The methane bubble erupts upon reaching the surface, 
  which scientists speculate as a possible cause of spontaneous sinking of ships. If ships are far away from 
  the bubble or exactly on top of the bubble, they are fine. But if ships are in the area between the stagnation 
  point and the edge of the mound, it’s sinking fast because enough water does not support part of the ship. 
  Scientists are not sure how large these bubbles can get.
  2
  Smoke Dragon
  Small Dragon (Air)
  Hit Dice: 3dl2+3 (16 hp)
  Initiative: +1
  Speed: 15 ft. (3 squares), fly 60 ft. (good)
  Armor Class: 17 (+1 size, +1 Dex, +5 
  natural), touch 12, flat-footed 16
  Base Attack/Grapple: +3/-1
  Attack: Bite +5 melee (1d4)
  Full Attack: Bite +5 melee (1d4) and 2 
  claws +0 melee (1d3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon
  Special Qualities: Darkvision 60 ft., dragon 
  traits, immunity to sleep and paralysis, low-
  light vision, smoke form, spell resistance 10
  Saves: Fort +4, Ref +4, Will +3
  Abilities: Str 11, Dex 12, Con 13, Int 10, 
  Wis 12, Cha 10
  Skills: Bluff +6, Escape Artist +7, Hide 
  +11*, Move Silently +4, Listen +?, Search 
  +3, Spot +9
  Feats: Alertness, Weapon Finesse
  Environment: Temperate forests and 
  marshes
  Organization: Solitary or wing (2-5)
  Challenge Rating: 2
  Treasure: None
  Alignment: Usually neutral
  Advancement: 4-5 HD (Small); 6 HD 
  (Medium)
  Level Adjustment: —
   
  This creature resembles a small black dragon 
  with a gray underbelly and red-tinged wings. It has 
  fine scales and small under-curved horns. Its tail is 
  twice as long its body and its eyes are gray.
   
  Smoke dragons venture from their lair when 
  the fog is the thickest, so most encounters occur in 
  the morning. Lairs take the form of natural caves 
  or caverns and are usually near a natural source of 
  water.
   
  Smoke dragons eat just about anything but 
  prefer a diet of fruits, plants, and berries. They also 
  eat small animals such as mice and other rodents 
  found slinking near their lair. A smoke dragon’s 
  feeding ground is generally small and most cover 
  an area of less than 1 square mile.
   
  Smoke dragons live in small groups and such 
  a group always includes at least one mated pair. 
  If young are present they have 1 HD, 6 hp and 
  no combat abilities or breath weapon. Hatchlings 
  can assume smoke form for 1 minute per day but 
  cannot fly. If eggs are present (1d4 normally), the 
  female guards them closely and will fight to the 
  death protecting them. Eggs are round, mottled 
  gray and black.
   
  Smoke 
  dragons 
  speak 
  Draconic 
  and 
  Common.
  Combat
   
  Smoke dragons are generally inoffensive 
  creatures and keep to themselves. Only when they 
  or their lair is threatened do they become hostile.
   
  A smoke dragon unleashes its breath weapon 
  and then swoops in to attack with its claws and 
  bite. If it is out numbered or overwhelmed, the 
  creature uses its smoke form to avoid its opponents 
  and flee.
   
  Multiple smoke dragons gang up against 
  foes, alternating their breath weapon and natural 
  attacks with the other smoke dragons in the gang.
   
  Breath Weapon (Su): A smoke dragon’s 
  breath weapon is a cone of thick, black smoke 
  with a range of 20 feet. The smoke cloud lasts 
  1d4 rounds before dispersing and can be affected 
  by wind. Creatures caught in the smoke must 
  succeed on a DC 12 Fortitude save each round 
  or spend that round coughing and choking. A 
  creature that chokes for 2 consecutive rounds takes 
  1d6 points of nonlethal damage per 2 HD of the 
  smoke dragon. Each round a creature spends in 
  the smoke, the save DC increases by +1. The save 
  DC is Constitution-based. The smoke obscures 
  vision and gives concealment (20% miss chance) 
  to creatures within it.
   
  Smoke dragons are immune to the choking 
  effects of their own breath weapon as well as the 
  breath weapon of other smoke dragons.
   
  Smoke Form (Ex): Once per day, a smoke 
  dragon can assume a smoky form as a free action. 
  It can spend up to 1 minute per day per HD in 
  smoke form. A smoke form dragon can fly at a 
  speed of 60 feet (perfect). The ability is otherwise 
  similar to a gaseous form spell.
   
  Skills: *Due to their coloration, smoke 
  dragons gain a +4 racial bonus to Hide checks in 
  areas of smoke or dense fog.
  
  20
  2 Spinal Leech
  Suffocation Jelly
  Tiny Ooze (Aquatic)
  Hit Dice: 2d10 (11 hp)
  Initiative: +0
  Speed: Swim 15 ft. (3 squares)
  Armor Class: 12 (+2 size), touch 12, flat-
  footed 12
  Base Attack/Grapple: +1/-12
  Attack: Paralytic touch +3 melee touch 
  (paralysis)
  Full Attack: Paralytic touch +3 melee touch 
  (paralysis)
  Space/Reach: 2 1⁄2 ft./ 0 ft.
  Special Attack: Paralysis, suffocation
  Special Qualities: Blindsight 60 ft., 
  immune to weapon damage, liquid mobility, 
  ooze traits, transparent, vulnerability to 
  evaporation
  Saves: Fort +0, Ref +0, Will -5
  Abilities: Str 1, Dex 10, Con 10, Int —, Wis 
  1, Cha 10
  Feats: Weapon FinesseB
  Skills:  Swim +3
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 2
  Alignment: Always neutral
  Treasure: None
  Advancement: 3-5 HD (Small); 6-10 HD 
  (Medium), 11-15 HD (Large), 16-20 HD 
  (Huge), 21-25 HD (Gargantuan), 26-30 HD 
  (Colossal)
  Level Adjustment: —
   
  A slight disturbance is noticeable in the 
  water, barely revealing a tiny oozelike creature.
   
  A suffocation jelly is a translucent aquatic 
  ooze that paralyzes creatures with a touch. Often 
  mistaken for some sort of jellyfish, the suffocation 
  jelly is a dangerous threat to creatures in the 
  water.
   
  A suffocation jelly can be contained in 
  a number of ways, including trapping it in a 
  waterproof object or freezing it.
  Combat
   
  A suffocation jelly typically roves about 
  or waits in the waters until it detects a living 
  organism. It will then move directly towards the 
  target and try to make contact with it. If it is able 
  to paralyze the prey, it swims into mouth or gills, 
  suffocating the victim.
   
  Paralysis (Ex): Those hit by a suffocation 
  jelly’s paralytic touch must succeed on a DC 11 
  Fortitude save or be paralyzed for 2d4 rounds. The 
  save DC is Constitution-based.
   
  Suffocation (Ex): A suffocation jelly can 
  enter the gills or mouth of a paralyzed creature, 
  causing it to immediately begin drowning.  This 
  affects both air-breathing and water-breathing 
  creatures. A victim takes 1d6 points of damage per 
  round until it can induce vomiting, which cannot 
  be done while paralyzed.
  Hazard (CR 2)
   
  These vermin appear as 3-inch long 
  transparent leeches. A typical encounter is a swarm 
  of 10-20 leeches. They are found in swamps, 
  marshes, and stagnant underground pools. They 
  attach to their prey and drain spinal fluid, thereby 
  inducing paralysis in the victim. When first 
  encountered, a DC 15 Spot check can be made to 
  avoid them entirely. If a creature fails this check, 
  the spinal leeches go unnoticed and crawl onto 
  their victim, moving quickly to its spine. A spinal 
  leech needs 3 round to reach its destination. If the 
  target is wearing medium armor, an additional 
  round is added to the time as the leech finds a way 
  underneath its host’s armor; 2 rounds are added if 
  the victim is wearing heavy armor.
   
  When a leech attaches itself, the victim may 
  make a DC 15 Wisdom check to feel a strange 
  sensation run down his spine; otherwise, the spinal 
  leech’s bite goes unnoticed. Each round thereafter, 
  the victim must succeed on a DC 17 Fortitude 
  save or suffer 1d6 points of Dexterity damage. 
  At Dexterity 0, the victim is paralyzed until his 
  Dexterity score is brought to 1. An application of 
  fire or salt instantly kills all leeches. They can also 
  be pulled from a host with no ill effects.
  2
   
  Immune to Weapon Damage (Ex): A 
  suffocation jelly is immune to all weapon damage. 
   
  Liquid Mobility (Ex): Suffocation jellies 
  can move freely in liquids. If removed from 
  liquids, they cannot move at all.
   
  Transparent (Ex): Suffocation jellies are 
  hard to see, even under ideal conditions, and it 
  takes a DC 20 Spot check to notice one. Creatures 
  who fail to notice a suffocation jelly and walk into 
  it are considered automatically hit by its paralytic 
  touch attack, and are therefore subject to its 
  paralysis ability. Suffocation jellies do not have a 
  texture beyond that of ordinary liquids and cannot 
  be felt if they are underwater, so someone 
  may not know that they are being touched 
  by a suffocation jelly until they are paralyzed.
   
  Vulnerability to Evaporation (Ex): Spells 
  or effects that cause water to evaporate (such as a 
  horrid wilting spell) deals maximum damage to a 
  suffocation jelly.
   
  Skills: A suffocation jelly 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.
  Waterlight
  Diminutive Elemental (Aquatic, Fire, 
  Native, Swarm)
  Hit Dice: 3d8 (13 hp)
  Initiative: +5
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 19 (+4 size, +5 Dex), touch 
  19, flat-footed 14
  Base Attack/Grapple: +2/—
  Attack: Swarm (1d6)
  Full Attack: Swarm (1d6)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction, flare
  Special Qualities: Darkvision 60 ft., 
  elemental traits, immune to weapon damage, 
  immunity to fire, immunity to water effects, 
  swarm traits, vulnerability to cold
  Saves: Fort +1, Ref +8, Will +1
  Abilities: Str 3, Dex 20, Con 10, Int 6, Wis 
  10, Cha 11
  Skills: Hide +17, Listen +4, Spot +4, Swim 
  +6
  Feats: Ability Focus (flare), Alertness
  Environment: Any aquatic
  Organization: Solitary or cluster (2-4 
  swarms)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral
  Advancement: None
  Level Adjustment: —
   
  Small, dazzling, multicolored fires about 
  the size of a human fist float on the surface of the 
  water.
  Combat
   
  Waterlights prefer to avoid conflict, but they 
  attack as a cluster if antagonized.
   
  Distraction (Ex): Any living creature that 
  begins its turn with a swarm in its space must 
  succeed on a DC 11 Fortitude save or be nauseated 
  for 1 round. The save DC is Constitution-based.
   
  Flare (Ex): When irritated, a waterlight 
  swarm attacks with a white-hot lash of flame that 
  deals 3d4 points of fire damage. The waterlight 
  swarm can choose to direct this attack as a ray at an 
  opponent up to 20 feet distant (+11 ranged touch), 
  or it can flare up to affect everything in its space 
  and in a 5-foot radius around the swarm (Reflex 
  DC 13 half). The save DC is Constitution-based.
   
  Immunity to Water Effects (Ex): A 
  waterlight is immune to any spell or effect that 
  utilizes water, such as a quench spell.
   
  Skills: A waterlight uses its Dexterity 
  modifier instead of its Strength modifier for Swim 
  checks. A waterlight 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.
  
  21
  2
  Waterlost
  Medium Undead (Aquatic)
  Hit Dice: 3d12+3 (22 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares), swim 20 ft. (4 
  squares)
  Armor Class: 12 (+2 natural), touch 10, 
  flat-footed 12
  Base Attack/Grapple: +1/+4
  Attack: Slam +4 melee (1d4+3)
  Full Attack: 2 slams +4 melee (1d4+3) and 
  bite -1 melee (1d4+1)
  Space/Reach: 5 ft/5 ft.
  Special Attack: Luring gaze
  Special Qualities: Damage reduction 
  5/magic, darkvision 60 ft., light sensitivity, 
  undead traits
  Saves: Fort +1, Ref +1, Will +3
  Abilities: Str 16, Dex 10, Con —, Int 5, Wis 
  l0, Cha 16
  Skills: Hide +3, Listen +3, Spot +3, Swim 
  +11
  Feats: Alertness, Toughness
  Environment: Any aquatic
  Organization: Solitary, gang (2-12), or 
  horde (4-40)
  Challenge Rating: 2
  Alignment: Always chaotic evil
  Treasure: None
  Advancement: –
  Level Adjustment: –
   
  This vile creature appears to have once 
  been humanoid, but its pasty gray skin, bloated 
  body, and fetid stench make it apparent that it has 
  succumbed to undeath. Its eyes shine with a dull, 
  pale light.
   
  Waterlost are the walking dead of the sea. 
  Like their land-stalking undead kin, waterlosts 
  loathe the living, and know where to find them. 
  They are known to follow ships and visit ports and 
  piers, looking for victims. Their eyes shine a dull 
  pale light that draws the living, often only to find a 
  watery grave.
   
  Waterlost speak the languages they spoke in 
  life (usually Common) with gurgly voices.
  Combat
   
  Waterlost delight in luring victims into the 
  water using their gaze attack, usually drawing them 
  off a ship’s railing or off a pier. They then attempt to 
  drown the unfortunate souls or kill them by throttling 
  or biting them. They will sometimes scale ships or 
  stalk upon land at night in search of victims.
   
  Luring 
  Gaze 
  (Su): 
  Drawn 
  toward 
  waterlost’s eyes, 30 feet, Will DC 14 negates. The 
  save DC is Charisma-based. Those that fail their 
  saves are lulled into a sleepwalking state in which 
  they will slowly plod (10 feet per round) their way 
  toward the light of the creature’s eyes. The state 
  lasts until the victim is jostled firmly or struck 
  in combat. Those that enter water may begin to 
  drown. Waterlost generally move into deep water, 
  forcing a lured victim to follow them, where they 
  may drown (see page 33).
   
  Light Sensitivity (Ex): Waterlost are 
  dazzled in bright sunlight or within the radius of a 
  daylight spell.
   
  Skills: A waterlost 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.
  Flora and Fauna
   
  Cowfish: A fish that took a different evolutionary path. They have an exterior of fused plates, 
  forming a carapace around the fish. Typically box-shaped with a triangular cross-section, their slight 
  horns give the cowfish its bovine-inspired name. Most abundant in tropical waters, cowfish are brightly 
  colored and appear to hover through the water due to their unique physiology. Unlike other fish, they 
  use their use their fins for rotary motion and use their tail as a rudder. They also inflate themselves as a 
  means of defense (like pufferfish), and release an ostracitoxin against predators. Using a similar blowing 
  mechanism, cowfish blow jets of water into the sand with their mouths, uncovering their meals of crabs 
  and shrimps. Some cowfish grow as large as 20 inches, though those kept in captivity are often no larger 
  than 12 inches.
  3
  Argill
  Medium Monstrous Humanoid
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares), swim 40 ft. (8 
  squares)
  Armor Class: 15 (+1 Dex, +4 natural), 
  touch 11, flat-footed 14
  Base Attack/Grapple: +4/+7
  Attack: Claw +7 melee (1d6+3)
  Full Attack: 2 claws +7 melee (1d6+3) and 
  bite +2 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath drain, improved 
  grab
  Special Qualities: Darkvision 60 ft., hold 
  breath
  Saves: Fort +2, Ref +5, Will +4
  Abilities: Str 17, Dex 13, Con 12, Int 9, Wis 
  11, Cha 8
  Skills: Hide +2*, Listen +4, Move Silently 
  +3*, Spot +4, Swim +11
  Feats: Alertness, Improved Initiative
  Environment: Any marsh
  Organization: Solitary or pair
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +3
   
  Argills are amphibious humanoids that drain 
  the breath of their enemies. They stand 6 to 8 
  feet tall and weigh between 300 and 400 pounds. 
  Their spongy, blue-green skin (slightly darker in 
  males than females) camouflages them in most 
  underwater environments, and their large, clawed 
  feet and four-fingered hands are ideal for digging 
  through silt. From the back of an argill’s head 
  grow long gray tendrils that extract oxygen from 
  its environment, allowing it to remain underwater 
  for hours before resurfacing.
   
  Argills feed on fish and plants, but attack 
  larger creatures to protect their territories. They 
  are nocturnal, and most live in hand-dug, half-
  submerged burrows with a single mate. Argill 
  pairs often hunt together, working in tandem to 
  catch their prey.
   
  Argills have no formal society, nor any 
  discernible language. It is unknown how they 
  communicate.
  Combat
   
  Argills are strong, and use that strength 
  to their advantage when threatened or hungry. 
  Typically, an argill will sneak up on an opponent 
  from underwater, and try to surprise, grab, and 
  suffocate the creature.
   
  Improved Grab (Ex): To use this ability, 
  an argill must hit a Medium or smaller opponent 
  with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can try to drain its 
  opponent’s breath in the following round.
   
  Breath Drain (Ex): An argill can attach its 
  tendrils to the face of a grabbed opponent with 
  a successful grapple check. For every round the 
  argill makes a successful grapple check, the 
  opponent must succeed on a DC 13 Fortitude save 
  or begin to suffocate, falling unconscious (0 hp). 
  If the argill successfully grapples in the following 
  round, the opponent drops to -1 hit points and 
  is dying. After a third round, it suffocates. The 
  save DC increases by +1 for each consecutive 
  successful grapple check the argill makes. The 
  save DC is Constitution-based.
   
  Hold Breath (Su): An argill can hold its 
  breath for a number of minutes equal to thirty times 
  its Constitution score before it risks drowning.
   
  Skills: An argill 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.
   
  *An argill has a +8 circumstance bonus on 
  Hide and Move Silently checks when underwater.
  Physiological Uses
   
  An argill’s breathing tendrils can be 
  harvested for use in the creation of a magical mask 
  that allows its wearer to breathe underwater.
   
  Argill’s Mask: This mask, crafted from an 
  argill’s breathing tendrils, enables its wearer to 
  hold its breath for a number of minutes equal to 
  thirty times its Constitution score before it risks 
  drowning.
   
  Faint transmutation; CL 5th; Craft Wondrous 
  Item, water breathing; Price 10,000 gp; Weight 3 lb.
   
  Adventure Ideas: Large groups of argills 
  have been spotted migrating toward an enormous 
  swamp, where an ancient city supposedly sank. 
  Priests and scholars believe that this may be a sign 
  that the city is returning, and that the argills were 
  either its original residents–or those residents’ 
  servants.
  
  22
  3 Devil Bine
  Medium Plant
  Hit Dice: 2d8+8 (17 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 10, touch 10, flat-footed 10
  Base Attack/Grapple: +1/-3
  Attack: —
  Full Attack: —
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Boiling nectar
  Special Qualities: Blindsense 20 ft., plant 
  traits, resistance to fire 15, vulnerability to 
  cold
  Saves: Fort +7, Ref +0, Will -4
  Abilities: Str 2, Dex 10, Con 19, Int —, Wis 
  2, Cha 17
  Skills: —
  Feats: —
  Environment: Any marsh
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Medium); 5-6 HD 
  (Large)
  Level Adjustment: —
   
  The devil bine is a common sight in large 
  swamps and marshes, often found clinging to 
  fallen logs, water-logged stumps and the hulls 
  of wrecked riverboats. The devil bine is a cluster 
  of twisted vines that grow around large objects, 
  dangling several porous roots into standing 
  or slow moving water. A number of bulbous, 
  colorful pods encircle the plant pointing outward, 
  forming a defensive ring while using color to warn 
  destructive creatures to stay away.
   
  If the pods can be disabled, the vines can be 
  safely harvested and replanted. The plant is valued 
  as a natural source of food; the nectar is a natural 
  source of sugar and oil when not superheated. 
  The devil bine is also a favored natural perimeter 
  defense, frequently cultivated by lizardfolk and 
  other swamp-dwelling humanoids.
  Combat
   
  A devil bine lacks any sort of combat 
  strategy; if a Tiny or larger creature moves within 
  range, a devil bine will spray boiling nectar from 
  1d3 of its bulbs.  A devil bine’s only real offensive 
  capability is a jet of boiling, sticky liquid that is 
  sprayed from one of its many dangling pods.
   
  Boiling Nectar (Ex): A devil bine has 17 
  fruit-like pods that dangle from its vines, which are 
  filled with a boiling hot, sticky sap. A devil bine 
  may expel the liquid in a pod in a spray, dealing 
  1d6 points of fire damage to targets in a 10-foot 
  cone (Reflex DC 15 half). The sticky sap clings to 
  whatever targets it hits and continues to scald for 
  1d6 additional rounds. Once this goo is expelled, 
  the pod requires another 6 hours to refill.
   
  Successfully striking a full pod causes the 
  pressurized contents to burst forth violently, 
  destroying the pod and dealing 1d6 points of fire 
  damage to targets within 10 feet (Reflex DC 15 
  half). The sap will stick for 1d6 rounds as above. 
  The save DCs are Constitution-based.
  Flora and Fauna
   
  Bezner’s Sponge: This very rare species of sponge is found only in certain coral reefs, and is named 
  after the alchemist who discovered its remarkable properties. The Bezner sponge is naturally camouflaged 
  to blend into rocks with a dark gray color and an especially rough exterior. The sponge removes poisons 
  and alcohol from any liquid strained through it, only slightly affecting the taste in the process. Alcohol is 
  filtered out completely, while any poison so treated has its Fortitude save DC reduced by 5. If this reduces 
  the Fortitude save DC to 0, the poison is completely removed. A single sponge can only filter one gallon 
  of liquid before it is killed by the poison or alcohol it has filtered. Bezner’s sponge is difficult to locate, 
  requiring a Survival or Knowledge (nature) check (DC 25) and one day of searching. Each sponge is 
  worth 50 gp to surface dwellers who know of its use.
  3
  Feasting Fratricide
  Large Aberration (Aquatic)
  Hit Dice: 5d8+10 (33 hp)
  Initiative: +0
  Speed: 30 ft. (6 Squares), swim 30 ft. (6 
  squares)
  Armor Class: 14 (-1 size, +5 natural), touch 
  9, flat-footed 14
  Base Attack/Grapple: +3/+12
  Attack: Bite +7 melee (2d4+5)
  Full Attack: Bite +7 melee (2d4+5) and 2 
  claws +2 melee (ld6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attack: Feeding frenzy
  Special Qualities: Amphibious, darkvision 
  60 ft. cannibalistic contagion, scent
  Saves: Fort +3, Ref +1, Will +2
  Abilities: Str 20, Dex 10, Con 14, Int 4, Wis 
  6,Cha 4
  Skills: Hide +4, Listen +6, Spot +6, Swim +13
  Feats: Alertness, Power Attack
  Environment: Any coastal
  Organization: Solitary or gang (2-12)
  Challenge Rating: 3
  Alignment: Always chaotic evil
  Treasure: None
  Advancement: None
  Level Adjustment: —
   
  This monstrosity is nearly eleven feet long. 
  It appears vaguely humanoid, but has webbed 
  hands and feet with sharp claws, gray, froglike 
  skin, and bulging bulbous eyes..
   
  Feasting 
  fratricides 
  are 
  amphibious 
  monstrosities with gray skin and bulging, bulbous 
  eyes. Their hands and feet are webbed with sharp 
  claws at the end. Driven by an insatiable hunger for 
  humanoid flesh, the nigh 11-foot beast is a strong 
  and fierce predator both on land and in water.
   
  Feasting fratricides do not reproduce in 
  the conventional since of the word. Rather, 
  humanoids turn into feasting fratricides upon 
  certain conditions: eating the flesh or blood of a 
  corpse exposed to saltwater, another fratricide, or 
  a humanoid that is a recovered fratricide. Upon 
  eating tainted flesh or blood in these circumstances, 
  humanoids undergo a painful transformation into 
  feasting fratricides, losing much of their distinct 
  physical characteristics. Although they can survive 
  on animals, they crave the flesh of humanoids, 
  especially the flavor of their own race before their 
  transformation.
   
  If denied humanoid flesh long enough, 
  feasting fratricides return to their previous 
  humanoid form, but the hunger does not leave 
  them completely. Recovered fratricides must 
  resist the temptation to eat in the presence of 
  a dead humanoid, lest they undergo another 
  transformation into feasting fratricide form.
   
  Feasting fratricides are typically found on 
  saltwater coasts, but due to their unusual nature, 
  they can occur in unlikely places. They speak 
  the languages they spoke before transformation 
  (usually Common).
  Combat
   
  Feeding Frenzy (Ex): Feasting fratricides 
  attack in a voracious flurry, their hungering maws 
  snapping and tearing with frightful speed. If a 
  fratricide hits with its bite attack and at least one 
  claw attack, it may make an additional bite attack 
  in the same round against the same opponent.
   
  Cannibalistic Contagion (Ex): Fratricidism 
  is spread through the consumption of contaminated 
  humanoid bodies. Any humanoid consuming flesh 
  or blood from a carcass that has soaked in the 
  ocean for several days runs the risk of contracting 
  fratricidism. To avoid such a fate, a creature must 
  make a DC 14 Fort save or be transformed into 
  a feasting fratricide in 1d4 minutes. Those who 
  consume the flesh or imbibe the blood of a feasting 
  fratricide or a recovered feasting fratricide must 
  make a DC 14 Fort save or be transformed in 1d4 
  rounds. If a feasting fratricide goes for 30+ldl0 
  days without eating any humanoid flesh, it will 
  recover to its former state over the course of 3d8 
  agonizing minutes. Even after recovery, however, 
  the individual will always crave humanoid flesh. 
  Whenever it is in the presence of a dead humanoid, 
  the recovered victim must make a DC 14 Will save 
  to resist eating it, which will immediately prompt 
  a transformation back into feasting fratricide. The 
  save DCs are Constitution-based.
   
  A remove disease spell will restore the 
  feasting fratricide to its humanoid form, but does 
  not eliminate the craving. A remove curse or break 
  enchantment will end the craving after a feasting 
  fratricide has been restored to its humanoid form.
   
  Skills: A feasting fratricide has a +4 racial 
  bonus on  Hide, Listen, and Spot checks. It 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.
  
  23
  3
  Fungoid
  Medium Plant
  Hit Dice: 5d8+15 (37 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (+1 Dex, +7 natural), touch 
  11, flat-footed 17
  Base Attack/Grapple: +3/+7
  Attack: Slam +8 melee (1d8+4)
  Full Attack: 2 slams +8 melee (1d8+4)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., low-light 
  vision, plant traits, resistance to electricity 10
  Saves: Fort +7, Ref +2, Will +1
  Abilities: Str 19, Dex 12, Con 17, lnt 4, Wis 
  11 Cha 6
  Skills: Hide +1*, Listen +8, Spot +8
  Feats: Power Attack, Weapon Focus (slam)
  Environment: Temperate and warm marshes
  Organization: Gang (2-4) or cluster (6-10)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral (evil tendencies)
  Advancement: 6-10 HD (Medium); 11-15 HD 
  (Large)
  Level Adjustment: —
   
  This creature looks like a stocky, powerful 
  humanoid formed of green mushroom flesh mottled 
  with brown splotches. It has rough, but discernible 
  facial features, and its arms end in powerful hands.
   
  Fungoids delight in attacking creatures 
  that wander too close to their lair. Fungoids are 
  carnivores and consider the flesh of humans, 
  elves, and goblins a delicacy. When food is scarce, 
  fungoids become scavengers and feed on carrion.
   
  Fungoids lair in the darkest and most dismal 
  place they can find—the more devoid of light, the 
  better. Typically a lair is ringed with mushrooms 
  of varying colors, shapes and sizes. Such a telltale 
  sign is often the only clue that a fungoid lair is 
  present as the lair itself is normally well-hidden 
  or camouflaged. Woe to a creature that actually 
  wanders close enough to examine the mushrooms; 
  by then the fungoids are likely aware of the 
  interloper’s presence and are biding their time 
  before an all-out-attack.
   
  Fungoids are nocturnal hunters and often 
  travel up to 5 miles away from their lair in search 
  of prey. Slain prey is carried or dragged back to die 
  lair and devoured over several days time. Multiple 
  fungoids are often encountered together on hunting 
  excursions, but they never share their kill. “Each to 
  their own” is the unspoken motto among fungoids.
   
  Fungoids seem to understand Common, but 
  do not speak.
  Combat
   
  Fungoids are straightforward combatants 
  that rush into melee swinging their powerful fists. 
  They pummel their foes relentlessly until they are 
  destroyed or their adversaries are killed. Multiple 
  fungoids sometimes work with one another to bring 
  down powerful foes, but once the fight is over, the 
  fungoids cooperation with one another ends, and 
  it’s every creature for itself when assessing and 
  gathering up the kills. Fungoids never retreat and 
  always fight to the death.
   
  Skills: Fungoids gain a +4 racial bonus to 
  Listen and Spot checks. *In swampy or forested 
  areas, fungoids +8 racial bonus to Hide checks.
  Giant Cone Shell
  Large Animal (Aquatic)
  Hit Dice: 3d8+12 (25 hp)
  Initiative: +0
  Speed: Swim 10 ft (2 squares)
  Armor Class: 18 (-1 size, +9 natural), touch 9, 
  flat-footed 18
  Base Attack/Grapple: +2/+13
  Attack: Stinger +4 melee (1d6+4 plus poison) 
  or stinger +1 ranged (1d6+4 plus poison)
  Full Attack: Stinger +4 melee (1d6+4 plus 
  poison) or stinger +1 ranged (1d6+4 plus 
  poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, poison, 
  swallow whole
  Special Qualities: Blindsight 60 ft.
  Saves: Fort +7, Ref +3, Will +2
  Abilities: Str 16, Dex 10, Con 18, Int 2, Wis 
  12, Cha 6
  Skills: Hide -2, Listen +4, Spot +2, Swim +11
  Feats: Ability Focus (poison), Improved 
  Grapple
  Environment: Temperate and warm aquatic
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Large)
  Level Adjustment: —
  3
  Giant Water Beetle
  Medium Vermin (Aquatic)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +5
  Speed: 10 ft. (2 squares), swim 60 ft. (12 
  squares)
  Armor Class: 19 (+1 Dex, +8 natural), 
  touch 11, flat-footed 18
  Base Attack/Grapple: +3/+5
  Attack: Bite +5 melee (1d8+3)
  Full Attack: Bite +5 melee (1d8+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks:  —
  Special Qualities: Darkvision 60 ft., ink 
  cloud, vermin traits, water dependent, 
  watersense 60 ft.
  Saves: Fort +7, Ref +2, Will +1
  Abilities: Str 15, Dex 13, Con 16, Int -, Wis 
  10, Cha 9
  Skills: Hide +2*, Spot +0*, Swim +10
  Feats: Improved InitiativeB
  Environment: Any aquatic
  Organization: Cluster (2-5) or colony 
  (6-11)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
   
  Giant cone shells are large aquatic snails 
  with thick multi-colored shells. They travel along 
  the sea floor waiting for prey. They hunt with 
  venom-tipped stingers to harpoon prey. Once they 
  successfully harpoon their prey, a giant cone shell 
  can reel in their prey and swallow them whole.
  Combat
   
  Improved Grab (Ex): To use this ability, a 
  giant cone shell must hit with its stinger attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  deals automatic stinger damage each round, and 
  can attempt to swallow the creature the following 
  round. If the giant cone shell initiated a grapple 
  using its ranged attack (20 ft., no range increment), 
  it requires two additional rounds to reel its stinger 
  back in to attempt to swallow the prey.
   
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 2d8 Con and paralysis for 2d4 rounds, 
  secondary damage 1d6 Con. The save DC is 
  Constitution-based.
   
  Swallow Whole (Ex): A giant cone 
  shell can try to swallow a grabbed opponent 
  of Medium or smaller size by making a successful 
  grapple check. The swallowed creature takes 1d6 
  points of acid damage per round from the giant 
  cone shell’s gizzard.  A swallowed creature that is 
  not paralyzed can cut its way out by using a light 
  slashing or piercing weapon to deal 12 points of 
  damage to the giant cone shell’s gizzard (AC 14). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its 
  own way out.
   
  A giant cone shell’s gizzard can hold 2 
  Medium, 4 Small, 8 Tiny, 16 Diminutive, or 32 
  Fine or smaller opponents.
   
  Skills: A giant cone shell 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.
   
  This giant beetle has a cylindrical and 
  hydrodynamic body that tapers into a pointed 
  tail section. Its wing covers and carapace are 
  brownish-black and its legs are dull yellow. A 
  silver stripe runs along its dorsal side.
   
  These highly aggressive beetles make their 
  home in deep fresh water in any climate from the 
  warmest to the coldest. They are predators and 
  sustain themselves on fish and other aquatic animals.
   
  They spend most of their lives in the water, 
  rarely coming on land. If actually encountered 
  on land, a giant water beetle is rarely more than 
  30 feet from a source of water. They are diurnal 
  creatures and hunt during the day, diving with 
  blinding speed when they spot a potential meal in 
  the water. When not actively hunting, they simply 
  drift along with the current.
   
  If a colony is found, there will be at least 1 
  female giant water beetle and 2d4 eggs. Giant water 
  beetle eggs are brownish with flecks of green.
  Combat
   
  Giant water beetles are inoffensive and rarely 
  attack unless they are hungry, or unless a creature 
  happens to wander too close to its lair. If hunting, 
  these creatures prefer to attack by ambushing their 
  
  24
  3
  Growler Lizard 
  Large Animal
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (-1 size, -1 Dex, +10 
  natural), touch 8, flat-footed 18
  Base Attack/Grapple: +4/+11
  Attack: Bite +6 melee (1d8+4)
  Full Attack: Bite +6 melee (1d8+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Rumbling bite
  Special Qualities: Deceiving call, low-light 
  vision
  Saves: Fort +8, Ref +4, Will +0
  Abilities: Str 16, Dex 9, Con 17, Int 2, Wis 
  6, Cha 8
  Skills: Climb +4, Listen +1, Spot +1, Swim 
  +5
  Feats: Alertness, Improved Initiative, Power 
  Attack
  Environment: Temperate and warm land, 
  and underground
  Organization: Solitary or pack (3-8)
  Challenge Rating: 3
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  The large lizard resembles an alligator, but 
  is much thicker and more powerful around the 
  shoulders and neck. Its jaws are heaviest over folds 
  of thickly scaled throat sacks that vibrate slightly, 
  emitting a deep and resonant rumbling sound.
  Combat
   
  Although the growler lizard is quite capable 
  of running down most prey, it usually does not 
  expend such energy. The growler lizard hunts 
  by ambush, using its ability to throw its voice 
  and frighten prey toward its waiting jaws. When 
  hunting in packs, growler lizards work together to 
  disorient their prey totally and finally stampede it 
  toward the pack’s waiting trap.
   
  Rumbling Bite (Ex): A growler lizard 
  bellows even when its jaws are locked on its prey. 
  When bitten by a growler lizard, a victim must 
  succeed on a DC 16 Fortitude save or be stunned 
  for 1d4 rounds and take an additional 1d4 points of 
  sonic damage from the beast’s roar. The save DC 
  is Constitution-based.
   
  Deceiving Call (Ex): A growler lizard can 
  convincingly alter the apparent source of its bellows 
  by 140 feet in open ground. This distance increases 
  to 220 feet in hills or canyons. It can likewise alter 
  the volume and tone of its rumblings to deceive the 
  listener into believing that the creature is retreating, 
  while it is actually advancing unseen. A DC 18 
  Listen check or DC 15 Survival check is required to 
  recognize a growler lizard’s deception.
  prey from above. They drift along and then 
  dive at their target. 
   
  Ink Cloud (Ex): A giant water beetle can 
  emit a cloud of jet-black ink 10 feet high by 10 
  feet wide by 10 feet long once per minute as a 
  free action. The cloud provides total concealment, 
  which the giant water beetle normally uses to 
  escape. All vision within the cloud is obscured.
   
  Water Dependent (Ex): Giant water beetles 
  can survive out of the water for 1 hour per 2 points 
  of Constitution. After that, refer to the suffocation 
  rules in the DMG.
   
  Watersense (Ex): Giant water beetles can 
  automatically sense the location of anything within 
  60 feet that is in contact with water.
   
  Skills: A giant water beetle 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.
   
  *A giant water beetle has a +4 bonus on Hide 
  and Spot checks in aquatic environments.
  3
  Hook Squid
  Small Animal (Aquatic)
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +1
  Speed: 10 ft. (2 squares), swim 20 ft. (4 
  squares)
  Armor Class: 16 (+1 size, +1 Dex, +4 
  natural), touch 12, flat-footed 15
  Base Attack/Grapple: +3/+4
  Attack: Tentacle +6 melee (hooked 1d4+1 
  or straight 1d6+1)
  Full Attack: 4 tentacles +6 melee (hooked 
  1d4+1 or straight 1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attack: Improved grab, venomous 
  bite
  Special Qualities: Low-light vision
  Saves: Fort +5, Ref +5, Will +1
  Abilities: Str 12, Dex 12, Con 12, Int 2, Wis 
  l0, Cha l0
  Skills: Hide +15, Listen +3, Spot +4, Swim 
  +9
  Feats:  Improved Grapple, Weapon Focus 
  (tentacle)
  Environment: Any aquatic
  Organization: Solitary or tangle (2-6)
  Challenge Rating: 3
  Alignment: Always neutral
  Treasure: None
  Advancement: 5-8 HD (Medium)
  Level Adjustment: —
   
  This creature resembles a small squid, nearly 
  5 feet long from the tip of its head to the tips of its 
  tentacles. Five of its tentacles end in barbed hooks, 
  while the other five end in bony spears.
   
  Hook squids are carnivorous cephalopods 
  that camouflage themselves by changing colors to 
  blend with their environment. They grow up to 5 
  feet long from head to tentacles, and weigh at most 
  75 pounds. Like normal squids, hook squids have 
  ten long tentacles, but five end in keratin spears 
  and the other five in barbed hooks. Hook squid 
  often use coral reefs as nurseries for their young 
  before venturing further out to sea.
   
  The skins of hook squids can be used to 
  create magical cloaks (see below).
  Combat
   
  A hook squid is an ideal ambush predator, 
  thanks to its color-changing skin. It waits for prey 
  to approach, then strikes with its hooked tentacles, 
  establishing a grapple. Once it has a hold, the hook 
  squid pulls its prey toward its circular maw and 
  bites with its venomous fangs.
   
  Improved Grab (Ex): To use this ability, 
  a hook squid must hit a foe with two of its 
  hooked tentacle attacks. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If the grapple succeeds, the 
  hook squid latches onto the target, automatically 
  delivering 1d4 points of damage per round from 
  the embedded hooks, and can use its venomous 
  bite attack.
   
  Venomous Bite (Ex): When grappling its 
  prey, a hook squid can sink its four fangs into 
  the target with a successful grapple check. This 
  attack deals 1d3 points of damage plus poison 
  (Fort DC 13; primary damage 1d6 Str, secondary 
  damage 2dl0 points of damage).  The save DC is 
  Constitution-based.
   
  Skills: A hook squid changes colors, 
  allowing it to blend in with its surroundings like 
  a chameleon and providing a +10 racial bonus on 
  Hide checks. A hook squid 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.
  Hook Squid Skin Cloak
   
  This slick leathery cloak provides its wearer 
  with a +10 circumstance bonus to all Hide checks, 
  as the pattern and coloration changes automatically 
  to match the environs. Faint illusion; CL 5th; 
  Craft Wondrous Item, silent image; Price 6,000 
  gp;Weight 1 lb.
  
  25
  3
  Leechman
  Medium Aberration
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 30 ft. (6 
  squares)
  Armor Class: 16 (+6 natural), touch 10, 
  flat-footed 16
  Base Attack/Grapple: +3/+11
  Attack: Slams +7 melee (1d4+4)
  Full Attack: 2 slams +7 melee (1d4+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blood drain, improved grab
  Special Abilities: Damage reduction 5/
  bludgeoning, darkvision 60 ft., vulnerability 
  to salt
  Saves: Fort +4, Ref +l, Will +5
  Abilities: Str 18, Dex 10, Con 16, Int 8, Wis 
  12, Cha 1
  Skills: Escape Artist +4, Hide +6, Move 
  Silently +6, Search +1, Spot +2, Swim +12
  Feats: Improved Grapple, Stealthy
  Environment: Any marsh and underground
  Organization: Solitary or gang (5-10)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 5-8 HD (Medium)
  Level Adjustment: —
   
  Leechmen are humanoid-shaped creatures 
  with rubbery skin. Their bulging eyes are only 
  accentuated by the lack of noses and mouths. 
  Their hands have suckers that draw the blood from 
  their victim’s veins. Leechmen inhabit the sewers, 
  though it is rumored that some act as guards for 
  arcane masters.
  Combat
   
  Blood Drain (Ex): A leechman can draw the 
  vital fluids from an opponent through the sucking 
  mouths on the palms of its hands by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, dealing 1d6 points of Constitution damage 
  each round the pin is maintained.
   
  Improved Grab (Ex): To use this ability, a 
  leechman must hit with its slam attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can either 
  deal automatic slam damage each round or drain 
  blood.
   
  Vulnerability to Salt (Ex): Salt damages 
  a leechman on direct contact. A large handful of 
  salt can be thrown as a splash weapon (see Throw 
  Splash Weapon in the PHB). Treat this attack as a 
  ranged touch attack with a range increment of 5 
  feet. 
   
  A direct hit by a handful of salt deals 1d6 
  points of damage to a leechman. Each such 
  creature within 5 feet of the point where the salt 
  hit takes 1 point of damage from the splash. On 
  the round following a direct hit, the target takes an 
  additional 1d4 points of damage, and 1d3 points 
  of damage in the round following that; any of this 
  damage can be prevented if the salt is immediately 
  washed off with water as a full-round action.
   
  Note that being immersed in salt water does 
  not harm a leechman unless the salt content is 
  much higher than found in ordinary sea water. 
   
  Skills: A leechman has a +4 racial bonus to 
  Move Silently and Hide checks.
   
  A leechman 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.
  Flora and Fauna
   
  Coral Reefs: Usually grow on continental shelves or around volcanic islands. Coral requires 
  shallow water (no deeper than 180 feet) whose year round temperature is no less than 68°F (20°C). They 
  have calcium carbonate skeletons covered in soft, colorful tissues of all shapes. Coral eat single-celled 
  algae to build reefs through secreting more calcium carbonate. Extensive coral reefs act as surf breakers, 
  leaving the immediate water around the coast relatively calm. Around volcanic islands, reefs can become 
  so dense they become barrier reefs. Coral reefs are home to countless species of fish, sponges, and 
  echinoderms.
  3
  Marsh Babbler 
  Small Monstrous Humanoid
  Hit Dice: 6d8 (39 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares), swim 15 ft. (3 
  squares)
  Armor Class: 16 (+1 size, +1 Dex, +4 
  natural), touch 12, flat- footed 15
  Base Attack/Grapple: +6/+3
  Attack: Bite +9 melee (1d3+2) or tail 
  bludgeon +4 melee (1d6+2)
  Full Attack: Bite +9 melee (1d3+2) and 2 
  claws +4 melee (1d3+1) or tail bludgeon +4 
  melee (1d6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks:—
  Special Qualities: Amphibious, darkvision 
  60 ft.
  Saves: Fort +4, Ref +6, Will +2
  Abilities: Str 14, Dex 13, Con 14, Int 7, Wis 
  5, Cha 4
  Skills: Climb +4, Hide +12, Listen +2, 
  Move Silently +3, Spot +1, Survival +3, 
  Swim +10
  Feats: Alertness, Stealthy, Track
  Environment: Temperate and warm marsh
  Organization: Group (2-6) or band (10-16)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: 7-12 HD (Small); 13-18 HD 
  (Medium)
  Level Adjustment: —
   
  The small, sad-looking creature is covered in 
  thin black fur caked with mud. Its pale yellow face 
  gibbers while its glowing yellow eyes dart about 
  hungrily. Sharp claws scrabble at the muck on 
  which it crouches while its thick, flat tail makes 
  wet thumps in the mud.
  Combat
   
  Marsh babblers are always hungry, and they 
  attack anything that they believe may fill their 
  bellies. Adventurers traveling through swamps 
  inhabited by marsh babblers are always attacked. 
  The creatures focus on a party’s rations. Should 
  they steal or win such treasure through combat, 
  they disappear into the swamps only long enough 
  to consume the food. Then they return for mounts 
  or familiars, followed by any leather goods that the 
  adventurers carry. Eventually, the marsh babblers 
  try to consume party members themselves.
   
  Marsh babblers may drop from hiding in 
  tree branches to deliver a powerful tail-blow to a 
  victim. Attacking from above is the only situation 
  in which this tail attack may be used.
   
  Amphibious (Ex): Marsh babblers can 
  breathe normally in both air and water, even the 
  sometimes-fetid water found in a swamp.
   
  Skills: A marsh babbler has a + 6 racial 
  bonus on Hide and Survival checks.
   
  A marsh babbler 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.
  Flora and Fauna
   
  Rot Plankton: This vicious fungal plankton floats in the water until it encounters and attaches to 
  a dead creature, accelerating the corpse’s decomposition. Rot plankton cannot reliably tell the difference 
  between live and dead flesh, however, and occasionally attaches itself to the living. Infected creatures must 
  make a Fortitude check (DC 13) or suffer 1 point of temporary Constitution damage. This check is made 
  every day until the check succeeds, the victim dies, or the victim receives a cure disease spell. Rot plankton 
  is usually visible as a cloud of gray water, but recognizing it requires a Survival check (DC 10).
   
  If rot plankton or a creature infected with it is eaten, the being consuming it must make a Fortitude 
  save (DC 18) or take 1d4 points of temporary Constitution damage. This check is made every day until the 
  check succeeds, the victim dies, or the victim receives a cure disease spell. This fungus can be collected 
  with a successful Survival or Knowledge (nature) check of DC 18, or a Knowledge (alchemy) check 
  of DC 22, and takes 4 hours to procure 1d3 doses. Failure of the check indicates the harvester has been 
  exposed to the fungus. Rot plankton has a market value of 150 gp.
  
  26
  3
  Puddle Stalker
  Large Magical Beast
  Hit Dice: 6dl0+l2 (45 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), swim 10 ft. (2 
  squares)
  Armor Class: 15 (-1 size, +3 Dex, +3 
  natural), touch 12, flat-footed 12
  Base Attack/Grapple: +6/+13
  Attack: Bite +8 melee (ld6+3) or eroca +8 
  ranged (1dl2 cold)
  Full Attack: Bite +8 melee (ld6+3) or eroca 
  +8 ranged (1dl2 cold)
  Space/Reach: 10 ft./10 ft.
  Special Attack: Eroca
  Special Qualities: Darkvision 60 ft., low-
  light vision, resistance to cold 10
  Saves: Fort +7, Ref +7, Will +2
  Abilities: Str 16, Dex 16, Con 14, Int 3, Wis 
  l0, Cha l0
  Skills: Jump +7, Listen +9, Spot +10
  Feats: Ability Focus (eroca), Alertness, Run
  Environment: Any coastal
  Organization: Flock (1-8)
  Challenge Rating: 3
  Alignment: Always neutral
  Treasure: None
  Advancement: None
  Level Adjustment: —
   
  This creature appears to be a large bird 
  of prey, with a sharp beak and long legs. Sand-
  colored feathers, streaked with blues and greens, 
  cover its body and vestigial wings.
   
  Puddle stalkers are 9-foot tall birds of prey 
  that have lost their ability to fly due to their size 
  and weight. Their bodies and dwarfed, vestigial 
  wings are covered with a sand-colored feathers 
  decorated with streaks of blues and greens. They 
  primarily hunt with their sharp, snapping beaks, 
  through which they spray a fluid that freezes water 
  instantaneously. They are commonly found near 
  water, enjoying a fish-cicle.
  Combat
   
  Eroca (Ex): Puddle stalkers can squirt a 
  stream of eroca from their beak up to 5 times a 
  day with a maximum range 30 feet with no range 
  increments. A single application of this substance 
  will instantly freeze a roughly 6-foot-diameter 
  circle of water one foot deep. Anyone caught in 
  the area can attempt a DC 17 Reflex save to avoid 
  being caught. Those that fail their saves are trapped 
  in the ice and can free themselves by dealing 20 
  points of damage to it (AC 10). A creature hit by 
  the eroca stream takes 1d12 points of cold damage.  
  The save DC is Constitution-based.
   
  Skills: A puddle stalker 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.
  Training a Puddle Stalker
   
  Puddle stalkers can be trained to serve as 
  mounts or pack animals. A mounted puddle stalker 
  appears ungainly, but they are quite capable of 
  carrying a rider.
   
  Training a puddle stalker requires six weeks 
  of work and a successful DC 18 Handle Animal 
  check. Riding a puddle stalker requires an exotic 
  saddle. A puddle stalker can fight while carrying a 
  rider, but the rider cannot also attack unless he or 
  she succeeds on a Ride check.
   
  Carrying Capacity: A light load for a 
  puddle stalker is up to 152 pounds; a medium 
  load, 153-306 pounds, and a heavy load, 307-460 
  pounds.  A puddle stalker can drag 1,840 pounds.
  Eroca Bladders
   
  These dried animal bladders filled with 
  liquid eroca can be thrown as ranged weapons 
  or spilled. Treat this as a splash weapon with the 
  same effect as a dose of eroca spouted by a puddle 
  stalker. Cost 40 gp.
  3
  Quisloi
  Medium Humanoid (Aquatic, Reptilian)
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +3
  Speed: 35 ft. (7 squares), swim 50 ft. (10 
  squares)
  Armor Class: 19 (+3 Dex, +5 natural, +1 
  light wooden shield), touch 13, flat-footed 16
  Base Attack/Grapple: +3/+3
  Attack: Spit +6 ranged (poison) or dagger 
  +6 melee (1d4/19-20 plus poison)
  Full Attack: Spit +6 ranged (poison) or 
  dagger +6 melee (1d4/19-20 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, spit
  Special Qualities: —
  Saves: Fort +3, Ref +7, Will +1
  Abilities: Str 10, Dex 17, Con 15, Int 10, 
  Wis 11, Cha 10
  Skills: Hide +8*, Listen +6*, Move Silently 
  +10*, Swim +8
  Feats: Stealthy, Weapon Finesse
  Environment: Temperate and warm marsh
  Organization: Gang (4-5) or squad (6-12)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always evil
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: +3
   
  Quisloi 
  are 
  intelligent 
  amphibious 
  humanoids that make their homes on underwater 
  enclaves lush, wet surroundings. Their rubbery 
  skin is bright green with colorful patterning similar 
  to frog of the rainforest. Many creatures, including 
  the quisloi themselves, use the toxic mucus that 
  exudes from their skin as a paralytic poison. The 
  quisloi are often at odds with the skresh, who hunt 
  the quisloi for their people’s poison production.
   
  Quisloi speak Aquan.
  Combat
   
  Quisloi fight like most swamp and jungle 
  creatures, relying upon camouflage and skill to 
  lure their opponents into traps. They presume 
  any intelligent creatures encountered work for the 
  hated skresh, and attack in superior numbers. Their 
  favored weapon is the dagger, useful underwater 
  as well as on land. On land, they coat their daggers 
  with poison. The quisloi are not poison masters 
  like the skresh (page 100), relying instead on their 
  shamans to brew the poison they use from their 
  own excretions.
   
  Taking advantage of their natural swimming 
  abilities whenever possible, quisloi attempt to 
  retreat into a stream or marsh lake if routed. 
  Usually, they wait until their foe is near water 
  before attacking. They try and flank their 
  opponents, gaining a +2 to hit.
   
  Poison (Ex): Contact, Fortitude DC 14, initial 
  damage 1d3 Dex, secondary damage paralyzed for 
  1d6 hours. The save DC is Constitution-based.
   
  Spit (Ex): Combat begins with hidden 
  quisloi spitting globs of mucus at their prey as 
  a standard action. Once a quisloi spits, it cannot 
  spit again for 10 minutes. This yellow-green glop 
  is treated as a ranged touch attack with a range 
  increment of 20 feet. On a successful hit, the foe 
  is blinded and must succeed on a DC 14 Fortitude 
  save or be paralyzed for 1d6 hours. The save DC 
  is Constitution-based. A creature remains blinded 
  until it spends two full-round actions to clear off 
  the thick and adhesive gunk.
   
  Skills: A quisloi 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.
   
  *A quisloi has a + 10 racial bonus on Hide, 
  Listen, and Move Silently checks when using these 
  skills against skresh.
  
  27
  3 Retch Hound
  Medium Magical Beast
  Hit Dice: 3d10+6 (22 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +3/+5
  Attack: Bite +5 melee (1d6+3)
  Full Attack: Bite +5 melee (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon, stench, 
  trip
  Special Qualities: Darkvision 60 ft., scent
  Saves: Fort+5, Ref+5, Will+2
  Abilities: Str 15, Dex 15, Con 15, Int 5, Wis 
  12, Cha 6
  Skills: Listen +4, Search +3, Spot +8, 
  Survival +3 (+7 when tracking by scent)
  Feats: Alertness, Track
  Environment: Temperate forests and 
  marshes
  Organization: Solitary, pair, or pack (3-6)
  Challenge Rating: 3
  Treasure: None
  Alignment: Usually neutral (evil 
  tendencies)
  Advancement: 4-7 HD (Medium); 8-9 HD 
  (Large)
  Level Adjustment: —
   
  This beast looks like a large wolf with sickly 
  brownish-yellow fur, matted and torn in places. 
  Small sores cover its body, each oozing a thick, 
  yellowish-green liquid, and the creature’s mouth is 
  filled with pointed yellow teeth. Four large yellow 
  eyes are aligned evenly across its head.
   
  Retch hounds are highly aggressive and 
  powerfully built carnivores that love the taste of 
  human flesh and bones. Their appearance lends 
  to the facade of a sickly, unhealthy dog which 
  sometimes works to the retch hound’s advantage 
  when hunting its prey.
   
  Retch hounds are often found in the service 
  of powerful fighters and warriors, who use the 
  dogs to guard prisoners, lead hunting expeditions, 
  and perform other such services. A retch hound is 
  only as loyal to its master as it has to be to insure 
  its own survival. While the dog won’t necessarily 
  seek escape at the earliest possible time, it often 
  turns on its master at some point. Retch hounds 
  raised in captivity are often more loyal to their 
  masters, than those captured in the wild.
   
  Retch hounds stand 4 to 4 1/2 feet tall at the 
  shoulder and weigh about 200 pounds.
  Combat
   
  Retch hounds hunt their prey in packs. 
  Using an eerie howl, they seem to coordinate and 
  communicate with one another during these hunts. 
  A favored tactic of a retch hound pack is to encircle 
  a foe and then hit it from all sides at once. Usually 
  the largest hound in the pack is the leader. When 
  slain, a retch hound melts into a pile of stinking 
  and bubbling slime.
   
  Breath Weapon (Su): Once per minute, a 
  retch hound can belch forth digestive juices in a 
  10-foot cone. Affected creatures take 2d6 points 
  of acid damage and are nauseated for 1d3 rounds. 
  A successful DC 13 Reflex save halves the acid 
  damage and prevents the nausea. The save DC is 
  Constitution-based.
   
  Stench (Ex): All living creatures (except 
  other retch hounds) within 30 feet of a retch 
  hound must succeed on a DC 13 Fortitude save 
  or be sickened for 10 rounds. The save DC is 
  Constitution-based. Creatures that successfully 
  save cannot be affected by the same retch hound’s 
  stench for 24 hours. A delay poison or neutralize 
  poison spell removes the effect from the sickened 
  creature. Creatures with immunity to poison 
  are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws.
   
  Trip (Ex): A retch hound that hits with a bite 
  attack can attempt to trip the opponent (+ 2 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  retch hound.
   
  Skills: Because of its multiple eyes, a retch 
  hound has a +4 racial bonus on Spot and Search 
  checks.  Retch hounds have a +4 racial bonus on 
  Survival checks when tracking by scent.
  3
  River Temptress 
  Medium Fey (Aquatic)
  Hit Dice: 5d6 (17 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares); swim 90 ft. (18 
  squares)
  Armor Class: 14 (+4 Dex), touch 14, flat-
  footed 10
  Base Attack/Grapple: +2/+2
  Attack: Bite +2 melee (1d6)
  Full Attack: Bite +2 melee (1d6) and 2 
  claws -3 melee (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Siren song
  Special Qualities: Amphibious, damage 
  reduction 5/cold iron, low-light vision, spell 
  resistance 10, wild empathy
  Saves: Fort +1, Ref +8, Will +9
  Abilities: Str 10, Dex 19, Con 10, Int 15, 
  Wis 20, Cha 19
  Skills: Escape Artist +12, Hide +12, Listen 
  +13, Move Silently +12, Perform (sing) 
  +12, Search +10, Spot +13, Survival +5 (+7 
  following tracks), Swim +16, Use Rope +4 
  (+6 bindings)
  Feats: Dodge, Mobility
  Environment: Temperate aquatic
  Organization: Pod (1-15)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: 6-10 HD (Medium)
  Level Adjustment: +4
   
  This lithe, beautiful woman slips effortlessly 
  through the water trailing a luminescent stream of 
  ruby light.
  Combat
   
  River temptresses lure land-dwellers to 
  their doom with their powerful glamour, filling a 
  target’s mind with an aching loneliness that draws 
  him into the water. Victims do not realize they are 
  drowning until too late. Those that somehow break 
  the spell frighten the river temptress, who looks 
  sadly at her victim and flees into the dark waters.
   
  Siren Song (Su): A river temptress can use 
  its siren song to lure a single individual into the 
  water. The victim must succeed on a DC 16 Will 
  save or be drawn into the water, refusing to hold its 
  breath, causing it to begin drowning immediately. 
  This compulsion can only be broken if dispelled, 
  or if the river temptress wills it to end or is killed. 
  This is a sonic, mind-affecting compulsion effect. 
  The save DC is Charisma-based.
   
  Amphibious (Ex): River temptresses can 
  breathe both air and water, although they rarely 
  travel more than a few feet from the water’s edge.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that 
  the river temptress has a +8 racial bonus on the 
  check when using this ability on any river animal, 
  and a -4 penalty on all other animals.
   
  Skills: A river temptress 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.
  Flora and Fauna
   
  Collector Crab: This small crab is found on many tropical beaches. About the size of the human 
  hand, its natural shell is not very tough, driving the crab to seek out better protection. The collector crab 
  is not very picky and uses any functional container for a new shell, including turtle shells, teacups, or 
  even discarded armor plates, if it can find them. The crab is concerned only with the durability of its new 
  housing. Its right claw is amazingly strong, allowing it to trim most non-metal materials into a suitable 
  carapace. Humanoids that pick up the collector crab are liable to lose a finger if they are not careful
   
  This crab also collects back-up shells in case it grows out of its current residence. Hidden in a little 
  burrow, which is usually dug out under rocks below the tide line, this crustacean hoards a small collection 
  of suitable artificial shells. The crab uses its spit as an adhesive substance to glue together smaller objects 
  into a larger “shell”; it habitually picks up nearly any small, hard item for use in a possible carapace. The 
  crab’s collection often contains coins, attractive shells, and similar items, prompting some beach dwellers 
  to hunt for the lair of the collector crab.
   
  The collector crab can be identified with a Survival or Knowledge (nature) check (DC 10). If 
  followed back to its lair, there is a 25% chance the burrow contains 1d6 cp, 1d4 sp and 1d2 gp, and a 10% 
  chance there is a semi-precious stone worth 10 gp.
  
  28
  3
  Rust Fern 
  Medium Plant
  Hit Dice: 8d8+16 (52 hp)
  Initiative: -5
  Speed: Swim 10 ft. (2 squares)
  Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
  Base Attack/Grapple: +6/+1
  Attack: Fronds +1 melee (1d6-5 plus 1d6 
  acid)
  Full Attack: Fronds +1 melee (1d6-5 plus 1d6 
  acid)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Acid
  Special Qualities: Blindsight 60 ft., immunity 
  to water effects, plant traits
  Saves: Fort +8, Ref -3, Will +0
  Abilities: Str 1, Dex 1, Con 15, Int —, Wis 6, 
  Cha 1
  Skills: Swim +3
  Feats: —
  Environment: Temperate and warm aquatic 
  and marsh
  Organization: Colony (solitary) or clutch 
  (2-3)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-16 HD (Medium); 17-24 
  (Large)
  Level Adjustment: —
   
  The innocuous duster of fronds stirs upon the 
  water’s surface as a hazy reddish substance bubbles 
  up around it, accompanied by a faint hissing sound.
  Combat
   
  A rust fern releases a powerful acid that rapidly 
  decomposes wood, leather, and other non-metallic 
  substances. Though it appears to corrode metal over 
  several hours of exposure, it does no real damage to 
  metal items. It floats up to and surrounds its “prey” 
  as much as possible, then releases its digestive 
  secretions. The acid has a reddish tinge and bubbles 
  as it breaks down a potential food source. Lake 
  dwellers have no problem identifying a rust fern 
  once it releases its acid, but they cannot always 
  distinguish it from harmless plants beforehand.
   
  Acid (Ex): A rust fern’s acid corrodes any 
  substance it touches, dealing 16 points of damage 
  per round of exposure. This is sufficient to destroy 
  1 inch of wood in about 10 minutes and a similar 
  volume of leather in about 5 minutes. Any melee hit 
  by a rust fern deals 1d6 points of acid damage.
   
  Immunity to Water Effects (Ex): A rust fern 
  is immune to any spell or effect that utilizes water, 
  such as a quench spell.
   
  Blindsense (Ex): A rust fern’s superior 
  nervous system senses prey, detecting vibrations in 
  and on the water and recognizing changes in light 
  patterns up to 60 feet distant.
   
  Skills: A rust fern 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.
  Sebrefin
  Medium Animal (Aquatic)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +2
  Speed: Swim 30 ft. (6 squares)
  Armor Class: 23 (+3 Dex, +10 natural), 
  touch 13, flat-footed 20
  Base Attack/Grapple: +3/+3
  Attack: Fins +6 melee (1d10)
  Full Attack: Fins +6 melee (1d10)
  Space/Reach: 5 ft./5 ft.
  Special Attack: Thrash, threads
  Special Qualities: Bladed defense, low-
  light vision
  Saves: Fort +7, Ref +7, Will + 1
  Abilities: Str 10, Dex 16, Con 16, lnt l, Wis 
  l0, Cha l4
  Skills: Listen +5, Spot +6, Swim +8
  Feats: Alertness, Weapon Finesse
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 3
  Alignment: Always neutral
  Treasure: None
  Advancement: 5-8 HD (Medium), 9-12 HD 
  (Large)
  Level Adjustment:  —
  3
  Serpentine
  Large Animal (Aquatic)
  Hit Dice: 4d8+16 (34 hp)
  Initiative: +5
  Speed: Swim 50 ft. (10 squares)
  Armor Class: 18 (-1 size, +5 Dex, +4 natural), 
  touch 14, flat-footed 13
  Base Attack/Grapple: +3/+11
  Attack: Bite +6 melee (1d6+6) or jet +7 
  ranged touch
  Full Attack: Bite +6 melee (1d6+6) or jet +7 
  ranged touch
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Jet
  Special Qualities: Low-light vision
  Saves: Fort +8, Ref +11, Will +2
  Abilities: Str 18, Dex 21, Con 18, Int 2, Wis 
  13, Cha 4
  Skills: Hide +4, Spot +5, Swim +12
  Feats: Lightning Reflexes, Run
  Environment: Any aquatic
  Organization: Solitary or school (3-12)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
   
  The serpentine is a long, muscular eel that 
  preys off of creatures crossing rivers and streams and 
  wading through shallows. A serpentine is typically 
  about 15 feet long, with brightly colored scales, 
  exotic fins, and a slightly draconic face. A serpentine 
  is best known for its ability to spit a powerful jet 
  of water at its opponents, knocking them over and 
  toppling them off of bridges and logs.
  Combat
   
  The serpentine lurks near bridges or fords, 
  waiting for creatures to cross. It is easily spotted, 
  although most foes ignore its presence, as it appears 
  unable to get at them. The serpentine initiates 
  combat by spitting a jet of water at its prey, typically 
  knocking them into the water. Unless the serpentine 
  is recognized for what it is ahead of time, this 
  attack takes place during the surprise round. Once 
  a victim enters the water, the serpentine swims up 
  and attacks with its bite. If it fails to knock anyone 
  into the water, the serpentine flees to avoid ranged 
  attacks. Though it frequently raises its head out of 
  the water, the serpentine is still a fish, and if pulled 
  onto dry land is subject to drowning.
   
  Jet (Ex): If at the surface of a pool or lake, a 
  serpentine can spit a strong and steady jet of water. 
  For range, treat the jet as a thrown weapon with a 
  range increment of 20 feet. If the serpentine hits 
  its target with a ranged touch attack, consider the 
  attack a bull rush with a +10 bonus on the Strength 
  check (+4 Strength, +4 size, and a +2 bonus for 
  charging, which it always gets). The stream always 
  pushes the target back the full distance allowed, 
  and it has no speed limit. Creatures pushed past the 
  edge of a bridge or ledge fall off, although railings 
  higher than half a creature’s height prevent this.
   
  Skills: A serpentine 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.
   
  This silvery fish is roughly five feet long. Its 
  purple-striped fins are multi-pointed, and appear to 
  be very sharp. Thin, almost-transparent threads whip 
  about it continuously.
  Combat
   
  Sebrefins are saltwater fish with amazing 
  defenses. They use their agility in the water to great 
  advantage. A sebrefin can whip its threads and fins, 
  creating a whirl of cuts and slices in its immediate 
  vicinity.
   
  Thrash (Ex): As a full attack action, a 
  sebrefin can thrash its body about, endangering all 
  creatures in its immediate area with its slashing fins. 
  The sebrefin makes one melee attack at its full base 
  attack bonus against each opponent within reach, 
  dealing 1d10 points of damage with a successful 
  hit.
   
  Threads (Ex): A sebrefin continually 
  whips its razor-sharp threads about. Any 
  creature within 20 feet of a sebrefin takes 1d12 
  points of slashing damage from the threads 
  (Reflex DC 15 halves the damage). The save DC is 
  Dexterity-based.
   
  Bladed Defense (Ex): Any creature striking a 
  sebrefin with handheld weapons or natural weapons 
  takes 1d10 points of piercing and slashing damage 
  from the sebrefin‘s razor-sharp fins. Note that 
  weapons with exceptional reach, such as longspears, 
  do not endanger their users in this way.
   
  Skills: A sebrefin 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.
  
  29
  3
  Sloth Viper
  Large Magical Beast
  Hit Dice: 5d10 (27 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), climb 30 ft., swim 
  30 ft.
  Armor Class: 17 (-1 size, +4 Dex, +4 
  natural), touch 13, flat-footed 13
  Base Attack/Grapple: +5/+10
  Attack: Bite +8 melee (1d4+1 plus poison)
  Full Attack: Bite +8 melee (1d4+1 plus 
  poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft., low-
  light vision, quickness
  Saves: Fort +4, Ref +8, Will +2
  Abilities: Str 12, Dex 19, Con 11, lnt 2, Wis 
  12, Cha 2
  Skills: Balance +12, Climb +12, Hide +4, 
  Listen +7, Spot +7, Swim +9
  Feats: Alertness, Improved InitiativeB, 
  Weapon Finesse
  Terrain: Temperate and warm forests and 
  marshes
  Organization: Solitary or pair
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement:  6-10 HD (Large); 11-15 
  HD (Huge)
  Level Adjustment: —
   
  This emerald-colored snake has bands of 
  gold and black ringing its body. Its tail is black-
  tipped and its eyes are amber.
   
  The sloth viper is a lightning-quick predator 
  most often found in dense, thick jungles or 
  overgrown swamplands. They subsist on a diet of 
  small animals, preferring birds, lizards, and small 
  mammals to others. They are fearless however, 
  and do not hesitate to attack much larger prey 
  such as cheetahs, leopards, and even lions. Once 
  the sloth viper has fed, it often recoils high above 
  the ground, under the thicket and blanket of leaves, 
  branches, and limbs where it sleeps for the next 
  1d6 days.
   
  The sloth viper is a solitary predator; rarely 
  is more than one encountered. If such an encounter 
  takes place, they are often a mated pair, with a 
  nest of eggs nearby. A sloth viper’s lair is a dense 
  thicket of natural underbrush and trees. A typical 
  nest contains 1d4 emerald colored eggs.
   
  The typical adult sloth viper is 20 feet long, 
  though they can grow to a length of 40 or more 
  feet.
   
  Sloth vipers are hunted by some humanoids 
  for their scales and poison (which is rumored to be 
  valued by spellcasters for its properties).
  Combat
   
  Sloth vipers are ambush hunters and wait 
  patiently among the limbs and branches of trees 
  for potential prey to pass underneath it. When 
  unsuspecting prey is in range, the viper either 
  drops on it from above, or snaps down quickly 
  with its vicious bite, recoiling back into the trees 
  afterwards.
   
  Poison (Ex): Injury, Fort DC 14 negates, 
  initial damage slows victim for 1 minute (as the 
  slow spell, caster level 7th), no secondary damage. 
  The save DC is Constitution-based and includes a 
  +2 racial bonus.
   
  Quickness (Ex): A sloth viper is inherently 
  quick and can take an extra standard action or 
  move action during its turn each round.
   
  Skills: Sloth vipers have a +4 racial bonus 
  on Hide, Listen, and Spot checks and a +8 racial 
  bonus on Balance and Climb checks. A sloth 
  viper uses either its Strength modifier or Dexterity 
  modifier for Climb checks, whichever is higher.
   
  A sloth viper can always choose to take 10 on 
  a Climb check, even if rushed or threatened.
   
  A sloth viper 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.
  3
  Soultrapper
  Diminutive Plant
  Hit Dice: 2d8 (9 hp)
  Initiative: -5
  Speed: 0 ft.
  Armor Class: 9 (+4 size, -5 Dex), touch 9, 
  flat-footed 9
  Base Attack/Grapple: +1/—
  Attack: —
  Full Attack: —
  Space/Reach: 1 ft./0 ft.
  Special Attacks: Attraction, spell-like 
  abilities, soul steal
  Special Qualities: Blindsight 50 ft., plant 
  traits
  Saves: Fort +3, Ref —, Will +2
  Abilities: Str —, Dex —, Con 10, Int 1, Wis 
  14, Cha 16
  Skills: Survival +7
  Feats: Ability Focus (attraction)
  Environment: Temperate and warm land
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Diminutive); 5-6 
  HD (Tiny)
  Level Adjustment: —
   
  Soultrappers are rare flowers that steal the 
  souls of unwary beings, transforming them into 
  seed-bearers in order to reproduce.
   
  Bearing a faint resemblance to sunflowers, 
  with black centers and large orange petals, a 
  soultrapper blossom blooms at the center of a spread 
  of finger-thin vines. The vines rise from the ground, 
  clinging to any surfaces present and anchoring the 
  blossom to a rock or tree trunk. Soultrappers prefer 
  humid and moist areas, but are able to adapt to 
  virtually any environment by using their magical 
  abilities to alter their surroundings.
   
  Soultrappers power their magic with their 
  petals, each one holding the captured soul of a being 
  who touched the soultrapper. Not normally violent, 
  soultrappers allow most animals and uninterested 
  creatures to pass by without confrontation. Only 
  if a soultrapper is running low on petals, or if it 
  perceives a creature to be a potentially useful seed-
  bearer (based on the creature’s apparent strength and 
  endurance) does it try to lure in prey.
   
  Despite their dangerous nature, soultrappers 
  are occasionally found at the center of farming 
  communities, due to their beneficial effect on the 
  environment. This risky tactic occasionally leads 
  to worship of the flower, where individuals are 
  offered as sacrifices to the plant. Some druids 
  revile soultrappers, but others believe soultrappers 
  epitomize the cycle of life. These druids, when they 
  find themselves too old or ill to carry on, often give 
  themselves to soultrappers, offering their bodies and 
  souls to nature.
  Combat
   
  Soultrappers target violent creatures with 
  their attraction ability first, and immediately shift to 
  using their spell-like abilities if the attraction fails. 
  A typical soultrapper strategy against attraction-
  resistant creatures is to keep them from approaching 
  with abilities such as entangle and soften earth 
  and stone, then use insect plague to create a living 
  barrier. A soultrapper that feels threatened, but that is 
  not in immediate danger, will use control weather to 
  summon a storm, to enhance call lightning later on.
   
  Some soultrappers grow behind tree branches 
  or between rocks, giving them concealment or a 
  cover bonus to AC. At the start of any encounter, a 
  given soultrapper is likely to have 1d4+1 petals.
   
  Attraction (Su): A soultrapper can attract 
  intelligent creatures within 30 feet as if using a 
  sympathy spell (Will DC 16 negates). A soultrapper 
  is limited to attracting one type of creature at a time 
  (as with sympathy), but can change the type of 
  creature as a move action. A soultrapper can turn its 
  attraction ability on or off as a free action. The save 
  DC is Charisma-based.
   
  Soul Steal (Su): A soultrapper may steal the 
  soul of any living creature with Intelligence and 
  Charisma scores of 3 or higher, five times per day. 
  The soultrapper’s flowering blossom functions as if 
  it were the trigger object for a trap the soul spell, and 
  any creature touching it may have its soul drawn into 
  the flower (Will DC 14 negates). The flower grows 
  another petal as a free action, and the victim’s soul 
  is placed in the new petal. The save DC is Charisma-
  based.
   
  A soul trapped in a petal allows the soultrapper 
  to fuel its spell-like abilities. Each such petal can be 
  used 5 times. The soultrapper always uses up the 
  oldest petals before moving on to newer ones. 
  When a petal has been used up, it wilts and falls 
  off, crumbling into dust. The soul that was trapped 
  inside is permanently dead, and cannot be restored 
  by anything less than true resurrection. If a petal is 
  removed from the soultrapper or if the soultrapper 
  dies, the petal will crumble into dust in the same 
  manner after 1d4 weeks.
   
  The victim’s Intelligence and Charisma scores 
  
  30
  3
  are lowered to 1, and the creature becomes a 
  seed-bearer under control of the soultrapper. 
  A tiny seed immediately forms midway down the 
  creature’s throat, but its body remains otherwise 
  unchanged. The seed-bearer begins to march 
  aimlessly and endlessly until it can go no further, 
  continuing without food or rest. A seed-bearer does 
  not speak nor use any spells or special abilities, 
  and does not fight. If grappled, the seed bearer will 
  attempt to escape. When the seed-bearer collapses 
  from exhaustion or reaches an impassable barrier, its 
  spits out the soultrapper’s seed (which, if it takes to 
  the soil, grows into an immature soultrapper within 
  six to eight months). A seed-bearer, having spit out 
  the seed it carried, will take no further actions. 
   
  A victim will eventually die of thirst, 
  starvation, or some other cause without aid from 
  others. Placing the petal containing a victim’s soul 
  under its tongue will immediately kill the seed 
  inside its body (if it is still there), and restores the 
  creature’s soul to normal. Using a petal containing 
  the wrong soul has no effect. A faint image of 
  the creature whose soul is trapped inside a petal 
  can be revealed with detect magic. Soul steal is a 
  necromantic effect.
   
  Spell-Like Abilities: A soultrapper must have 
  at least one usage available in one of petals to use 
  the following spell-like abilities. So long as any 
  petals remain on the plant, it may use any of the 
  following spell-like abilities at will: call lightning 
  (DC 16), control weather, entangle (DC 14), insect 
  plague, obscuring mist, plant growth, soften earth 
  and stone. Caster level 10th. The save DCs are 
  Charisma-based.
   
  Blindsight (Ex): Soultrappers can ascertain 
  through scent and vibration all creatures within 50 feet 
  as a sighted creature would. Beyond that range, they 
  are considered blinded. Soultrappers are invulnerable 
  to gaze attacks, visual effects of spells such as 
  illusions, and other attack forms that rely on sight.
  Physiological Uses
  Spearfisher
  Large Vermin 
  Hit Dice: 5d8+l0 (32 hp)
  Initiative: +7
  Speed: 20 ft. (4 squares), climb 10 ft.
  Armor Class: 16 ( -1 size, +3 Dex, +4 
  natural), touch 12, flat-footed 13
  Base Attack/Grapple: + 3/+11
  Attack: Claw +6 melee (ld8+4)
  Full Attack: 4 claws +6 melee (ld8+4)
  Space/Reach: 10 ft./15 ft.
  Special Attacks: Impale, improved grab, rend 
  (3d6+6)
  Special Qualities:  Darkvision 60 ft., vermin 
  traits
  Saves: Fort +6, Ref +4, Will +1
  Abilities: Str 18, Dex 16, Con 15, Int -, Wis 
  10, Cha 4
  Skills: Climb +12, Jump -2, Listen +2, Spot +2
  Feats: AlertnessB, Improved InitiativeB
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 3
  Alignment: Always neutral
  Treasure: None
  Advancement: 6-10 HD (Large)
  Level Adjustment: —
   
  This large creature is insectile, with eight 
  segmented legs, vestigial wings, and a long 
  probiscus. Four of its harpoonlike legs hold it to a 
  sargassum island, while the other four dip beneath 
  the water’s surface. 
   
  Spearfishers are large arthropods who hunt 
  underwater, even though they cannot breathe 
  underwater. Spearfishers are eight-legged like 
  arachnids, but their vestigial wings belie an insect 
  heritage. They either use their long, segmented 
   
  Soultrappers are valuable for use in a variety of 
  dark magics, and can fetch up to 2,000 gp for these 
  purposes—if a buyer can be found, and if the plant is 
  in good condition. More common is soultrappers’ use 
  in poisons and for spell augmentation. For purposes 
  of determining creation time and raw materials cost, 
  a dose of ungol dust created with soultrapper sap 
  costs only 100 gp. Ungol dust created in this manner 
  has a Craft (alchemy) DC of 20. A soultrapper petal 
  can be used to maximize (as the metamagic feat) 
  any necromancy spell when used as a material 
  component. (The petal is consumed in the casting.)
  Adventure Ideas
   
  The PCs are approached by an ancient druid 
  looking for an escort through a dangerous jungle, 
  but who says only that he’s seeking a rare plant. His 
  real goal is to reach a soultrapper, and offer himself 
  to it, but the PCs may have different ideas when they 
  learn what he wants.
   
  A visionary wishes to transform a desert into a 
  lush paradise by planting soultrappers to bring rain 
  and growth. The PCs must stop him, and try to return 
  the souls of the wandering seed-bearers who have 
  not yet planted their burdens.
  3
  Sunset Ooze
  Large Ooze
  Hit Dice: 4d10+24 (46 hp)
  Initiative: -5
  Speed: 20 ft. (4 squares)
  Armor Class: 4 (-1 size, -5 Dex), touch 4, 
  flat-footed 4
  Base Attack/Grapple: +3/+6
  Attack: Slam +1 melee (1d6-1 plus 1d4 acid 
  plus paralysis)
  Full Attack: Slam +1 melee (1d6-1 plus 1d4 
  acid plus paralysis)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Acid, dazzle, paralysis
  Special Qualities: Blindsight 35 ft., ooze traits
  Saves: Fort +7, Ref -4, Will -4
  Abilities: Str 8, Dex 1, Con 22, Int —, Wis 1, 
  Cha 1
  Skills: —
  Feats: —
  Environment: Temperate marsh and 
  underground
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
   
  The translucent ooze slithers forward, its 
  reddish-brown form difficult to see in the shadows.
  Combat
   
  The sunset ooze’s preparations for a night’s 
  hunt start at sunset. The sunset finds a small tree 
  or stump that’s surrounded by low ground cover 
  such as ferns or tall grass, and slithers up it to a 
  height of about four feet. At this point, it exudes a 
  lemon-sized globule of slime that rapidly hardens 
  and glows enticingly. Young oozes proceed to use 
  their sticky, whip-like pseudo-pods to snag insects 
  that are attracted to this light (this adhesive is 
  strong enough to hold only Diminutive or smaller 
  creatures). Larger specimens learn to wait for more 
  satisfying prey.
   
  Acid (Ex): A sunset ooze secretes a digestive 
  acid that dissolves only flesh. Any melee hit deals 
  acid damage in addition to slam damage. Any melee 
  attacker who successfully hits the ooze from within 
  five feet of it takes 1d4 points of acid damage from 
  acidic spray.
   
  Dazzle (Ex): If a sunset ooze’s attacks are 
  resisted aggressively, its form roils and glows from 
  within. Once a sunset ooze loses half its hit points, 
  any subsequent damage dealt to it causes it to flash 
  brightly each time it is hit. Each such flash deals 
  2 points of damage to the ooze but all creatures 
  within 15 feet must succeed on a DC 18 Reflex 
  save or be dazzled for 2d6 rounds. The save DC is 
  Constitution-based.
   
  Paralysis (Ex): A target struck by one of 
  a sunset ooze’s pseudopods is smeared with the 
  paralyzing slime that coats it. The target must 
  succeed on a DC 18 Fortitude save or be paralyzed 
  for 2d6 rounds. The save DC is Constitution-based.
   
  Blindsight (Ex): A sunset ooze can sense 
  creatures within 35 feet by means of minute changes 
  in temperature and air pressure.
  receive a +2 circumstance bonus on attack 
  rolls. If a spearfisher impales a target with 
  four of its claws, it can rend.
   
  The opponent can escape impalement with 
  a single successful grapple check or Escape Artist 
  check, but the spearfisher gets a +2 circumstance 
  bonus for every claw that impaled the opponent at 
  the beginning of the opponent’s turn.
   
  Improved Grab (Ex): To use this ability, a 
  spearfisher must hit with its claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and impales its 
  target.
   
  Rend (Ex): If a spearfisher impales a target 
  with four of its claws, it automatically dealing an 
  extra 3d6+6 damage each round.
   
  Skills: A spearfisher has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
  limbs to hang onto sargassum islands, or they spread 
  their gossamer wings into a clover pattern and float 
  on the water. When they do hang from vegetation, 
  spearfishers keep a secure hold using at least four of 
  their legs, because they cannot swim and are capable 
  of drowning in a few feet of water. Regardless of 
  their method for staying close to the water’s surface, 
  spearfishers employ proboscises that poke out of the 
  water and supply required air.
   
  A spearfisher is 8 feet long.  It does not speak, 
  nor does it understand any languages.
  Combat
   
  Spearfishers are largely ambush predators. 
  They float on the surface, wait for prey, and spear 
  them with their harpoon-like limbs. 
   
  Impale (Ex): If a spearfisher hits with its 
  claw attack and succeeds on a grapple check (see 
  improved grab), further attacks from the other claws 
  
  31
  3
  Swamp Troll
  Large Giant (Aquatic)
  Hit Dice: 3d8+15 (28 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (-1 size, +2 Dex, +5 
  natural), touch 11, flat-footed 14
  Base Attack/Grapple: +2/+10
  Attack: Claw +5 melee (1d6+4)
  Full Attack: 2 claws +5 melee (1d6+4) and 
  bite +0 melee (1d6+4)
  Face/Reach: 10 ft./10 ft.
  Special Attacks: —
  Special Qualities: Amphibious, darkvision 
  60 ft., low-light vision, scent, water 
  dependant
  Saves: Fort +8, Ref +3, Will +0
  Abilities: Str 18, Dex 14, Con 20, Int 6, Wis 
  9, Cha 4
  Skills: Hide +3*, Listen +3, Move Silently 
  +6, Spot +3
  Feat: Alertness, Track
  Environment: Any marsh
  Organization: Solitary or gang (2-4)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +2
   
  Swamp trolls are large, stocky, dark gray or 
  brown hunched humanoids. Their flesh is slick and 
  slimy like moss. Swamp trolls make their lairs 
  deep in swamp-land and marshes away from more 
  settled areas, but not far enough away where they 
  cannot hunt humans if game and other food runs 
  scarce in the swamps.
   
  Swamp trolls are 7-foot tall with long, thick 
  arms and legs (both of which end in razor-sharp 
  talons). A swamp troll’s body is covered with moss 
  and seaweed, and its hair is dark green or brown. 
  Large, upward curving fangs jut from its jaws.
  Combat
   
  Swamp trolls are aggressive predators that 
  attack living creatures on sight (especially when 
  a swamp troll is hungry). When hunting, a swamp 
  troll moves quietly along, easing closer to its prey 
  and then finally striking with its claws and bite 
  when within range. Swamp trolls rarely fight to the 
  death unless threatened or hungry.
   
  Amphibious (Ex): Swamp trolls can breathe 
  both air and water, although they rarely leave their 
  swampy home.
   
  Water Dependant (Ex): Swamp trolls must 
  keep their bodies covered in a thick coating of mud 
  and swamp water. Swamp trolls can survive out of 
  the water away from their murky home for 1 hour 
  per 2 points of Constitution. After that time, they 
  begin to drown.
   
  Skills: A swamp troll has a +4 racial bonus 
  on Hide and Move Silently checks. *A swamp 
  troll has a +8 racial bonus on Hide checks when in 
  swampy or forested areas.
  Flora and Fauna
   
  Barrier Islands: Long narrow sandbars built up in shallow offshore waters. They run parallel to 
  the coast and are anywhere from a few hundred yards to several miles in the sea. They are the result 
  of debris collected where large waves begin to break in shallow waters of continental shelves. Barrier 
  islands prevent new seawater from penetrating the waters between the shores, creating a lagoon between 
  the mainland and the barrier island. Over time, mudflats form from deposited silt, turning the lagoon into 
  marshy waters.
   
  Lagoons: A body of quiet salt or brackish water. They usually form in areas between mainland and a 
  barrier island or a barrier reef. In the case of barrier islands, lagoons become choked with sediment and/or 
  silt deposits that become marshes, mudflats, or meadow. In the case of volcanic barrier reefs, the lagoon 
  will eventually become atolls as volcanoes die and erode away.
  3
  Well Haunt 
  Medium Undead (Incorporeal)
  Hit Dice: 5d12 (32 hp)
  Initiative: +8
  Speed: Swim 40 ft. (8 squares)
  Armor Class: 15 (+4 Dex, +1 deflection), 
  touch 15, flat-footed 11
  Base Attack/Grapple: +2/+9
  Attack: Touch +6 melee (drown)
  Full Attack: Touch +6 melee (drown)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Drown
  Special Qualities: Darkvision 60 ft., 
  incorporeal traits, undead traits, water form
  Saves: Fort +1, Ref +5, Will +3
  Abilities: Str 16, Dex 19, Con —, Int 9, Wis 
  9, Cha 12
  Skills: Escape Artist +12, Hide +12, Listen 
  +8, Spot +6, Swim +15, Use Rope +4 (+6 
  bindings)
  Feats: Alertness, Improved GrappleB, 
  Improved Initiative
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 3
  Treasure: Triple standard
  Alignment: Always neutral evil
  Advancement: 6-10 HD (Medium); 11-15 
  HD (Large)
  Level Adjustment: —
   
  The water of the well swells up into a 
  vaguely humanoid form that reaches out with 
  translucent arms.
  Combat
   
  Well haunts seek to drown others, or else 
  they hated the settlement enough in life to haunt 
  its water supply in death. The well haunt waits in 
  the well until someone comes by to draw water. 
  Then the well haunt manifests itself, rising up in a 
  flood, as a knot of watery tentacles or as a vaguely 
  human shape suggested by the form of the water. 
  Regardless, the well haunt envelops the victim 
  and drags him down into the well. The well haunt 
  bangs its victim around, knocking the air out of 
  him and making him easier to drown.
   
  Drown (Ex): A well haunt using its water 
  form can make a grapple check to draw the 
  victim into its fluid form and pull the victim into 
  its well. There, it will hold the victim submerged 
  and enveloped into its water form until the victim 
  drowns. The victim is at risk of drowning (see 
  page 33). A victim that succeeds on a DC 16 Reflex 
  save when enveloped had time to hold its breath 
  and doesn’t begin to drown immediately. The save 
  DC is Dexterity-based.
   
  A trapped victim can attack the well haunt 
  or make additional grapple checks to escape 
  its grasp. The character cannot cast spells with 
  a verbal component or use any other item or 
  ability that requires speech. If other characters use 
  edged weapons to attack the well haunt while it is 
  holding a victim, those attacks have a 25% chance 
  of hitting the trapped character. The well haunt 
  takes no damage from any such attacks, if they 
  deal damage to the victim.
   
  Water Form (Su): A well haunt can gather 
  water around itself to assume a physical form as a 
  free action, which it then uses to envelop a victim. 
  In this form, the well haunt remains incorporeal 
  with regard to resisting damage and magic, but 
  it can act physically upon things in the material 
  world. Its natural attacks are treated as ghost 
  touch weapons, and it gains damage reduction 
  5/bludgeoning and magic.
   
  Skills: A well haunt 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.
  
  32
  3
  Whipstriker
  Large Animal
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares), swim 60 ft. (12 
  squares)
  Armor Class: 13 (-1 size, +1 Dex, +3 
  natural), touch 10, flat- footed 12
  Base Attack/Grapple: +4/+11
  Attack: Bite +6 melee (1d8+3)
  Full Attack: Bite +6 melee (1d8+3) and 
  2 claws +4 melee (1d6+1) or tail slap +4 
  melee (2d6+3)
  Space/Reach: 10 ft/5 ft. (10 ft. with tail)
  Special Attacks: Improved grab, trip
  Special Qualities: Low-light vision
  Saves: Fort +6, Ref +6, Will +1
  Abilities: Str 16, Dex 13, Con 13, Int 2, Wis 
  9, Cha 5
  Skills: Climb +7, Hide +0*, Jump +11, 
  Listen +2, Move Silently +5, Spot +2, Swim 
  +11
  Feats: Alertness, Improved Initiative, 
  Multiattack
  Environment: Temperate and warm aquatic 
  and underground
  Organization: Solitary
  Challenge Rating: 3
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  The powerfully built reptile is almost 12 feet 
  long, although roughly half of that is its strong, 
  whiplike tail. Its blunt snout is lined with rows 
  of razor-sharp teeth that curve backward, and its 
  reddish-black hide has a rough, pebbly texture.
  Combat
   
  The whipstriker remains deathly still until 
  the moment of attack, nearly always catching its 
  prey by surprise. A whipstriker dragged out onto 
  dry land is still a formidable opponent, using its 
  whiplike tail to knock its victims off their feet. 
   
  If a whipstriker gets a hold, it grabs the 
  opponent with its mouth and drags it into deep 
  water, attempting to pin its prey to the bottom.
   
  Improved Grab (Ex): To use this ability, 
  a whipstriker must hit with its bite attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  deals automatic bite damage each round the hold is 
  maintained.
   
  Trip (Ex): A whipstriker that hits with its 
  tail slap attack can attempt to trip the opponent (+7 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the whipstriker.
   
  Skills: A whipstriker has a +4 racial bonus 
  on Climb and Jump checks.
   
  A whipstriker 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.
   
  * A whipstriker has a +10 racial bonus on 
  Hide checks when submerged.
  Flora and Fauna
   
  Greater bladderwort: An aquatic plant found in swampy conditions. Camouflaged in its 
  environment, this nine-foot long rootless plant feeds on insects, crustaceans, and larvae. It catches and 
  digests its prey in translucent sacs that grow along the stalks of the plant. The sacs (5 mm across) have 
  trapdoors and valves that maintain lower pressure inside the sacs. When prey triggers the trap, touching 
  antennae around the trap door, the valve relaxes and sucks the creature in the sac. The trap door shuts, and 
  the digestive juices start pumping.
  4
  Ahlinni (Cackle Bird)
  Medium Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +1
  Speed: 40 ft. (6 squares), climb 20 ft. (4 
  squares)
  Armor Class: 17 (+1 Dex, +6 natural), 
  touch 11, flat-footed 16
  Base Attack/Grapple: +4/+6
  Attack: Bite +7 melee (1d8+2)
  Full Attack: Bite +7 melee (1d8+2) and 2 
  claws +1 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon, impale 
  2d8+4
  Special Qualities: Birdsong, darkvision 
  60 ft., fast healing 2, resistance to sonic 10, 
  low-light vision
  Saves: Fort +6, Ref +5, Will +1
  Abilities: Str 15, Dex 13, Con 14, lnt 6, Wis 
  10, Cha 10
  Skills: Climb +10, Hide +3*, Jump +8, 
  Listen +2, Move Silently +4, Spot +2
  Feats: Alertness, Weapon Focus (bite)
  Environment: Temperate or cold forests 
  and marshes
  Organization: Solitary, pair, or flock (4-7)
  Challenge Rating: 4
  Treasure: No coins; standard goods (gems 
  only); no items
  Alignment: Usually chaotic neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
   
  This creature has a long, straight beak — 
  fully half the length of its body — that tapers to a 
  fine point. Wicked claws sprout from its wings. Its 
  eyes are whitish-pink and its feathers are a mixture 
  of blues, reds, yellows, and greens.
   
  The ahlinni, or cackle bird, is a flightless 
  bird that dwells in the treetops of thick forests 
  or canopies of marsh trees. It is covered in 
  greenish feathers of varying hues, and when it lies 
  motionless in its leafy surroundings it is nearly 
  invisible.
   
  Cackle birds live in small flocks, and their 
  laughter-like calls can be heard for great distances 
  through the woods they call home. They have an 
  affinity for small sparkly objects, and often line 
  their nests with bits of colored glass or gemstones 
  in order to attract a mate.
  Combat
   
  An ahlinni attacks first with its breath 
  weapon and, being cowardly, usually flees the 
  encounter if possible. When on the offensive, 
  an ahlinni leaps from its treetop and attempts to 
  impale its opponent on its beak.
   
  Breath Weapon (Su): Once every three 
  rounds as a standard action, an ahlinni can 
  expel a pinkish gas in a 20-foot cone. Affected 
  creatures must succeed on a DC 14 Fortitude 
  save or fall prone, laughing manically as if 
  affected by a hideous laughter spell (caster level 
  4th). The effects last 1d3 rounds. The save DC is 
  Constitution-based.
   
  Impale (Ex): When an ahlinni charges a foe, 
  it deals 2d8+4 points of damage on a successful 
  strike with its bite attack instead of its typical 
  damage of 1d8+2.
   
  Birdsong (Su): An ahlinni can freely 
  communicate with any bird or bird-like creature 
  (such as rocs, giant eagles, and giant owls), 
  perfectly mimicking any bird song or vocalization. 
  Communication with non-intelligent bird creatures 
  is on an empathic level, and can only take place if 
  the bird is within 100 feet. In this case, this ability 
  functions as a speak with animals spell (caster 
  level 4th). This ability is always active, but can be 
  negated. The ahlinni can restart it as a free action 
  on its next turn.
   
  Skills: An ahlinni has a +8 racial bonus on 
  Climb checks, and can always take 10 on a Climb 
  check, even if rushed or threatened. *An ahlinni 
  has a + 10 racial bonus on Hide checks when in 
  treetops.
  
  33
  4 Awabi
  Large Monstrous Humanoid (Aquatic)
  Hit Dice: 4d8+28 (46 hp)
  Initiative: -2
  Speed: 20 ft. (4 squares), swim 40 ft. (8 
  squares)
  Armor Class: 21 (-1 size, -2 Dex, +14 
  natural), touch 7, flat-footed 21
  Base Attack/Grapple: +4/+9
  Attack: Trident +4 melee (2d6+1) or claw 
  +4 melee (1d6+1)
  Full Attack: Trident +4 melee (2d6+1); or 
  2 claws +4 melee (1d6+1) and bite -1 melee 
  (1d6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Icy stare
  Special Qualities: Darkvision 60 ft., 
  immunity to air and water effects, immunity 
  to cold, ride waves 
  Saves: Fort +8, Ref +2, Will +3
  Abilities: Str 13, Dex 7, Con 25, Int 13, Wis 
  9, Cha 11
  Skills: Hide +7, Listen +6, Spot +6, Swim 
  +9
  Feats: Combat Expertise, Improved Disarm
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Standard (half in pearls and 
  corals)
  Alignment: Usually neutral evil
  Advancement: 5-8 HD (Large), 9-12 HD 
  (Huge)
  Level Adjustment: +3
   
  Awabi 
  are 
  blue-haired, 
  white-skinned 
  creatures who live in the water near coastal 
  regions. They glimmer in the sunlight due to the 
  opalescence of their hardened skin. Due their 
  affiliation to the sea, awabi often wear blue or hold 
  a blue banner when they ride the waves. Awabi are 
  avid connoisseurs of aquatic treasures, rumored 
  to grow oversized pearls and exotic corals and to 
  collect treasures from their victim.
  Combat
   
  An awabi is a powerful combatant at sea, 
  spending most of its time underwater, venturing 
  to the surface primarily during storms. An awabi 
  is reluctant to fight on land, but it will gladly board 
  small ships to attack and eat their crews.
   
  Icy Stare (Sp): As a standard action, an 
  awabi can turn water to ice with a glare. This 
  affects a 5-foot diameter area of water. If a creature 
  is submerged in water, it must succeed on a DC 12 
  Reflex save or become entombed in ice, and be at 
  risk of suffocation (see Suffocation rules on page 
  32) The save DC is Charisma-based.
   
  A trapped creature can attempt to break free 
  with a Strength check (DC 23). Anyone outside the 
  ice can break it open by inflicting an accumulated 
  total of 50 points of damage with a weapon. 
  Piercing weapons used to free a trapped creature 
  inflict only half their normal damage (round 
  fractions down). Once the damage total reached 50 
  points, the trapped creature is free.
   
  Immunity to Air and Water Effects (Su): 
  An awabi is immune to any spell or effect that 
  utilizes air or water.
   
  Ride Waves (Ex): An awabi can literally 
  walk on water, as though with a water walk spell, 
  at any time (though it swims faster than it walks). It 
  can even ride waves during great storms, standing 
  on the foaming waters and letting the waves carry 
  it forward. While riding waves, an awabi has a 
  movement rate of 40 feet.
   
  Skills: An awabi has a +6 racial bonus on 
  Hide checks.
   
  An awabi 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.
  4
  Boalisk
  Huge Magical Beast
  Hit Dice: 5d10+5 (32 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), climb 20 ft. (4 
  squares), swim 20 ft. (4 squares)
  Armor Class: 15 (-2 size, +3 Dex, +4 
  natural), touch 11, flat-footed 12
  Base Attack/Grapple: +5/+20
  Attack: Bite +10 melee (1d8+10)
  Full Attack: Bite +10 melee (1d8+10)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Constrict 1d8+10, gaze, 
  improved grab
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +5, Ref +7, Will +2
  Abilities: Str 25, Dex 17,Con 13, Int 1, Wis 
  12, Cha 8
  Skills: Balance +12, Climb +15, Hide +8, 
  Listen +7, Move Silently +5, Spot +7, Swim 
  +15
  Feats: Alertness, Stealthy
  Environment: Any marsh and aquatic
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Huge); 11-15 HD 
  (Gargantuan)
  Level Adjustment: —
   
  Lurking in misty jungles and along dark 
  riverbanks, the boalisk is a vile serpent that can 
  cause death and pestilence with but a gaze. A 
  boalisk is a constrictor snake 20 to 30 feet long 
  with dark scales interspersed with pale green and 
  yellow daubs of color to help it blend in with its 
  surroundings on the forest floor. The eyes of a 
  boalisk are large and reddish in color.
  Combat
   
  A boalisk hunts by grabbing prey with its 
  mouth and then squeezing with its powerful body. 
  More powerful opponents (or if the boalisk has 
  recently eaten) will be attacked with the boalisk’s 
  gaze attack.
   
  Constrict (Ex): A boalisk deals 1d8+10 
  points of damage with a successful grapple check.
   
  Gaze (Su): Inflicts mummy rot (see “Disease” 
  in the DMG, Chapter 3), 30 feet, Fortitude DC 17 
  negates. The save DC is Charisma-based and 
  includes a +6 racial bonus.
   
  Improved Grab (Ex): To use this ability, 
  a boalisk must hit an opponent of up to Medium 
  size with its bite attack.  It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, 
  it establishes a hold and can constrict.
   
  Skills: A boalisk has a +4 racial bonus on 
  Hide, Listen, and Spot checks and a +8 racial 
  bonus on Balance and Climb checks. 
   
  A boalisk can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
   
  A boalisk 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.
  Flora and Fauna
   
  Estuaries: When a river flows slowly into the sea, tides sometimes push salty water upstream. 
  Estuaries are coastlines with water flowing in both directions and are home to a mixture of both salt and 
  fresh water tolerant creatures. Like any wetland, they are rich in life, and they vary in size from a small 
  stream to huge areas of salt- flooded marsh.
   
  Mud flats: Areas where mud collects that appear as a solid sheet of mud. They are generally found 
  in coastal locations, especially in estuaries. Though they appear solid, the ground underneath is soft mud. 
  The illusive swamps can consume those who step in, sucking them in like quicksand.
  
  34
  4 Crystal Ooze
  Medium Ooze (Aquatic)
  Hit Dice: 4d10+12 (34 hp)
  Initiative: -5
  Speed: 5 ft. (1 square), swim 10 ft. (2 
  squares)
  Armor Class: 5 (-5 Dex), touch 5, flat-
  footed 5
  Base Attack/Grapple: +3/+4
  Attack: Slam +4 melee (2d4+1 plus 1d6 
  acid)
  Full Attack: Slam +4 melee (2d4+1 plus 
  1d6 acid)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Acid, constrict 2d4+1 plus 
  1d6 acid, improved grab, paralysis
  Special Qualities: Blindsight 60 ft., 
  immunity to acid, cold, and fire, ooze traits, 
  transparent, waterbound
  Saves: Fort +4, Ref -4, Will -4
  Abilities: Str 12, Dex 1, Con 17, Int —, Wis 
  1, Cha 1
  Skills: Swim +9
  Feats: —
  Environment: Any aquatic
  Organization: Solitary or pair
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
   
  The crystal ooze is an aquatic variety of 
  the gray ooze. It is semitransparent and clear and 
  almost impossible to see in the water. The crystal 
  ooze can grow to a length of up to 8 feet and a 
  thickness of about 6 inches.
  Combat
   
  The crystal ooze strikes by slamming into its 
  opponents. Paralyzed victims are devoured.
   
  Acid (Ex): A crystal ooze secretes a digestive 
  acid that dissolves organic material quickly, 
  but does not affect metal or stone. Any melee 
  hit or constrict attack deals acid damage, and 
  the opponent’s armor and clothing dissolve and 
  become useless immediately unless they succeed 
  on DC 15 Reflex saves. A wooden weapon that 
  strikes a cystal ooze also dissolves immediately 
  unless it succeeds on a DC 15 Reflex save. The 
  save DCs are Constitution-based.
   
  The ooze’s acidic touch deals 15 points of 
  damage per round to wooden objects, but the ooze 
  must remain in contact with the object for 1 full 
  round to deal this damage.
   
  Constrict (Ex): A crystal ooze deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent’s clothing and armor 
  (except metal armor) suffer a -4 penalty to Reflex 
  saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a 
  crystal ooze must hit with its slam attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Paralysis (Ex): A crystal ooze secretes an 
  anesthetizing slime. A target hit by an ooze’s 
  slam or constrict attack must succeed on a DC 
  15 Fortitude save or be paralyzed for 3d6 rounds. 
  The ooze can automatically constrict a paralyzed 
  opponent. The save DC is Constitution-based.
   
  Transparent (Ex): A crystal ooze is hard 
  to identify, even under ideal conditions, and it 
  takes a DC 15 Spot check to notice one. When 
  submerged, a crystal ooze is nearly undetectable 
  and the DC increases to 25. Creatures who fail to 
  notice a crystal ooze and walk or swim into it are 
  automatically hit with a melee attack for slam and 
  acid damage.
   
  Waterbound (Ex): A crystal ooze can 
  survive out of water for 1 hour per 2 points of 
  Constitution it has. After that time, a crystal ooze 
  takes 1 point of damage per round until it dies or 
  reaches a source of water large enough in which to 
  submerge its entire form.
   
  Skills: A crystal ooze 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.
  4
  Epicurean
  Large Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 10 (-1 size, -2 Dex, +3 natural), 
  touch 7, flat-footed 10
  Base Attack/Grapple: +6/+13
  Attack: Tongue slap +8 melee (1d4+4)
  Full Attack: Tongue slap +8 melee (1d4+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Antipathy/sympathy, 
  constrict 2d4+4, improved grab, spell-like 
  abilities
  Special Qualities: Blindsense 30 ft., 
  darkvision 60 ft., low-light vision
  Saves: Fort +7, Ref +3, Will +6
  Abilities: Str 16, Dex 7, Con 14, Int 17, Wis 
  19, Cha 20
  Skills: Appraise +4, Bluff +12, Diplomacy 
  +18, Disguise +5 (+7 acting), Intimidate +12, 
  Knowledge (any one) +9, Listen +8, Perform 
  (any one) +9, Sense Motive +13, Spot +8
  Feats: Deflect ArrowsB, Improved DisarmB, 
  Improved Initiative, Negotiator, Stunning FistB, 
  Weapon Focus (tongue slap)
  Environment: Temperate and warm land
  Organization: Solitary, household (1 plus 2-7 
  servants), or protected (1 plus 2-3 harpies)
  Challenge Rating: 4
  Treasure: Double standard
  Alignment: Usually neutral evil
  Advancement: 7-12 HD (Large)
  Level Adjustment: —
   
  Epicureans 
  have 
  7-foot-long 
  bodies 
  resembling green-skinned leeches. Their two thick 
  legs are barely strong enough to push them across 
  the ground, and their tiny emerald eyes sit above 
  their long mouths. Most remarkable are their 
  tongues—half the length of their bodies, deep 
  purple, and incredibly strong, they are tipped with 
  tiny buds that add to their sensitivity. Epicureans 
  carry an odor of chestnuts with them.
   
  While most races claim that epicureans 
  received their bodies as a punishment for gluttony, 
  the epicureans—who refer to themselves as na-
  sashlan—say that the gods offered their ancestors 
  mastery of a single sense. The na-sashlan chose 
  taste, and they have since become exquisite 
  connoisseurs of flavor. In addition, they have 
  mastered the nature of hunger—not only hunger 
  for food, but lusts for power and beauty. This 
  mastery is a part of their being, and despite their 
  grotesque bodies, they can incite passions in living 
  creatures through secret motions and magic.
   
  Epicureans are consummate gluttons, and 
  most spend their lives searching for exotic tastes 
  and lesser sensory experiences. While many are 
  amused by manipulating other creatures, they 
  avoid each other, despising their appearance. Their 
  morals tend to be questionable, but they rarely aid 
  truly evil beings; their greed is for small pleasures, 
  not power or destruction.
   
  In their search for new and intriguing 
  experiences, some epicureans have adapted to 
  humanoid societies. They prefer to live in luxurious 
  homes away from cities, attended to by slaves and 
  servants. Much of the time, an epicurean’s servants 
  work in exchange for training. Some hope that the 
  na-sashlan’s knowledge of taste will allow them to 
  perfect their cooking, but most seek to refine their 
  own abilities to control others’ emotions. Some 
  epicureans take harpies as servants, seeing them as 
  lesser kindred spirits. Epicureans speak Common 
  and Draconic.
  Combat
   
  Epicureans prefer to have their servants 
  fight for them, and to set traps with sympathetic 
  and antipathetic objects. When cornered, they use 
  crushing despair and suggestion, deflect attacks 
  and disarm opponents with their tongues, then 
  choke those who resist their magic.
   
  Antipathy/Sympathy (Su): By taking 1 day 
  to focus on an object, an epicurean can affect the 
  object with an antipathy or sympathy effect for 2d6 
  days. The save DC to resist the object’s power is 
  18, and is Charisma-based.
   
  Constrict (Ex): On a successful grapple 
  check, an epicurean deals 2d4+4 points of 
  damage.
   
  Improved Grab (Ex): To use this ability, 
  a epicurean must hit an opponent with its tongue 
  slap attack. It can then attempt to start a grapple 
  as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.
   
  Spell-Like 
  Abilities: 
  At 
  will—calm 
  emotions (DC 17), enthrall (DC 17); 3/day—
  crushing despair (DC 18), suggestion (DC 17); 
  1/day—glibness. Caster level 10th. The save DCs 
  are Charisma-based.
   
  Blindsense (Ex): Epicureans can locate 
  creatures within 30 feet by taste alone. Opponents 
  an epicurean can’t actually see still have total 
  concealment against the epicurean.
  
  35
  4 Fen Vapor
  Large Aberration
  Hit Dice: 5d8 (22 hp)
  Initiative: +2
  Speed: Fly 30 ft. (perfect) (6 squares)
  Armor Class: 11 (-1 size, +2 Dex), touch 
  11, flat-footed 9
  Base Attack/Grapple: +3/+5
  Attack: Slam +4 melee (1d6-2)
  Full Attack: Slam +4 melee (1d6-2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Poison gas
  Special Qualities: Darkvision 60 ft., 
  flammable, gaseous form
  Saves: Fort +1, Ref +3, Will +4
  Abilities: Str 6, Dex 14, Con 10, Int 12, Wis 
  10, Cha 6
  Skills: Hide +4, Perform (ghastly 
  storytelling) +4, Sense Motive 6, Spot +6
  Feats: Flyby Attack, Weapon Finesse
  Environment: Any marsh
  Organization: Solitary or cloud (2-5)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 6-10 HD (Large), 11-15 HD 
  (Huge)
  Level Adjustment: —
   
  Fen vapors are living clouds of swamp gas. 
  They manifest as ghastly greenish faces floating in 
  the treetops. The fen vapors have little society or 
  culture, other than sharing tales of travelers dying 
  in the swamp, which is a genre of storytelling that 
  they have an endless enthusiasm for. As a species, 
  they are gleefully morbid and cruel.
   
  Fen vapors reproduce by magically infusing 
  a wisp of marsh gas with life. Marsh gas comes 
  from rot, and the strongest fen vapor arise from gas 
  released from the decaying bodies of intelligent 
  creatures. The young gas-monsters feed on the 
  former intellect and memories of the corpse, and 
  often acquire some skills or knowledge before 
  “birth.” This can be especially nightmarish for 
  friends of a deceased traveler, as they are taunted 
  by a fen vapor who fed off their fallen comrade’s 
  memories.
   
  The one thing the fen vapors fear above all 
  else is fire. The creatures are very flammable, and 
  will burn away to nothing in a few seconds if set 
  alight. Burning fen vapors always charge their 
  killer and try to take as many victims with them as 
  possible.
   
  Some alchemists have succeeded in bottling 
  fen vapors. The creatures can survive for months 
  without sustenance, and bottled fen vapors are 
  sometimes used as living missile weapons. A 
  combined volley of flaming pitch and trapped fen 
  vapors from a siege catapult can inflict terrible 
  damage on even the strongest defenders.
  Combat
   
  Fen vapors attack by forming pseudopods 
  from their gaseous bodies and striking. A fen 
  vapor usually only attacks when bored of taunting 
  a victim, or if it suspects it will soon be attacked 
  with fire.
   
  Noxious Gas (Ex): Any living creature 
  struck by a fen vapor’s slam attack must succeed 
  on a DC 12 Fortitude save to avoid breathing in the 
  creature’s poisonous fumes. If the save is failed, 
  the character is nauseated for 1d4 rounds. The save 
  DC is Constitution-based. 
   
  Flammable (Ex): If a fen vapor is dealt 
  any fire damage, it must succeed on a Reflex save 
  (DC 10 + the amount of fire damage) or it is set 
  alight. While the fen vapor is burning, it takes 2d6 
  damage per round, is enraged (+4 to Strength, +4 to 
  Constitution, -2 to armor class), and anyone struck 
  by it takes ld6 fire damage. When the burning fen 
  vapor reaches -10 hit points, it explodes. Anyone 
  within 10 feet of an exploding fen vapor takes 3d6 
  points of fire damage (Reflex DC 12 half).  The 
  save DC is Constitution-based.
   
  Gaseous Form (Ex): A fen vapor’s 
  insubstantial form grants it immunity to critical 
  hits and flanking. A fen vapor cannot run, but it can 
  fly, and it is subject to winds. It cannot ever wear 
  armor, manipulate solid objects, or enter water or 
  other liquids. It can pass through small holes or 
  narrow openings – even mere cracks. It also can 
  occupy squares occupied by enemies.
  4
  Filth Gator
  Large Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares), swim 20 ft. (4 
  squares)
  Armor Class: 18 (-1 size, +9 natural), touch 
  9, flat-footed 18
  Base Attack/Grapple: +3/+12
  Attack: Bite +7 melee (2d6+5)
  Full Attack: Bite +7 melee (2d6+5) and tail 
  rake +5 melee (1d8+2 plus poison)
  Space/Reach: 10 ft./5 ft. (10 ft. with tail)
  Special Attacks: Improved grab, poison, 
  stream of filth
  Special Qualities: Blindsight 60 ft., burst of 
  speed, tremorsense 120 ft, undead traits
  Saves: Fort +2, Ref +2, Will +5
  Abilities: Str 21, Dex 10, Con —, Int —, 
  Wis 10, Cha 1
  Skills: Hide +0, Move Silently +4, Swim 
  +13
  Feats: Multiattack B
  Environment: Warm and temperate marsh
  Organization: Solitary, pair, or nest (3-16)
  Challenge Rating: 4
  Treasure: Standard coins; double goods; 
  50% items
  Alignment: Usually neutral evil
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  This creature might once have been an 
  alligator, but now it is a thoroughly corrupt undead 
  monstrosity. It is long, with sickly yellow flesh 
  covered in worms and maggots. Its tail is spiked 
  with bony protrusions, but its head is the worst 
  — most of its flesh has fallen off, and its empty 
  mouth and eye sockets writhe with parasites.
  Combat
   
  Filth gators prefer to charge at prey from 
  hiding places in shallow or stagnant water. They 
  weaken their victim with their poisonous, festering 
  tail barbs, then drag it down under the water and 
  pin it to the bottom. They use their stream of filth 
  against spellcasters or opponents who attack them 
  with ranged weapons. Filth gators flee combat only 
  if clearly outmatched.
   
  Improved Grab (Ex): To use this ability, a 
  filth gator must hit with its bite attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins 
  the grapple check, it establishes a hold and deals 
  automatic bite damage each round.
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  and secondary damage 1d3 Str. The save DC is 
  Constitution-based.
   
  Stream of Filth (Su): A filth gator can spew 
  out a 60-foot line of diseased, maggot-infested filth. 
  Any creature in the area affected must succeed on 
  a DC 13 Reflex save or take 2d4 points of damage 
  and be nauseated for 1d4 rounds; creatures that 
  save take no damage but are sickened for 1 round. 
  If a creature takes damage, it must succeed on 
  a DC 13 Fortitude save or take 1d2 points of 
  Charisma damage and be infected with filth fever 
  (incubation period 1d3 days; damage 1d3 Dex and 
  1d3 Con). The save DCs are Constitution-based.
   
  Burst of Speed (Ex): Three times per day, a 
  filth gator can move at fives times its normal speed 
  (100 feet) when it makes a charge.
   
  Skills: A filth gator has a +4 racial bonus on 
  Hide and Move Silently checks.
   
  A filth gator 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.
  
  36
  4
  Floating Dead
  Medium Undead
  Hit Dice. 4d12 (26 hp)
  Initiative: +1
  Speed; 30 ft. (6 squares), swim 20 ft. (4 squares)
  Armor Class: 15 (+1 Dex, +4 natural), touch 
  11, flat-footed 14
  Base Attack/Grapple: +2/+10
  Attack: Scimitar +6 melee (1d6+4/l8-20) or 
  slam +6 melee (1d4+4 plus drying touch)
  Full Attack: Scimitar +6 melee (1d6+4/18-20) 
  or slam +6 melee (1d4+4 plus drying touch)
  Space/React: 5 ft/5 ft
  Special Attacks: Create spawn, drying touch, 
  lost sense
  Special Qualities: Damage reduction 
  5/slashing, darkvision 60 ft., lifesense 60 ft., 
  undead traits, vulnerability to fresh water
  Saves: Fort +1, Ref +2, Will +4
  Abilities: Str 18, Dex 12, Con -, Int 4, Wis 10, 
  Cha 1
  Skills: Hide +3, Move Silently +5, Swim +17
  Feats: Ability Focus (drying touch), Improved 
  GrappleB, Stealthy
  Environment: Any aquatic 
  Organization; Solitary or group (2-6)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 4-12 HD (Medium)
  Level Adjustment: –
   
  Floating dead are undead born of those who 
  die on the open sea in life boats, or who perish 
  floating adrift while clinging to the hope that help 
  will come. These tortured souls grasp at that final 
  hope past the days of their mortal lives, carrying on 
  in death but no longer looking for rescue. Instead, 
  these abominations now seek to share their suffering 
  with others. They float where the waves take them, 
  seeking victims upon whom they can unleash their 
  undying hatred.
   
  Floating dead are often found in the lifeboats 
  they perished in, looking much like bloated corpses. 
  These undead hunt only for intelligent creatures and 
  pay animals no mind. When a humanoid creature 
  approaches the floating dead, they attack with the 
  intention of subduing and carrying the victim back to 
  their boat. They will take more than one victim with 
  them if their vessel can carry the extra persons.
   
  Floating dead are found in areas where threats 
  such as reefs, pirates, or storms are common. There 
  are few deaths on the high seas worse than being held 
  down by undead until a person dies of dehydration. 
  Those blessed few who survive the ordeal are never 
  quite the same and usually avoid the sea for the rest 
  of their lives.
  Combat
   
  Floating dead usually sprawl unmoving until 
  their prey approaches within reach, at which point 
  they leap into action. They attempt to beat a single 
  target into unconsciousness using nonlethal damage 
  and drag it back to their vessel, fighting anyone 
  else who gets in their way. They try to escape in 
  their boat with their new victim. After victims 
  awaken, they are forcibly restrained until they die of 
  dehydration, at which point the victim rises in unlife 
  as a floating dead.  Floating dead attack aquatic races 
  with intent to kill instead of seeking to capture.
   
  Create Spawn (Su): Any humanoid slain by 
  a floating dead’s dehydrating touch ability rises as a 
  floating dead in 1d4 rounds. Spawn are not under the 
  control of the floating dead that created them. They 
  do not possess any of the abilities they had in life.
   
  Drying Touch (Su): A character touched by 
  these undead dead must make a DC 14 Fortitude 
  save or begin suffering from dehydration. The 
  character must make a Constitution check (DC 10 + 
  one per previous check) for each hour after the first 
  that is endured without drinking, or suffer 1d6 points 
  of nonlethal damage. This damage cannot be healed 
  until the character is able to drink at least one gallon 
  of flesh water. The save DC is Constitution-based.
   
  Each additional touch by floating dead counts 
  as an hour with nothing to drink and incurs a 
  Constitution check, as detailed above.
   
  Lifesense (Su): Floating dead locate living 
  creatures within 60 feet, just as if they possessed the 
  blindsight ability. They also sense the strength of a 
  target’s life force automatically, as if they had cast 
  deathwatch. 
   
  Lost Sense (Su): Within 1,000 feet of the 
  floating dead, compasses and other navigational 
  devices do not function. Anyone attempting to use 
  Survival or Profession (sailor) to navigate must 
  make a DC 12 Will save or suffer a -10 penalty to 
  their skill check.  The save DC is Wisdom-based.
   
  Vulnerability to Fresh Water (Ex): Floating 
  dead are greatly harmed by exposure to fresh water. 
  A splash inflicts 2d6 damage while immersing the 
  creature will completely destroy it in one round. 
  Water used to destroy one of these undead may be 
  used to create holy water with no material cost.
   
  Skills: A floating dead has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always can 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.
  4
  Fog Strider
  Medium Undead (Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +6
  Speed: 120 ft. (24 squares)
  Armor Class: 14 (+2 Dex, +2 deflection), 
  touch 12, flat- footed 12
  Base Attack/Grapple: +3/—
  Attack: Touch +5 melee (chill touch)
  Full Attack: Touch +5 melee (chill touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Chill touch
  Special Qualities: Damage reduction 15/
  magic, darkvision 60 ft., incorporeal traits, 
  mist walk, undead traits, vulnerability to fire
  Saves: Fort+2, Ref+4, Will+4
  Abilities: Str —, Dex 15, Con —, Int 9, Wis 
  9, Cha 14
  Skills: Bluff +7, Hide +9, Knowledge 
  (religion) +2, Listen +7, Spot +7
  Feats: Ability Focus (chill touch), Alertness, 
  Improved Initiative
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 7-12 HD (Medium); 13-18 
  (Large)
  Level Adjustment: —
   
  Fog striders are the unrested souls of the 
  dead, walking the land of the living whenever a 
  heavy fog rolls in. Formed from the mist itself, fog 
  striders are indistinct figures at best, although their 
  countenance of misery and anguish are crystal 
  clear.
  Combat
   
  Evil fog striders work their mischief through 
  lies and treachery, sending would-be saviors into 
  hazardous traps and pitfalls. If confronted, they 
  use their affinity with the mists to their advantage, 
  seeming to strike from every direction at once and 
  leeching the warmth from their victims’ bones with 
  their chilling touch.
   
  Chill Touch (Su): The incorporeal touch 
  attack of a fog strider is supernaturally cold, 
  dealing damage as a chill touch spell (caster level 
  4th level; DC 15). A fog strider may use this ability 
  with every melee attack it makes. The save DC is 
  Charisma-based.
   
  Mist Walk (Su): When moving within the 
  bounds of the mist, a fog strider can take a standard 
  action at any time during its move action (before, 
  during, or after), provided the total distance moved 
  is not greater than the fog strider’s speed. Fog 
  striders almost always use this ability to move 
  before and after making an incorporeal touch 
  attack. Moving in this way does not provoke an 
  attack of opportunity from the target of the attack.
  Flora and Fauna
   
  Scurvy: This deficiency disease is common among sailors, taking hold of those who do not have 
  enough vitamin C in their diet. A well-equipped ship often carries produce specifically to stave off scurvy, 
  but in an age before canning keeping produce stored for long is very difficult. With magical assistance, 
  this problem can be easily overcome, but not all sea captains can afford such extravagance.
   
  Scurvy is caused by a breakdown of the protein collagen, needed for connective tissue, bones, 
  and teeth. Also, the walls of the victim’s capillaries break down and the person begins hemorrhaging 
  throughout their body. Victims of scurvy become weak, have joint pains and pale skin, lose hair, and 
  eventually lose their teeth as well. Primates and guinea pigs are the only creatures that cannot produce 
  vitamin C on their own; all other creatures are immune to scurvy.
   
  A person going without any vitamin-C-rich meals for four months must make a Fortitude save each 
  day (DC 1+1 for each previous check). Failure means the character has contracted scurvy. The character 
  must make a Fortitude save every day (DC 10+1 for each successful save), or lose a point of Constitution 
  permanently. This damage halts if the character can find a source of vitamin C and adds that to the diet, 
  but the lost points are not regained.
   
  While affected by scurvy, the victim suffers a -2 penalty to all Charisma-based skill checks except 
  Use Magic Item. Cure disease removes the scurvy infection from the target, but does not restore any 
  vitamin C. Therefore, if the scurvy victim does not get some vitamin C soon, they will begin making 
  Fortitude saves again the next day.
  
  37
  4
   
  The massive creature has the upper torso and 
  arms of a humanoid, and the lower body of a large 
  crocodile. Its head is reptilian, with sharp teeth and 
  wide-spaced eyes. Its rough hide is patterned in 
  green and black, blending with the swamp terrain 
  as it moves. A row of bony plates extends from the 
  creature’s head to its tail, which itself ends in a 
  vicious bladed point.
  Combat
   
  Powerful and brutish, a gharian knows little 
  of things like tactics. It has a degree of cunning, 
  though, leaping on unsuspecting prey from ambush 
  in dank pools and swampwater. Otherwise, it 
  simply strikes hard and fast. If a gharian suffers 
  a significant amount of damage early in a fight, it 
  flees to safety. Otherwise, blood lust overwhelms 
  it, and the gharian battles to the death.
   
  Blood Lust (Ex): Gharians have an 
  unhealthy love of violence. When a gharian 
  scores a critical hit on an opponent, or when 3 
  full rounds of combat have passed (whichever 
  comes first), it succumbs to a berserk frenzy at the 
  start of its next turn. To avoid entering a frenzy in 
  response to a provoking effect, the gharian must 
  make a successful Will save (DC 10 + number of 
  successive rounds of combat + number of critical 
  hits it has scored) or begin its frenzy at the start of 
  its next turn. If the save is successful, the gharian 
  must make a new save at the start of its turn every 
  round until it fails or combat ends.
   
  While berserk, a gharian gains +4 to Strength, 
  +4 to Constitution, a +2 morale bonus on Will 
  saves and –2 to Armor Class. A frenzy lasts for a 
  number of rounds equal to 3 + the gharian’s (newly 
  adjusted) Con modifier. A gharian cannot end its 
  blood lust voluntarily. After a frenzy, a gharian is 
  fatigued for the remainder of the encounter.
   
  Hold Breath (Ex): A gharian can hold its 
  breath for a number of rounds equal to four times 
  its Constitution score before it risks drowning (see 
  page 33).
   
  Regeneration (Ex): Electricity deals normal 
  damage to a gharian. If a gharian loses a limb or 
  body part, the lost portion regrows in 3d6 minutes. 
  A gharian can reattach the severed member 
  instantly by holding it to the stump.
   
  Skills: A gharian 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.
   
  *Due to their dappled hides, gharians gain 
  a +8 circumstance bonus to Hide checks when in 
  water.
  Gharian 
  Large Monstrous Humanoid (Reptilian)
  Hit Dice: 5d8+15 (37 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), swim 40 ft. (8 
  squares)
  Armor Class: 14 (-1 size, +1 Dex, +4 
  natural), touch 10, flat-footed 13
  Base Attack/Grapple: +5/+11
  Attack: Trident +6 melee (2d6+2) or claw 
  +1 melee (1d6+2) or tail slap +7 melee 
  (1d8+2)
  Full Attack: Trident +6 melee (2d6+2) and 
  tail slap +2 melee (1d8+2), or trident +6 
  melee (2d6+2) and bite +1 melee (1d8+1), 
  or tail slap +7 melee (1d8+2) and 2 claws +1 
  melee (1d6+1), or 2 claws +1 melee (1d6+2) 
  and bite +1 melee (1d8+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Blood lust
  Special Qualities: Darkvision 60 ft., hold 
  breath, regeneration 2
  Saves: Fort +4, Ref +5, Will +3
  Abilities: Str 15, Dex 13, Con 16, Int 4, Wis 
  9, Cha 3
  Skills: Hide +1*, Jump +6, Listen +2, Spot 
  +2, Swim +12
  Feats: Alertness, Weapon Focus (tail slap)
  Environment: Temperate and warm marsh
  Organization: Solitary, pair, or swarm (3-7)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Often chaotic evil
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: +4
  4
  Klorthack Spine
  Small Aberration (Aquatic)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: -2
  Speed: 5 ft. (1 square), swim 30 ft (6 squares)
  Arrnor Class: 11 (+1 size, -2 Dex, +2 
  natural), touch 9, flat-footed 11
  Base Attack/Grapple: +0/+1
  Attack: Claw -2 melee (1d4-3)
  Full Attack; Claw -2 melee (1d4-3)
  Space/Reach: 21⁄2 ft./0 ft.
  Special Attacks: Leaping grapple
  Special Qualities: Amphibious, darkvision 
  60 ft., dominate monster, regeneration 1, slow, 
  spawn, spines
  Saves: Fort +1, Ref -2, Will +6
  Abilities: Str 4, Dex 6, Con 13, Int 20, Wis 18, 
  Cha 12
  Skills: Climb +1, Hide +10, Jump -15, 
  Knowledge (arcana) +12, Knowledge (history) 
  +9, Listen +7, Move Silently +2, Search +7, 
  Spellcraft +13, Spot +8, Survival +4 (+6 
  following tracks), Swim +9 
  Feats: Alertness
  Environment: Any aquatic  
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral evil
  Advancement:  –
  Level Adjustment: –
   
  The Klorthack spine is a small, six-pointed 
  starfish eighteen inches from end to end. It is black 
  on its topside, gray underneath, and has a large 
  opening at the center of its underside. Its surface is 
  covered in small spines used for grasping a target. 
  They move by rapidly expelling water from a central 
  cavity, and they can move through the water with 
  amazing speed for a short distance or even leap 
  through the air when on land.
   
  These small, black echinoderms are the remains 
  of an ancient being of immense power called Klorthack 
  that lived in the bottom of the ocean. Klorthack was 
  eventually slain by an alliance of aquatic races many 
  centuries ago. Unfortunately, not all of Klorthack was 
  destroyed, and these small creatures are what remain 
  of its once immense power.
   
  Victims who fall prey to the Klorthack spines 
  influence become living automatons controlled by 
  the small creature. If the spine is not removed, the 
  target becomes a permanent servant of Klorthack. 
  Eventually such poor souls die a slow, painful death, 
  giving birth to another Klorthack spine from their 
  internal organs. Each spine born has the knowledge 
  of all of its forefathers, creating a slowly growing 
  storehouse of arcane lore.
   
  Once a Klorthack spine has a host, it uses the 
  body to sow discord among sea folk and  accumulate 
  all the magical lore it can in the hopes of reforming 
  the body of Klorthack. A victim under the control of 
  this spine moves normally, but tends to slur words 
  or stutter when speaking. The creature has complete 
  access to the memories of its victim, enabling it to 
  fool most observers and conceal its presence.
  Combat
   
  Without a host, Klorthack spines are not 
  much of a threat. Their claws are of very limited 
  effectiveness, as is their movement. They prefer to 
  attack unconscious or helpless targets. If attacked, a 
  spine either attaches itself to the attacker or flees.
   
  Once this creature acquires a host body, it 
  uses that body to defend itself in combat. The spine 
  sacrifices a host if necessary, but avoids doing so 
  when possible. It uses all the abilities and skills of 
  the host, making it very difficult to defeat when 
  the host is a powerful creature. Once attached to 
  its victim, a spine normally leaves only to obtain a 
  better host or to escape one that is about to die.
   
  A Klorthack spine is usually easy to notice, 
  requiring a DC 10 Spot check when it is attached to 
  its victim. If it has had time to procure clothing to 
  cover the spine, the Spot check DC increases to 20.
   
  Dominate Monster (Sp): If a Klorthack 
  spine successfully grapples an opponent, the target 
  must make a DC 15 Will save on the spine’s next 
  turn or fall under the effect of a dominate monster 
  spell. If the save is failed, the spine takes complete 
  control of the victims body. Unlike the normal 
  dominate monster spell, the Klorthack spine has 
  direct sensory input from its host and communicates 
  with it telepathically. As long as it is attached, it is 
  considered to be constantly concentrating on the 
  spell. The victim gains a speech impediment while 
  under the control of the spine, slurring or stuttering 
  words and suffering a -2 penalty to Charisma-based 
  skill checks. If a spine remains attached for more 
  than 10 days the victim becomes a permanent pawn 
  of Klorthack and receives no further saving throws. 
  The save DC is Intelligence-based.
   
  If a spine is unwillingly removed from a host, 
  the host takes 1d4 points of temporary Intelligence, 
  Wisdom and Charisma damage.
   
  Leaping Grapple (Ex): Once per day, as a 
  full-round action, a Klorthack spine may leap at 
  a target and attempt to grapple it. This is done by 
  forcing water out of its central cavity, creating a 
  
  38
  4
  Lake Hag
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 40 ft. (8 
  squares)
  Armor Class: 14 (+4 natural), touch 10, 
  flat-footed 14
  Base Attack/Grapple: +2/+7
  Attack: Claw +7 melee (1d6+5) or bite +5 
  melee (1d8+5)
  Full Attack: 2 claws +7 melee (1d6+5) and 
  bite +5 melee (1d8+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Water spray
  Special Qualities: Darkvision 60 ft., spell 
  resistance 14, undead traits
  Saves: Fort +1, Ref +1, Will +6
  Abilities: Str 21, Dex 10, Con —, Int 10, 
  Wis 15, Cha 14
  Skills: Bluff +6, Hide +8, Listen +4, Move 
  Silently +8, Search +5, Spot +7, Survival +2 
  (+4 following tracks), Swim +13
  Feats: Alertness, Multiattack
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always lawful evil
  Advancement: By character class
  Level Adjustment: +4
   
  Lake hags dwell along shores of desolate 
  bodies of water, dividing their time between water 
  and land. Deep wrinkles crease their skin into 
  lumps of swollen, mottled green flesh. The lake 
  hag’s cold, gray eyes belie its intense hatred for 
  all life forms, while wiry strands of twisted, black 
  hair conceal their bony napes. Their limbs assume 
  a gangly appearance, while their bloated abdomens 
  protrude unnaturally from their atrophied bodies.
   
  Any female humanoid slain and dumped 
  carelessly into the murky waters of desolate 
  lakes and marshes have a 10% chance to emerge 
  a week later as a lake hag, seething with rage at its 
  murderer. Destroying a lake hag frees its spirit to 
  go to its appropriate resting place.
   
  A lake hag speaks Common.
  Combat
   
  A lake hag attacks with its barbed claws, and 
  bites with unparalleled ferocity, never retreating.
   
  Water Spray (Su): Three times per day, a 
  lake hag can spit a 10-foot cone of water spray. 
  Anyone within the cone must succeed on a DC 14 
  Will save or suffer the effects of an insanity spell, 
  which lasts for 1d4+4 rounds. The save DC is 
  Charisma-based.
   
  Skills: A lake hag 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.
  form of water-jet propulsion that enables 
  the creature to travel a short distance at 
  great speed. On land, the spine can leap up to 30 
  feet vertically or horizontally and receives a +2 
  bonus to grapple checks against the target creature. 
  Underwater, the creature may move 30 feet in a 
  single round and receives a +2 bonus to grapple 
  checks against its target.
   
  Amphibious (Ex): The Klorthack spine can 
  live on land as well as underwater.
   
  Sluggish (Ex): A Klorthack spine cannot 
  make double moves or use the run action.
   
  Spawn (Ex): If a host has been inhabited by 
  a spine for 30 days, the creature lays eggs in the 
  hosts stomach which hatch five days later. Once 
  implanted, eggs can only be removed by a heal 
  spell. After three days, the victim’s stomach begins 
  to bulge and they appear noticeably ill. After five 
  days, the new Klorthack spines have matured and rip 
  their way out of the host, killing it. Each spawning 
  process creates 1d4 Klorthack spines.
   
  Spines (Ex): Because of the small spines all 
  over this creatures body, it receives a +8 bonus to 
  grapple checks.
   
  Skills: Due to their many years gathering 
  arcane lore, Klorthack spines receive a +6 racial 
  bonus to Spellcraft and Knowledge (arcana) checks. 
  A  Klorthack spine changes colors, allowing it to 
  blend in with its surroundings like a chameleon 
  and providing a +4 racial bonus on Hide checks. A 
  Klorthack spine has a +8 racial bonus on any Swim 
  checks. 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.
  4
  Latch Toad
  Large Magical Beast
  Hit Dice: 7d10+14 (52 hp)
  Initiative: +5
  Speed: 50 ft. (10 squares), swim 60 ft. (12 
  squares)
  Armor Class: 15 (-1 size, +1 Dex, +5 natural), 
  touch 10, flat-footed 14
  Base Attack/Grapple: +7/+16
  Attack: Tongue bite +11 melee (1d6+5 plus 
  goo)
  Full Attack: 3 tongues bites +11 melee (1d6+5 
  plus goo)
  Space/Reach: 10 ft./5 ft. (15 ft. with tongue 
  bites)
  Special Attacks: Improved grab, goo
  Special Qualities: Amphibious, 
  darkvision 60 ft., low-light vision
  Saves: Fort +7, Ref +8, Will +3
  Abilities: Str 20, Dex 12, Con 15, Int 2, Wis 
  12, Cha 7
  Skills: Hide -1, Jump +19, Listen +5, Spot +5, 
  Swim +15
  Feats: Alertness, Improved Initiative, 
  Lightning Reflexes
  Environment: Warm marsh
  Organization: Solitary, pair, or nest (3-12)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
   
  The latch toad is not a toad at all, but a huge, 
  amphibious, leaf-green frog. Instead of the one long 
  sticky tongue of its cousins, the latch toad has three 
  tongues, each prehensile, extendable out to 15 feet, 
  and equipped with its own jaw, esophagus, and set 
  of razor-sharp teeth. As if this weren’t enough, the 
  tongues drip thick saliva that easily gums up and 
  disables most mobile creatures.
   
  A latch toad can cover a large territory, 
  moving amazingly fast by hopping great distances 
  with each bound. It eats pretty much any creature 
  it can get its tongues on, and can outrun nearly any 
  potential prey, placing the latch toad rather high up 
  on its local food chain.
  Combat
   
  The latch toad usually gets the first attack in, 
  as its tongues can stretch out to a sizable distance. 
  If fighting a solitary opponent, it will grab and hold 
  its prey in place, devouring it with its free tongues. 
  Otherwise, the latch toad bites and releases its foes, 
  relying on its gooey saliva to stop extra attackers. If 
  reduced to 10 or fewer hit points, the toad turns and 
  flees, rapidly hopping away to safety.
   
  Improved Grab (Ex): To use this ability, a 
  latch toad must hit a Medium or smaller opponent 
  with a tongue bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Goo (Ex): If a latch toad hits a creature 
  with its tongue bite attack, the creature becomes 
  entangled with the toad’s sticky saliva, suffering 
  a -4 penalty to Dexterity and a -2 penalty on all 
  attack rolls. Additionally, an entangled target must 
  succeed on a DC 15 Reflex save or become stuck 
  to the ground. If the creature succeeds on its save, 
  it can still move at half speed. The save DC is 
  Constitution-based. 
   
  An entangled character who attempts to cast 
  a spell must succeed on a Concentration check (DC 
  15 + the spell’s level) or lose the spell. A stuck 
  character can free himself by making a DC 19 
  Strength check as a standard action or by dealing 
  10 points of damage to the goo. The check DC is 
  Constitution-based and includes a +4 racial bonus. 
  Multiple applications of the latch toad’s goo do not 
  incur any cumulative penalties, although affected 
  creatures must make separate Reflex saves to avoid 
  getting stuck. The goo dries and crumbles after 10 
  minutes. In open water, no Reflex save is required 
  (as there is no ground to stick to) and the goo fully 
  dissipates after only 5 minutes.
   
  Amphibious (Ex): A latch toad can breathe 
  both on land and underwater. 
   
  Skills: A latch toad has a +4 racial bonus on 
  Jump checks. A latch toad 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.
  Campaign
   
  The latch toad has the flexibility of being able 
  to fight on land and underwater. The grab ability of 
  the toad may allow it to attack creatures on land 
  and then drag them into the water; this is especially 
  problematic for armored characters. If used as a 
  minion for an underwater villain, the toad can be 
  used to kidnap and deliver victims to his lair. If the 
  tongues are removed from a dead toad with a DC 18 
  Survival or Heal check, they can be used as weapons 
  equivalent to whips, but afflicting targets with goo 
  (as above) on a successful hit. Each tongue can be 
  used 1d3 times before drying up and becoming 
  useless.
  
  39
  4
  Mummy of the Deep
  Rootbeast
  Medium Plant (Psionic)
  Hit Dice: 7d8+42 (73 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares), swim 30 ft. (6 squares)
  Armor Class: 19 (+3 Dex, +6 natural), touch 13, 
  flat-footed 16
  Base Attack/Grapple: +5/+9
  Attack: Bite +10 melee (1d8+6)
  Full Attack: Bite +10 melee (1d8+6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Psi-like abilities
  Special Qualities: Low-light vision, plant traits, 
  strange tracks
  Saves: Fort +11, Ref +5, Will +4
  Abilities: Str 18, Dex 17, Con 22, Int 1, Wis 14, 
  Cha 10
  Skills: Balance +5, Concentration +6 (+10 when 
  manifesting defensively), Jump +14, Move 
  Silently +8, Swim +12, Tumble +8
  Feats: Combat Manifestation, Power Penetration, 
  Weapon Focus (bite)
  Environment: Any forest and marsh
  Organization: Solitary, pair, or patch (3-20)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-14 HD (Medium); 15-21 HD 
  (Large)
  Level Adjustment: —
  Medium Undead (Aquatic)
  Hit Dice: 6d12+3 (42 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares), swim 20 ft. (4 squares)
  Armor Class: 19 (-1 Dex, +10 natural), touch 9, 
  flat-footed 19
  Base Attack/Grapple: +3/+6
  Attack: Slam +6 melee (1d6+4)
  Full Attack: Slam +6 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Curse of the deep, despair, 
  improved grab
  Special Qualities: Control water, darkvision 60 
  ft., damage reduction 5/—, resistance to fire 10, 
  undead traits
  Saves: Fort +2, Ref +1, Will +7
  Abilities: Str 17, Dex 8, Con —, Int 6, Wis 14, 
  Cha 15
  Skills: Listen +6, Move Silently +5, Spot +6, 
  Swim +17
  Feats: Ability Focus (curse of the deep), 
  Alertness, Toughness
  Environment: Any aquatic
  Organization: Solitary or gang (2-4)
  Challenge Rating: 4
  Treasure: Standard 
  Alignment: Always neutral evil
  Advancement: 7-18 HD (Medium)
  Level Adjustment: —
   
  A mummy of the deep is an undead creature 
  that lairs in the depths of the sea. Evil creature 
  buried at sea for its sins in life sometimes rise in 
  death. A mummy of the deep appears as a desiccated 
  humanoid wrapped in torn and waterlogged 
  bandages.
  Combat
   
  A mummy of the deep attacks with its slam 
  attack, attempting to grapple an opponent and use its 
  curse of the deep ability.
   
  Curse of the Deep (Su): On a successful 
  grapple check against a Large or smaller creature, 
  a mummy of the deep presses its lips against its 
  opponent’s and causes the victim’s lungs to fill 
  with water. An affected opponent must succeed on a 
  DC 17 Fortitude save or take 1d4 points of damage 
  per round until it dies. Holding one’s breath does 
  not prevent drowning damage (water is already in 
  the lungs). A remove curse or heal spell halts the 
  damage if applied before the victim dies. The save 
  DC is Charisma-based.
   
  Despair (Su): At the mere sight of a mummy 
  of the deep, the viewer must succeed on a DC 15 
  Will save or be paralyzed with fear for 1d4 rounds. 
  Whether or not the save is successful, that creature 
  cannot be affected again by the same mummy of the 
  deep’s despair ability for 24 hours. The save DC is 
  Charisma-based.
   
  Improved Grab (Ex): To use this ability, a 
  mummy of the deep must hit an opponent of Large 
  size or smaller with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can use its 
  curse of the deep ability.
   
  Control Water (Su): Once per day, as control 
  water cast by an 8th-level sorcerer.
   
  Skills: A mummy of the deep 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.
  4
   
  A rootbeast is little more than a bundle of 
  twisted roots, roughly shaped like a four-legged 
  animal. In reality, rootbeasts are mobile, aggressive, 
  carnivorous fungal sprouts with psionic ability. It 
  is speculated that a rootbeast forms when fungal 
  spores feed on the corpse of a psionic individual, 
  which drastically alters the developmental path of 
  the spores into something altogether new.
   
  Rootbeasts are fierce hunters that tire their 
  prey in the chase and move in for the kill. They 
  completely consume every organic part of their 
  prey, and create no bodily waste of their own.
  Combat
   
  A rootbeast typically begins combat by 
  manifesting its biofeedback and synthesthete psi-like 
  abilities. Since it lacks any sense of sight, hearing, or 
  smell, it perceives its surroundings primary via its 
  psi-like abilities.
   
  When attacking as a group, rootbeasts usually 
  lead off with psionic attacks, and then manifest a few 
  defensive psi-like abilities (including biofeedback 
  and synthesthete) and charge into melee. 
  They use no advanced tactics, and they rarely 
  notice if their opponents have an ambush ready.
   
  Psi-Like Abilities: At will—biofeedback (DR 
  3/—*), empty mind (+5 to Will saves*), synesthete; 
  3/day—energy stun (5d6, DC 16*); 1/day—mental 
  barrier (3 rounds*), mind thrust (ML 4th, 4d10, 
  DC 13*). Manifester level 7th. The save DCs are 
  Charisma-based.
   
  *Includes augmentation for the rootbeast’s 
  manifester level.
   
  Strange Tracks (Ex): With their oddly shaped 
  feet and complete lack of bodily waste, rootbeasts 
  are difficult to track. The DC of a Survival check 
  made to track a rootbeast is increased by +5.
   
  Skills: A rootbeast 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.
  Samebito
  Large Monstrous Humanoid (Aquatic)
  Hit Dice: 7d8+35 (66 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
  Armor Class: 23 (-1 size, +2 Dex, +12 natural), 
  touch 11, flat-footed 21
  Base Attack/Grapple: +7/+14
  Attack: Bite +10 melee (1d8+4)
  Full Attack: Bite +10 melee (1d8+4)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: —
  Special Qualities: Amphibious, darkvision 60 ft., 
  keen scent
  Saves: Fort +7, Ref +7, Will +6
  Abilities: Str 17, Dex 15, Con 20, Int 11, Wis 12, 
  Cha 8
  Skills: Listen +3, Search +8, Sense Motive +2, 
  Spot +5, Survival +5*, Swim +11
  Feats: Alertness, Swim-by AttackB, Track, 
  Weapon Focus (bite)
  Environment: Any aquatic or warm marsh
  Organization: Solitary, school (2-5), or pack 
  (5-10)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: 8-14 HD (Large), 15-21 HD 
  (Huge)
  Level Adjustment: +3
   
  Samebito are turtle people often used by 
  aquatic communities are scouts and guards. Their 
  skin is dark green or black with a beak-like maw, 
  webbed hands and feet, and glowing green eyes. 
  Samebito never stop growing, some becoming so 
  large they can no longer leave the ocean and embark 
  on land. It is rumored that the tears of samebito (rare 
  indeed) become gems.
  Combat
   
  Despite their apparent size and ferocity, 
  samebito are cowards. Once their prey is wounded, 
  a group of samebito will attack en masse, but none 
  of them want to be the first to strike. A good bluff or 
  a powerful charge can send them scattering. They 
  are much more hesitant fighters on land than in 
  the water.  A Huge samebito cannot walk on land, 
  because its mass is too much for its frame to carry.
   
  Keen Scent (Ex): A samebito can notice 
  creatures by scent in a 120-foot radius in the water, 
  or in a 90-foot radius on land. It can smell blood in 
  the water at ranges of up to a half mile on water, and 
  up to 100 yards on land.
   
  Skills: A samebito 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.
   
  * A samebito has a +4 racial bonus on Survival 
  checks when tracking by scent.
   
  Swim-by Attack: (See page 167)
   
  Shark Mounts: Especially favored samebito 
  ride huge sharks as mounts undersea, but this is rare. 
  In these situations, they often use lances just as if 
  they were mounted samurai on land.
  
  40
  4 Sharkman
  Large Monstrous Humanoid (Aquatic)
  Hit Dice: 8d8+40 (76 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 30 ft. (6 
  squares)
  Armor Class: 15 (-1 size, +6 natural), touch 9, 
  flat-footed 15
  Base Attack/Grapple: +8/+17
  Attack: Bite +12 melee (1d10+7/19-20) or 
  short spear +7 ranged (1d8+5)
  Full Attack: Bite +12 melee (1d10+5/19-20) 
  and short spear +7 melee (1d8+2); or short 
  spear +7 ranged (1d8+5)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Blood frenzy, improved grab
   
  A large, heavy-bodied creature emerges into 
  view, looking for all the world like a bipedal shark. 
  Its toothy maw grins at you savagely, and it moves 
  clumsily on two muscular legs. As you watch, two 
  arms with clawed hands unfold from its sides.
  Combat
   
  Sharkmen’s tactics are crude; in combat, 
  sharkmen will gang up on wounded foes, biting and 
  ripping at any available flesh until opponents are 
  dead. They are not known for their discipline, and 
  have been known to break off combat to swallow 
  bloody gobbets of flesh — even that of their allies 
  — before moving on to another foe. They are often 
  employed by cephalarcane (page 169). 
   
  Blood Frenzy (Ex): When a sharkman that 
  has not fed for at least four hours smells fresh blood, 
  it immediately goes into a killing frenzy, attacking 
  the nearest foe or, if no foe is within 30 feet, the 
  nearest creature. 
   
  While frenzied, a sharkman gains +4 to 
  Strength, +4 to Constitution, a +2 morale bonus on 
  Will saves, and -2 to Armor Class. A frenzy lasts for a 
  number of rounds equal to 3 + the sharkman’s (newly 
  adjusted) Con modifier. A sharkman cannot end its 
  blood lust voluntarily. After a frenzy, a sharkman is 
  fatigued for the remainder of the encounter.
   
  After it has killed an opponent, a frenzied 
  sharkman must succeed on a Will save (DC 15, +1 
  per hour that has passed since it last fed) or else stay 
  and feed on the body for 2d4 rounds. While feeding, 
  a sharkman is considered to be dazed. A sharkman’s 
  frenzy ends immediately after feeding.
   
  Improved Grab (Ex): To use this ability, a 
  sharkman must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and deals bite 
  Special Qualities: Amphibious, blindsense 30 
  ft., darkvision 60 ft., fast healing 1, keen scent, 
  water dependant
  Saves: Fort +7, Ref +6, Will +5
  Abilities: Str 21, Dex 11, Con 20, Int 7, Wis 
  8, Cha 6
  Skills: Listen +5, Spot +5, Survival +1*, Swim 
  +14
  Feats: Alertness, Improved Critical (bite), 
  Power Attack
  Environment: Any aquatic or warm marsh
  Organization: Solitary, pair, shiver (3-6), 
  school (7-12), raiding party (8-16), or reef 
  (10-40 plus 50% non combatants and 1 leader 
  of 3rd to 5th level)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: +5
  damage every round it maintains the grapple. A 
  sharkman may release a held opponent as a free 
  action.
   
  Amphibious (Ex): A sharkman can breathe 
  both air and water. 
   
  Blindsense (Ex): A sharkman can locate 
  creatures underwater within a 30-foot radius. 
  This ability works only when the sharkman is 
  underwater.
   
  Keen Scent (Ex): A sharkman can notice 
  creatures by scent in a 90-foot radius; they can smell 
  fresh blood within 180 feet. Underwater, this scent 
  ability extends to 150 feet; furthermore, a sharkman 
  can detect blood in the water at ranges over a mile. A 
  sharkman can track bleeding creatures by scent. 
   
  Water Dependant (Ex): When not in the 
  water, a sharkman must succeed on a Fortitude 
  save (DC 15, +1 per hour out of the water) each 
  hour or take 1d8 points of nonlethal damage from 
  dehydration. When not in the water, a sharkman 
  suffers a -2 circumstance penalty to AC and on 
  Reflex saves.
   
  Skills: A sharkman 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.
   
  * A sharkman tracking a creature by scent 
  while underwater has a +4 racial bonus on Survival 
  checks.
  Sharkman Characters
   
  A sharkman’s favored class is barbarian, and 
  most leaders are barbarians. Many also become 
  fighters, and some rare few take levels in ranger, 
  usually choosing humanoids as their favored enemies.
  4
  Stilt Beetle
  Large Vermin
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), climb 20 ft. (4 
  squares)
  Armor Class: 18 (-1 size, +2 Dex, +7 natural), 
  touch 11, flat-footed 16
  Base Attack/Grapple: +4/+12
  Attack: Bite +7 melee (1d8+6)
  Full Attack: Bite +7 melee (1d8+6)
  Space/Reach: 10 ft./5 ft. (15 ft. with legs 
  extended)
  Special Attacks: Improved grab, swat
  Special Qualities: Darkvision 120 ft., 
  extend legs, sprint, vermin traits
  Saves: Fort +7, Ref +4, Will +3
  Abilities: Str 19, Dex 14, Con 15, Int —, Wis 
  13, Cha 11
  Skills: Climb +12
  Feats:  —
  Environment: Temperate and warm land
  Organization: Solitary or cluster (2-5)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  The stilt beetle’s six well-armored legs have 
  two more joints than most beetles; normally, three 
  segments of each leg are “folded up” on top of each 
  other, although this is not readily apparent at first 
  glance. In the blink of an eye the stilt beetle can 
  “unfold” its appendages to their full length until the 
  creature towers over its opponents at a height of up 
  to 15 feet. With its stilt legs fully extended the beetle 
  covers ground at an accelerated rate, either chasing 
  down prey or fleeing from more powerful foes.
   
  A stilt beetle’s carapace is black with red 
  patterns along the exterior rim. The creature’s 
  elytra (wing-cases) have fused into a solid shell, 
  preventing the stilt beetle from flying, but its rapid 
  ground speed more than makes up for this loss.
   
  Stilt beetles make excellent riding mounts, 
  although a charm monster or similar spell is 
  necessary to gain their servitude.
  Combat
   
  When actively hunting, most stilt beetles 
  extend their legs to their full height so they get the 
  best view of their surroundings and any potential 
  prey. When the beetle spots a possible victim, it 
  rushes toward him at top speed, dipping its elevated 
  body at the last moment to bring its sharp mandibles 
  into range to attack. It takes but a moment for the 
  beetle to extend or retract its legs, so it can be 
  crawling along like a ‘normal’ giant beetle one 
  round and swatting a wizard levitating 25 feet up 
  in the air the next. When a stilt beetle grapples a 
  victim, it pulls the victim into the air, where the 
  beetle has the advantage. Most ground-based prey is 
  at a disadvantage when dangling from a stilt beetle’s 
  mandibles: even if they escape they plummet to the 
  ground, taking falling damage.
   
  Improved Grab (Ex): To use this ability, a 
  stilt beetle must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and deals 
  automatic bite damage each round.
   
  Swat (Ex): A stilt beetle can swat flying 
  creatures out of the sky with one of its fully 
  extended front legs. This requires a normal attack 
  roll; if successful, the flying creature takes 1d6 
  points of bludgeoning damage from the slam and 
  must succeed on a DC 17 Reflex save or fall prone 
  to the ground, dazed for one round. Note that the stilt 
  beetle can only reach creatures flying at an altitude 
  of 30 feet or less and normal falling damage applies 
  to the swatted victim. The save DC is Strength-
  based.
   
  Extend Legs (Ex): When in a space at least 
  20 feet high that offers sufficient room for a creature 
  with a 15-foot space, a stilt beetle can extend its legs 
  as a standard action. While its legs are extended, 
  a stilt beetle’s land and climb speeds are doubled, 
  and its reach increases by 10 feet. Having its legs 
  extended allows the stilt beetle to use its sprint and 
  swat abilities. While its legs are extended, a stilt 
  beetle is also considered to have Deflect Arrows as a 
  bonus feat. A stilt beetle may retract its legs as a free 
  action.
   
  When a stilt beetle is grappling a creature 
  and extends its legs, it may pull the creature up to 
  a height of 15 feet with a successful grapple check. 
  A stilt beetle has the advantage at that height, as any 
  prey that escapes it may plummet to the ground.
   
  A stilt beetle with its legs extended suffers an 
  additional -1 size penalty to AC and attack rolls, as 
  if it were Huge instead of Large. A stilt beetle may 
  only have its legs extended for 6 minutes at a time; 
  if it reaches this maximum it must rest for a full hour 
  to regain use of this ability.
   
  Sprint (Ex): Once per hour, a stilt beetle with 
  its legs extended can move five times its normal 
  speed (300 feet) when it makes a charge.
   
  Skills: Stilt beetles have a +8 racial bonus 
  on Climb checks. A stilt beetle can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened.
  
  41
  4 Stymphalian Bird
  Medium Magical Beast
  Hit Dice: 4d10+4 (26 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), fly 60 ft. (poor) (8 
  squares)
  Armor Class: 15 (+2 Dex, +3 natural), 
  touch 12, flat-footed 13
  Base Attack/Grapple: +4/+6
  Attack: Beak +6 melee (1d8+2/19-20) or 
  feather +7 ranged (1d4+2/19-20)
  Full Attack: Beak +6 melee (1d8+2/19-20) 
  and 2 claws +1 melee (1d6+1/19-20) and 2 
  wing slashes +1 melee (1d6+1/19-20) or 4 
  feathers +7 ranged (1d4+2/19-20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved critical, feathers
  Special Qualities: Darkvision 60 ft., low-
  light vision
  Saves: Fort +5, Ref +6, Will +2
  Abilities: Str 14, Dex 14, Con 12, Int 6, Wis 
  12, Cha 2
  Skills: Listen +4, Jump +6, Spot +5
  Feats: Flyby Attack, Weapon Focus 
  (feathers)
  Environment: Temperate and warm forest, 
  marsh, and hills
  Organization: Solitary or flock (2-5)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
   
  The stymphalian bird resembles a large crane 
  with an unusually long beak of bronze and long, 
  swift legs that end in razor-sharp talons. When a 
  stymphalian bird makes it lair, it feeds on living 
  creatures within a 5 mile radius. Stymphalian birds 
  are very fond of flesh and devour livestock, cattle, 
  and the like. They are particularly fond of elves 
  and humans. The bird stands about 7 feet tall and 
  has an ibis-like body. Unlike the ibis, however, its 
  beak is long and straight, not curved. Its feathers 
  and talons are bronze like its beak.
  Combat
   
  Stymphalian birds attack from the air. When 
  flying, a stymphalian bird looses a volley of bronze 
  feathers at its foes or else swoops down and 
  attacks with its beaks or wings, flying out of range 
  before the opponents can react. On the ground, 
  the stymphalian bird attacks with its wings and 
  talons.
   
  Improved Critical (Ex): A stymphalian 
  bird’s beak, claws, and wings threaten a critical hit 
  on a roll of 19 or 20.
   
  Feathers (Ex): A stymphalian bird can 
  loose a volley of four feathers when flying over an 
  opponent. This attack has a range of 60 feet, with 
  no range increment. A feather threatens a critical 
  hit on a roll of 19 or 20. The stymphalian bird can 
  launch three such volleys in a single day.
  Flora and Fauna
   
  Salty Spartina: This rare form of the spartina plant is found in salt marshes, and has the unique 
  ability to naturally remove salt from seawater. The body of the plant floats on the surface of the water, but 
  it can only live in a foot or less of liquid because its roots must reach the soil. If kept in a seawater-filled 
  cask or similar container and left in the sun, the salty spartina removes the salt from the seawater, taking 
  about five days per gallon of water.
   
  After purifying one container of water, the spartina must be moved to new source of seawater 
  within one day or it will die. Some enterprising ship captains who have learned of this plant use it on long 
  voyages to produce limited amounts of fresh water. Superstitious sailors believe that relying too much 
  on salty spartina makes the sea angry, while less fearful sailors sing bawdry tunes about spartina as they 
  return the ocean its water.
  5
  Adithari
  Large Giant
  Hit Dice: 6d8+18 (45 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (-1 size, -1 Dex, +9 
  natural), touch 8, flat-footed 17
  Base Attack/Grapple: +4/+13
  Attack: Claw +8 melee (1d6+5)
  Full Attack: 2 claws +8 melee (1d6+5)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Exude koulusk swarm
  Special Qualities: Fast healing 4, hold 
  breath, low-light vision
  Saves: Fort +8, Ref +1, Will +1
  Abilities: Str 21, Dex 9, Con 17, Int 4, Wis 
  9, Cha 6
  Skills: Listen +4, Spot +4, Swim +8
  Feats: Alertness, Endurance, Power Attack
  Environment: Temperate and warm 
  aquatic, hills, marshes, and plains
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +4
   
  Adithari are amphibious armored giants 
  infested with tiny vermin.
   
  Standing roughly 8 feet tall and weighing 
  around 400 pounds, an adithari is an imposing 
  sight. Its body is covered with a spiny, rust-colored 
  exoskeleton, riddled with small holes around its 
  chest and arms. Its skull is large, with two small 
  cracks for its eyes and bone over its mouth. An 
  adithari’s arms hang low, each ending in three 
  thick fingers. An average adithari lives about thirty 
  years.
   
  Adithari have a symbiotic relationship with 
  maggotlike insects called koulusks, which live 
  inside the holes of adithari exoskeletons. When 
  an adithari is ready to feed, these inch-long grubs 
  swarm out and devour the adithari’s prey. Once 
  the koulusks have had their fill, they return to the 
  adithari, releasing secretions the adithari absorbs. 
  As an adithari ages, the number of koulusks 
  sharing the exoskeleton grows to such an extent 
  that, in order to give the koulusks sufficient 
  living space, the adithari is forced to tear at its 
  exoskeleton to create wider openings. Despite an 
  adithari’s ability to heal rapidly, this process is 
  very painful, and is usually accompanied by loud 
  wails that can be heard across great distances.
   
  When not hunting, adithari avoid contact 
  with other creatures, and live in simple burrows 
  or caves laden with the stinking carcasses of their 
  victims. Though they can breathe underwater, most 
  only descend to riverbeds or lake bottoms when 
  hiding from powerful attackers, or when hunting 
  aquatic creatures. They are marginally intelligent, 
  but have no real society, and are slow-witted and 
  violent. In general, adithari refuse to converse 
  with anything they think they can kill. The rare 
  exception is when a particularly smart and capable 
  female becomes a witch doctor; such an adithari 
  usually lives in isolation, but some serve or work 
  alongside other evil creatures.
   
  Adithari speak a crude dialect of Giant.
  Combat
   
  Adithari claw and swipe at their opponents, 
  only unleashing their koulusks if they are 
  surrounded or otherwise outmatched.
   
  Exude Koulusk Swarm (Su): As a standard 
  action, an adithari can send forth a swarm of 
  koulusks to attack its foes. The koulusks live 
  inside the adithari’s exoskeleton, which it can tear 
  open to spill the koulusks into its space. Treat the 
  koulusks as a locust swarm without a fly speed (see 
  the description of the locust swarm in the Monster 
  Manual). The koulusks do not harm the adithari, 
  and the adithari can draw them back inside its 
  exoskeleton as a standard action at any time it 
  shares space with part of the swarm. The koulusks 
  disperse 2 rounds after the adithari’s death.
   
  Hold Breath (Su): An adithari can hold its 
  breath for a number of minutes equal to thirty times 
  its Constitution score before it risks drowning.
  
  42
  5 Archer Clam
  Huge Vermin (Aquatic)
  Hit Dice: 6d8+12 (39 hp)
  Initiative: -1
  Speed: 5 ft. (1 square)
  Armor Class: 19 (-5 Dex, -2 size, +16 
  natural), touch 3, flat-footed 19
  Base Attack/Grapple: +4/+16
  Attack: Harpoon +7 ranged (ld8+4 plus 
  poison)
  Full Attack: Harpoon +7 ranged (ld8+4 
  plus poison) 
  Space/Reach: 15 ft./10. ft (up to 40 ft. with 
  harpoon)
  Special Attack: Clamp 3d10+4, harpoon. 
  improved grab, poison
  Special Qualities: Darkvision 60 ft., 
  resistance to acid 5, cold 5, electricity 5, and 
  fire 5, seal
  Saves: Fort +7, Ref -3, Will +1
  Abilities: Str 18, Dex 3, Con 14. Int —, Wis 
  8, Cha 2
  Skills: Hide +8
  Feats: Improved InitiativeB, Weapon Focus 
  (harpoon)B
  Environment: Any aquatic
  Organization: Solitary or cluster (2-8)
  Challenge Rating: 5
  Treasure: Half standard
  Alignment: Always neutral
  Advancement: 7-12 HD (Huge) 13-24 HD 
  (Gargantuan)
  Level Adjustment: —
   
  This brown and green mollusk is over ten 
  feet in diameter.  
   
  Archer clams are giant mollusks over 10 
  feet in diameter and weighing several thousand 
  pounds. Their brown and green shells are several 
  inches thick, and in times of attack, the two halves 
  close completely, offering heightened defense. 
  Contrary to conventional wisdom, Archer clams 
  can move very slowly using pseudopodia (formed 
  from their fleshy inner muscles). Archer clams are 
  generally not aggressive until they get hungry.
  Combat
   
  Archer clams hunt with a venomous harpoon 
  consisting of a single tooth and a hollowed tube. 
  As the tooth pierces the victim’s flesh, venom is 
  injected through the hollow tubing that connects 
  the harpoon to the archer clam. Once an opponent 
  is harpooned, the archer clam reels the victim in 
  and crushes it between its shells.
   
  Clamp (Ex): If a victim has been pulled 
  to the archer clam with its harpoon, the archer 
  clam can attempt to clamp down upon it, dealing 
  3d10+4 points of bludgeoning damage with a 
  successful grapple check.
   
  Harpoon (Ex): The barb can be launched as 
  a harpoon with a 40-foot range. When initiating 
  combat in this manner, the archer clam has no 
  Dexterity penalty to its initiative check. 
   
  Furthermore, the harpoon itself uses the 
  archer clam’s Strength modifier to attacks instead 
  of its Dexterity modifier. When the harpoon sinks 
  into the target, it injects a venom through the 
  hollow tube connecting the harpoon to the archer 
  clam (see poison, below). It also impales and 
  snares the target on a retracting cord (see improved 
  grab). If the archer clam misses with the harpoon, 
  it must wait one round before it can be used again, 
  while it reels it in. If the cord (and thusly the 
  harpoon) is severed, the archer clam will grow 
  another cord and harpoon within 24 hours.
   
  An archer clam can reel in harpooned targets 
  at a speed of 10 feet per round unless the victim 
  can break the grapple or cut the cord. The cord is 
  immune to bludgeoning weapons and has a total of 
  20 hp (independent of the archer clam’s normal hp) 
  but a single blow of 10 hp or more severs it. If the 
  target is dragged to the archer clam, it is subject to 
  its clamp attack (see above).
   
  Improved Grab (Ex):  To use this ability, an 
  archer clam must hit an opponent with its harpoon 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold 
  and can try to harpoon the foe.
   
  Poison (Ex): Injury, Fort DC 15, initial 
  damage 1d6 Str, secondary damage 1d2 Str. The 
  save DC is Constitution-based.
   
  Seal (Ex): An archer clam can close its shell 
  for added protection, although it cannot see, move, or 
  attack. When sealed, it is immune to gas effects (such 
  as stinking cloud spells), its natural armor improves 
  by +6, and it gains damage reduction 10/ -.
   
  Skills: The natural cover that grows on 
  archer clams gives them a +20 bonus to Hide 
  checks.
  5
  Asrai
  Tiny Fey (Aquatic)
  Hit Dice: 1d6+l (4 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), swim 50 ft. (10 
  squares)
  Armor Class: 18 (+2 size, +4 Dex, +2 
  natural), touch 16, flat-footed 14
  Base Attack/Grapple: +0/-11
  Attack: Touch +6 melee touch (1d4 cold)
  Full Attack: Touch +6 melee touch (1d4 
  cold)
  Space/Reach: 2-1⁄2 ft./0 ft.
  Special Attacks: Cold, spell-like abilities, 
  spells 
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell resistance 17, 
  water dependent
  Saves: Fort +1, Ref +6, Will +3
  Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 
  13, Cha 14
  Skills: Concentration +5, Hide +16, 
  Knowledge (arcana) +2, Knowledge 
  (nature) +2, Listen +3, Sense Motive +5, 
  Spellcraft +4, Spot +3, Swim +12
  Feats: Weapon Finesse
  Environment: Cold and temperate aquatic
  Organization: Solitary or colony (2-12)
  Challenge Rating: 5
  Treasure:  None
  Alignment: Always chaotic neutral
  Advancement: 2-3 HD (Tiny)
  Level Adjustment: +3
   
  This being looks like a 1-foot tall female elf 
  with delicate features, emerald eyes, long golden 
  hair, and pale blue skin.
   
  Asrai dwell in crystal clear lakes, ponds, and 
  rivers far from civilized lands. They spend most 
  of their time in the water frolicking and playing, 
  and splashing the various woodland creatures 
  that venture near the water for a drink. They are 
  protective of their aquatic homes, however, and 
  attack en masse any foolish human so oafish as to 
  enter the water without asking permission of the 
  asrai first.
   
  Though asrai can survive on land for a 
  short amount of time, they prefer not to risk such 
  ventures, so any encounter with an asrai is almost 
  always in the water. They make their homes 
  in giant seashells or natural underwater caves, 
  usually under a canopy of aquatic plants, algae, 
  and seaweed so enemies cannot easily find them.
   
  Male asrai are thought to exist, though none 
  have ever been encountered. Asrai speak Sylvan 
  and Common.
  Combat
   
  An asrai only engages in combat if her body 
  of water is threatened, or if any intelligent non-
  fey creature enters the water without permission. 
  Once in combat, an asrai prefers to attack with her 
  magic, using her cold touch only as a last resort. 
  If she faces overwhelming odds, an asrai seeks 
  escape, often using her fog cloud or obscuring mist 
  ability to cover her exit.
   
  Cold (Su): The touch of an asrai is 
  supernaturally cold. All damage dealt from an 
  asrai’s natural attacks is cold damage. This ability 
  is constant, but the asrai can suppress or resume it 
  at will as a free action.
   
  Spell-Like Abilities: 2/day—control water 
  (DC 18), fog cloud, obscuring mist. Caster level 
  5th.  The save DCs are Charisma-based.
   
  Spells: An asrai casts spells as a 5th-level 
  sorcerer. The save DCs are Charisma-based.
   
  Typical Sorcerer Spells Known  (6/7/5 per 
  day; caster level 5th): 0—dancing lights, daze (x2, 
  DC 12), detect magic, flare (DC 12), resistance, 
  touch of fatigue (DC 12); 1st—hypnotism (DC 
  13), obscuring mist, reduce person (DC 13), sleep 
  (DC 13); 2nd—hideous laughter (DC 14), touch of 
  idiocy.
   
  Water Dependent (Su): An asrai that 
  moves more than 50 feet from her water source, 
  can survive on land for 1 hour per 2 points of 
  Constitution (after that, refer to the suffocation 
  rules on page 32 or in the DMG). Lost Constitution 
  points are immediately restored if she is returned 
  to the water. If her Constitution reaches 0, she dies, 
  her form collapsing into a puddle of water.
   
  Skills: An asrai 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. Asrai use their Dexterity 
  modifier (instead of Strength modifier) on Swim 
  checks.
  
  43
  5 Bog Beast
  Large Monstrous Humanoid
  Hit Dice: 5d8+20 (42 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (-1 size, +5 natural), touch 
  9, flat-footed 14
  Base Attack/Grapple: +5/+14
  Attack: Claw +9 melee (1d6+5)
  Full Attack: 2 claws +9 melee (1d6+5)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Disease, improved grab, 
  rend 2d6+7
  Special Qualities: Darkvision 60 ft., low-
  light vision
  Saves: Fort +5, Ref +4, Will +5
  Abilities: Str 20, Dex 11, Con 18, Int 5, Wis 
  12, Cha 9
  Skills: Listen +7, Spot +7
  Feats: Alertness, Power Attack
  Environment: Temperate and warm marsh
  Organization: Solitary or pack (2-5)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: —
   
  The bog beast is a large, shaggy, fur-covered, 
  vaguely humanoid creature that makes its home in 
  bogs and swamps. It has two large upright tusks 
  of pale white protruding from its mouth. Its hands 
  sport sharp claws with filthy nails. Its eyes are dull 
  brown in color and its fur is brownish-yellow. The 
  bog beast stands over 9 feet tall and weighs around 
  1,100 pounds. It makes its lair amid overgrown 
  swamplands and attacks just about any creature 
  that travels too close to its lair.
  Combat
   
  Bog beasts attack with their claws, fighting 
  to the death. A creature killed by a bog beast 
  is dragged back to the beast’s lair, where it is 
  devoured.
   
  Disease (Ex): Filth fever—claw, Fortitude 
  DC 16, incubation period 1d3 days; damage 1d3 
  Dex and 1d3 Con.  The save DC is Constitution-
  based.
   
  Improved Grab (Ex): To use this ability, a 
  bog beast must hit an opponent of up to Large size 
  with both claw attacks.  It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, 
  it establishes a hold and rends.
   
  Rend (Ex): A bog beast grappling an 
  opponent latches onto the opponent’s body and 
  tears the flesh. This attack automatically deals an 
  additional 2d6+7 points of damage each round.
   
  Blood Floater: Considered a sign of bad luck by most aquatic species, the blood floater is a plant 
  that takes root in the bodies of dead creatures as they drift through the sea. Their seeds lodge in corpses 
  and use those nutrients to grow, eventually sprouting a number of roots through the body and a handful 
  of stalks, each tipped in a bright red flower that smell as blood to aquatic creatures. The flowers are 
  poisonous if ingested.
   
  If the creature consuming the plants fails a Fortitude save (DC 16), they inflict 1d6 points of initial 
  and secondary Constitution damage. The blood floater uses its attractive flowers to fool sea creatures 
  into digesting its poison, gathering more corpses for its seeds. This grisly ptactice sometimes leads to 
  large floating piles of corpses as the blood floaters increase in number. These plants are also common in 
  aquatic cemeteries. Collecting this poison involves a successful Survival check of DC 16, or a Knowledge 
  (nature) check of DC 14, and takes one hour to produce a single dose. The poison has a market value of 
  20 gp in flower form and 100 gp in processed, oil form.
  Flora and Fauna
  5
  Bog-Spawn
  Medium Undead
  Hit Dice: 5d12 (32 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares)
  Armor Class:  16 (+2 Dex, +4 natural), 
  touch 12, flat-footed 14
  Base Attack/Grapple: +2/+3
  Attack: Slam +4 melee
  Full Attack: Slam +4 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Feed, improved grab, 
  inject slime
  Special Qualities: Darkvision 60 ft., undead 
  traits
  Saves: Fort +1, Ref +3, Will +6
  Abilities: Str 13, Dex 14, Con —, Int 15, 
  Wis 15, Cha 14
  Skills: Climb +7, Hide +9, Listen +9, Move 
  Silently +9, Search +10, Spot +9, Survival 
  +2 (+4 following tracks), Swim +7
  Feats: Improved Initiative, Weapon Focus 
  (slam)
  Environment: Any marsh
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 6-10 HD (Medium); 11-15 
  HD (Large)
  Level Adjustment: —
   
  The bog-spawn is a grotesque form of 
  undead formed when bodies die in a swamp 
  and sink into the murky depths. Sometimes a 
  bog-spawn is created almost spontaneously from 
  negative energy in the swamp, but just as often 
  a new bog-spawn will rise from the among the 
  uneaten victims of the bog-spawn that killed it.
   
  It appears as a malevolent humanoid whose 
  eyes burn with a fiery rage. The bog-spawn’s 
  clothes, if any, hang loosely about its body whilst 
  its skin is leathery and taut. It hates living creatures 
  and will attack them on sight.
  Combat
   
  The bog-spawn attacks by ramming its 
  fingers down an enemy’s throat and coating their 
  lungs with a thick slime that causes suffocation. If 
  this proves impossible or unwise, the bog-spawn 
  will pummel a foe with its fists.
   
  Feed (Su): When a bog-spawn slays a 
  humanoid opponent, it can feed on the corpse, 
  devouring both flesh and life force, as a full-round 
  action Feeding destroys the victim’s body and 
  prevents any form of raising or resurrection that 
  requires part of the corpse. There is a 50% chance 
  that a wish, miracle, or true resurrection spell can 
  restore a devoured victim to life. Check once for 
  each destroyed creature. If the check fails, the 
  creature cannot be brought back to life by mortal 
  magic.
   
  A bog-spawn advances in Hit Dice by 
  consuming corpses in this fashion. For every three 
  suitable corpses a bog-spawn devours, it gains 1 
  Hit Die, and its Strength, Constitution, and natural 
  armor increase by +1. Its attack bonus and saves 
  improve as normal for an undead of its Hit Dice, 
  and it gains skill points, feats, and ability score 
  improvements normally.
   
  The bog-spawn only advances by consuming 
  the corpses of creatures whose Hit Dice or levels 
  are equal to or greater than its own current total.
   
  Improved Grab (Ex): To use this ability, a 
  bog-spawn must hit a Large or smaller opponent 
  with its slam attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can inject its slime down 
  the opponent’s throat.
   
  Inject Slime (Ex): On a successful Grapple 
  check the bog-spawn injects its victim’s lungs 
  with slime. Each round thereafter, the victim takes 
  1d6 points of damage as his lungs fill with slime. 
  Additionally, the victim must succeed on a DC 14 
  Fortitude save or be unable to act as he chokes. 
  A remove disease or heal spell will dissolve the 
  slime if cast before the victim dies.  The save DC 
  is Charisma-based.
  
  44
  5
  Coral Snare
  Large Aberration (Aquatic)
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +2
  Speed: 0 ft. (0 squares)
  Armor Class: 17 (-1 size, +2 Dex, +6 natural), 
  touch 11, flat-footed 15
  Base Attack/Grapple: +4/+14
  Attack: Bite +9 melee (1d8+6)
  Full Attack: Bite +9 melee (ld8+6) and 2 
  tendrils +4 melee (1d8+3)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Improved grab, swallow 
  whole
  Special Qualities: Blindsight 60 ft, darkvision 
  60 ft., shell
  Saves: Fort +5, Ref +4, Will +6
  Abilities: Str 22, Dex 14, Con 16, Int 4, Wis 
  12, Cha 8
  Skills: Hide -2*, Listen +7, Spot +8  
  Feats: Alertness, Diehard, Endurance
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 
  (Huge)
  Level Adjustment: –
   
  Bursting from what appeared to be a 
  harmless patch of coral, this creature looks like a 
  vaguely insectoid black worm. Its circular mouth 
  is ringed with sharp, serrated teeth.
   
  The coral snare is a small pile of black, 
  viscous slime crisscrossed with cords of dense 
  muscle and a circular mouth ringed with sharp, 
  serrated teeth. It burrows its way into a piece of 
  coral, consuming the coral from the inside out 
  except for the outer layer of the coral acting as 
  protective shell and camouflage. The coral shell 
  attaches to the snare, acting as armor plating and 
  giving it an insectoid appearance when attacking. 
  Until the snare strikes, it is very difficult to 
  differentiate from a normal coral. Once the prey is 
  in the snares clutches, it is quickly slain and then 
  devoured over the course of several days.
   
  Some groups of sahuagin have been known 
  to breed coral snares and plant them as a defensive 
  measure, or to infest the territory of their enemies 
  with them. The immobile nature of the coral snare 
  makes them easy to avoid if their location is known.
   
  The slime from a coral snare is a powerful 
  natural adhesive that is sometimes sought by 
  particularly knowledgeable alchemists. If used 
  in the creation of a tanglefoot bag, all the DCs 
  to escape the tanglefoot bag are increased by +2. 
  Alchemists normally pay 10 gp per dose of the 
  coral snare slime, and 10 doses can be removed 
  from one snare corpse.
  Combat
   
  A coral snare lurks in its protective hideout 
  and waits for suitable food to pass by. Then it 
  springs into action, trying to swallow the target and 
  retreat back into its shell as quickly as possible. If 
  the target puts up a fight, the coral shell tries to 
  subdue it, but retreats into its shell is badly injured. 
  If its shell is attacked the snare attacks every 
  creature nearby in a desperate attempt to keep its 
  home safe.
   
  Improved Grab (Ex): To use this ability, 
  the coral snare must hit a creature at least one 
  size smallest than itself 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 found.
   
  A coral snare can also use its improved grab 
  ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent, 
  and transfers it to the mouth as a free action, 
  automatically dealing bite damage.  It can attempt 
  to swallow the foe the following found.
   
  Swallow Whole (Ex): A coral snare can try 
  to swallow a grabbed opponent of up to two sizes 
  smaller by making a successful grapple check. 
  The swallowed creature takes 2d4+6 points of 
  bludgeoning damage per round. A swallowed 
  creature can cut its way out by using a light slashing 
  or piercing weapon to deal 15 points of damage to 
  the stomach  (AC 14). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  creature must cut its own way out. A Large coral 
  snare’s stomach can hold 1 Medium, 4  Small, 16 
  Tiny, 64 Diminutive, or 256  Fine opponents.
   
  Shell (Ex): When hiding or badly injured, the 
  snare can close up its coral outer coating, making 
  it very difficult to wound. This is a full round 
  action and grants the coral snare damage reduction 
  5/-. When hidden within its shell, this creature is 
  difficult to recognize; a DC 20 Spot or Survival 
  check is required to notice the lurking creature. 
  While in its shell, it can take no other actions.
   
  Skills: *A coral snare’s body blends in 
  extremely well when it is near other coral, 
  conferring a +10 circumstance bonus on Hide 
  checks in those situations.
  5
  Deep Blue Ooze
  Large Ooze
  Hit Dice: 6d10+36 (69 hp)
  Initiative: -5
  Speed: 20 ft. (4 squares), climb 20 ft. (4 
  squares), swim 40 ft. (8 squares)
  Armor Class: 4 (-1 size, -5 Dex), touch 4, 
  flat-footed 4
  Base Attack/Grapple: +4/+10
  Attack: Slam +5 melee (1d8+3 plus 1d4 
  acid plus paralysis)
  Full Attack: Slam +5 melee (1d8+3 plus 
  1d4 acid plus paralysis)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Acid, engulf, paralysis
  Special Qualities: Blindsight 60 ft., 
  immunity to electricity and fire, ooze traits
  Saves: Fort +8, Ref -3, Will -3
  Abilities: Str 15, Dex 1, Con 22, Int —, Wis 
  1, Cha 1
  Skills: Climb +10, Hide -9 (-7 when well-
  fed; +1 when immersed in water), Swim +10
  Feats: —
  Environment: Aquatic
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  Deep blue oozes live in large bodies of water. 
  The deep blue ooze is covered with many knobby 
  pseudopodia that help it swim and maneuver in the 
  water. Despite the name, these oozes vary in color 
  from pale blue to deep purple, depending on how 
  long it has been since they have last eaten. They 
  grow darker as their hunger festers.
  Combat
   
  Deep blue oozes typically paralyze their 
  victims, cover them with digestive acids, and 
  consume the liquefied remains.
   
  Acid (Ex): The creature secretes a digestive 
  acid that dissolves organic material and metal 
  quickly, but does not affect stone. Any melee hit 
  deals acid damage, and the opponent’s armor and 
  clothing dissolve and become useless immediately 
  unless they succeed on DC 19 Reflex saves. 
  A metal or wooden weapon that strikes a deep 
  blue ooze also dissolves immediately unless it 
  succeeds on a DC 19 Reflex save. The save DCs 
  are Constitution-based.
   
  The deep blue ooze’s acidic touch deals 19 
  points of damage per round to wooden or metal 
  objects, but the ooze must remain in contact with 
  the object for 1 full round to deal this damage.
   
  Engulf (Ex): A deep blue ooze can attempt 
  to engulf Large or smaller creatures as a standard 
  action. It cannot make a slam attack during a round 
  in which it engulfs. The deep blue ooze merely has 
  to move over the opponents, affecting as many 
  as it can cover. Opponents can make opportunity 
  attacks against the ooze, but if they do so they are 
  not entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 15 Reflex save or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) 
  as the ooze moves forward. Engulfed creatures are 
  subject to the ooze’s paralysis and acid, and are 
  considered to be grappled and trapped within its 
  body. The save DC is Strength-based.
   
  Paralysis (Ex): A deep blue ooze secretes 
  an anesthetizing slime. A target hit by an ooze’s 
  melee or engulf attack must succeed on a DC 19 
  Fortitude save or be paralyzed for 2d6 rounds. 
  The ooze can automatically engulf a paralyzed 
  opponent. The save DC is Constitution-based.
   
  Skills: Deep blue oozes have a +8 racial 
  bonus on Climb checks. A deep blue ooze can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened.
   
  A deep blue ooze 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.
  
  45
  5
  Dingonek
  Huge Magical Beast (Aquatic)
  Hit Dice: 8d10+40 (84 hp)
  Initiative: +1
  Speed: 15 ft. (3 squares), swim 20 ft. (4 
  squares)
  Armor Class: 19 (-2 size, +1 Dex, +10 
  natural), touch 9, flat-footed 18
  Base Attack: +8/+24
  Attack: Bite +14 melee (1d10+12)
  Full Attack: Bite +14 melee (1d10+12)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Capsize, improved grab
  Special Qualities: Darkvision 60 ft., low-
  light vision
  Saves: Fort +11, Ref +7, Will +1
  Abilities: Str 26, Dex 12, Con 21, Int 4, Wis 
  9, Cha 7
  Skills: Hide +0, Listen +2, Move Silently 
  +3, Spot +2, Swim +16
  Feats: Awesome Blow, Improved Bull 
  Rush, Power Attack
  Environment: Warm aquatic 
  Organization: Solitary, pair, or family (3-6)
  Challenge Rating: 5
  Treasure: 10% standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Huge), 17-24 HD 
  (Gargantuan)
  Level Adjustment: —
   
  Dingonek are aquatic monsters with scaly 
  lion heads and armor-plated bodies that resemble 
  giant crocodiles. Dingonek prey on herd animals 
  that stumble while attempting to ford rivers and 
  streams, but as vaguely sentient creatures, they 
  take great offense when humanoids violate their 
  territory. Dingonek especially delight in capsizing 
  offending boats, dragging the occupants to a 
  watery grave at the bottom of the river, and then 
  devouring the waterlogged corpses.
   
  Some adventurers actively hunt dingonek, as 
  their hides bring a good price on the open market. 
  A dingonek hide is worth 300 gp, and can be used 
  to make a suit of masterwork hide armor.
  Combat
   
  Dingonek prefer to attack small boats by 
  surfacing under them, overturning them, and then 
  drowning and devouring their crews.
   
  Capsize (Ex): A submerged dingonek that 
  surfaces under a boat or ship less than 20 feet 
  long capsizes the vessel 80% of the time. It has a 
  50% chance to capsize a vessel from 20 to 60 feet 
  long and a 20% chance to capsize one over 60 feet 
  long.
   
  Improved Grab (Ex): To use this ability, a 
  dingonek must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and deals 
  automatic bite damage each round.
   
  Skills: A dingonek 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.
  Flora and Fauna
   
  Mudskippers: Fish that survive in water and on land. Commonly found in mangrove swamps, 
  mudskippers spend most of their time on land and actually move faster on land than in water. So adjusted 
  to brackish water, the mudskipper dies if placed in saltwater or freshwater. Though they have gills for 
  breathing underwater, they also have mechanics for extracting oxygen on land. They carry water in their 
  expandable gill chambers or in their mouths, allowing them to walk on land and still extract oxygen from 
  water. They can also extract oxygen from their wet skin, easy replenished by rolling in a puddle every few 
  minutes. They walk with a front pair of fins that act like arms (complete with elbows) while a secondary 
  pair of fins in the back act like suckers, allowing the mudskipper to cling to wet surfaces. Its eyeballs 
  protrude, not unlike periscopes, and move independently of each other. During mating season, the males 
  take on more color and perform courtship displays, such as erecting their dorsal fins, doing push-ups or 
  spectacular flips out of the mud, and flaring their dorsal fin at the top of the leap.
  5
  Discordant Fiddler
  Large Magical Beast (Aquatic)
  Hit Dice: 9d10+45 (94 hp)
  Initiative: +0
  Speed: 10 ft. (2 squares), swim 10 ft. (2 
  squares)
  Armor Class: 19 (-1 size, +10 natural), touch 
  9, flat-footed 19
  Base Attack/Grapple: +9/+20
  Attack: Claw +15 melee (2dl0+7)
  Full Attack: 2 claws +15 melee (2dl0+7) and 
  2 pincers +13 melee (ld8+3)
  Space/Reach: 10 ft. /15 ft.
  Special Attack: Discordant disruption, 
  improved grab, repel, rip, silt storm
  Special Qualities: Darkvision 60 ft., low-light 
  vision, resistance to cold 5, scramble
  Saves: Fort +11, Ref +6, Will +2
  Abilities: Str 24, Dex 10, Con 20, Int l, Wis 
  8, Cha 8
  Skills: Hide +4, Listen +5, Spot +5, Swim +15
  Feats: Alertness, Improved Bull Rush, 
  Multiattack, Power Attack
  Environment: Any aquatic 
  Organization: Solitary or group (2-8)
  Challenge Rating: 5
  Alignment: Always neutral
  Treasure: None
  Advancement: 10-11 HD (Large), 12-20 HD 
  (Huge)
  Level Adjustment: —
   
  This crablike creature is larger than a horse. 
  It has both a clawed and a pincered arm on either 
  side of its body. Another set of limbs extends from 
  its midsection, each limb ending in fanlike digits.
   
  Discordant fiddlers are 9-foot long crab-like 
  creatures with hardened shells and multiple sets of 
  natural weapons. Oblong like crabs, discordant 
  fiddlers have a claw and pincer on either side of 
  their body. They also have another set of limbs 
  coming from their midsection whose ends spread 
  out like a fan. Although these fanned limbs seem 
  less daunting than the claw-pincer rip, discordant 
  fiddlers use their fans to stir the sand and obscure 
  their retreat. Discordant fiddlers generally lurk 
  among coral reefs.
  Combat
   
  Discordant fiddlers typically rush into 
  combat or drop from above. They prefer to snatch 
  up their prey and dissect it with their pincers, but 
  if pressed they defend themselves with their silt 
  storm ability.
   
  Discordant Disruption (Ex): As a free 
  action, a discordant fiddler can create a piercing 
  sonic noise that other creatures find horridly 
  distracting. While using this ability, the discordant 
  fiddler cannot move. All creatures within 30 feet 
  of the fiddler must make a DC 19 Will save or 
  suffer a -2 penalty to all attack rolls, ability checks, 
  skill checks, and saving throws. Spellcasters must 
  make a DC 19 Concentration check to cast under 
  such conditions. The save and check DCs are 
  Constitution-based.
   
  Improved Grab (Ex): To use this ability, 
  a discordant fiddler must hit an opponent with 
  its claw attack. It can then 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 and rip with a 
  pincer from the same side.
   
  Constrict (Ex): On a successful grapple check, 
  a discordant fiddler deals ld10+7 points of damage.
   
  Repel (Ex): Discordant fiddlers can use a 
  fan to blow away smaller opponents. Targets must 
  make a DC 21 Reflex save to avoid the effect. 
  Those that fail are knocked back 30 feet and are 
  prone.  The save DC is Strength-based.
   
  Rip (Ex): A discordant fiddler’s pincer 
  attacks against targets held by the claw on the 
  beast’s same side receive a +2 bonus on the attack 
  roll, an increased threat range of 18-20, and deals 
  triple damage on a critical hit.
   
  Silt Storm (Ex): By waving their fans about 
  them, discordant fiddler can raise the sand below 
  them into a thick, swirling cloud that obscures 
  them and the area around them. The silt storm fills 
  a 30 foot radius and obscures vision of all kinds. 
  Within the cloud, a creature 5 feet away from 
  another has concealment (attacks have a 20% miss 
  chance). Creatures farther away from each other 
  have total concealment (50% miss chance, and the 
  attacker cannot use sight to locate the target).
   
  Scramble (Ex): Discordant fiddlers can rush 
  with amazing speed, but cannot turn when doing 
  so. They can run at quintuple normal speed in a 
  straight line.
   
  Skills: 
  A 
  discrodant 
  fiddler’s 
  natural 
  coloration and the sea life that sometimes grows 
  on it grants it a +4 racial bonus on Hide checks. 
  A discordant fiddler 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.
  
  46
  5 Diseased Boar
  Large Animal
  Hit Dice: 9d8+ 63 (103 hp)
  Initiative: -1
  Speed: 40 ft. (8 squares), swim 30 ft. (6 
  squares)
  Armor Class: 15 (-1 size, -1 Dex, +7 
  natural), touch 8, flat-footed 15
  Base Attack/Grapple: +6/+18
  Attack: Gore +13 melee (2d8+12)
  Full Attack: Gore +13 melee (2d8+12)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Ferocity, stench, tidal 
  surge
  Special Qualities: Low-light vision, scent
  Saves: Fort +13, Ref +5, Will +4
  Abilities: Str 26, Dex 9, Con 24, Int 2, Wis 
  13, Cha 6
  Skills: Jump +12, Listen +10, Spot +8, 
  Swim +16
  Feats: Alertness, Improved Bull Rush, 
  Improved Overrun, Power Attack
  Environment: Any marsh
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 10-18 HD (Large), 18-27 
  (Huge)
  Level Adjustment: —
   
  Some boars are too mean to die. They just 
  live on, growing bigger and nastier. When their 
  bulk becomes almost too great for their legs to 
  support them, they retreat into the swamp to 
  wallow in the mud, and let the water carry most 
  of their weight. Over the decades, thousands 
  of diseases and parasites flourish on the beast’s 
  rank hide. Eventually, roots and grass are no 
  longer enough for the beast. The last sound many 
  unfortunate swampfolk hear is a muffled, watery 
  snorting before the boar devours them.
   
  The death of a diseased boar is a great event 
  in the swamp. When such a beast dies, it releases 
  all the foulness and pestilence that it harbored 
  within its flesh. The grave of a diseased boar is 
  the epicenter of a miasma of disease and insects 
  and foul rot. If a boar dies near a village or fishing 
  ground, it can be disastrous. Swamp dwellers must 
  therefore chase the boars into the uninhabited areas 
  of the wilderness before killing them. Those brave 
  enough to “course the boar” win great acclaim.
  Combat
   
  Diseased boars spend the majority of their 
  lives in water, and normally attack by lunging out 
  of the water, goring its prey, then sinking back.
   
  Ferocity (Ex): A diseased boar is such a 
  tenacious combatant it continues to fight without 
  penalty even when disabled or dying. 
   
  Stench (Ex): Diseased boars are home to 
  thousands of diseases, and the stench and foulness 
  surrounding a diseased boar is palpable. All living 
  creatures (except diseased boars) within 10 feet 
  of a diseased boar must succeed on a DC 21 
  Fortitude save or be nauseated for 1d4 rounds. 
  The save DC is Constitution-based. Creatures that 
  successfully save cannot be affected by the same 
  diseased boar’s stench for 24 hours. Creatures with 
  immunity to disease are unaffected.
   
  Tidal Surge (Ex): A diseased boar can make 
  a charge attack while moving through water, which 
  creates a small tidal wave. Anyone within 10 feet 
  of a charging diseased boar in a river or lake must 
  succeed on a DC 22 Fortitude save or be knocked 
  down. The save DC is Strength-based.
   
  Skills: A diseased boar 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.
  5
  Fen Witch
  Medium Monstrous Humanoid
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+1 Dex, +3 natural), 
  touch 11, flat-footed 13
  Base Attack/Grapple: +6/+9
  Attack: Claw +10 melee (1d4+3)
  Full Attack: 2 claws +10 melee (1d4+3)
  Face/Reach: 5 ft./5 ft.
  Special Attacks: Death speak, horrific 
  appearance, mind probe, 
  Special Qualities: Darkvision 60 ft., spell 
  resistance 15, telepathy 100 ft.
  Saves: Fort +3, Ref +6, Will +7
  Abilities: Str 17, Dex 12, Con 13, Int 11, 
  Wis 14, Cha 10
  Skills: Craft (any one) +5, Hide +6, Listen 
  +8, Spot +8
  Feats: Ability Focus (death speak), 
  AlertnessB, Blind-Fight, Weapon Focus 
  (Claw)
  Environment: Any marsh
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +7
   
  The fen witch is a creature of legend, found 
  only in the most remote of places. It is a solitary 
  creature and disdains all that invade its realm. It 
  appears as a female humanoid with one nostril, 
  webbed feet and hands, and fiery red eyes. Her 
  body is cloaked in tattered robes of gray or brown. 
  Her hands end in razor-sharp claws and her hair is 
  usually long and unkempt.
   
  A fen witch is thoroughly evil and malign, 
  speaking to those she encounters only to learn the 
  true name of one of the trespassers in her realm so 
  she may utilize her power to slay that individual. 
  Fen witches speak Common.
  Combat
   
  Fen witches rarely engage in combat, relying 
  on their death speak ability to slay a creature 
  almost instantaneously (and hopefully drive off 
  the victim’s comrades by instilling fear in any 
  remaining creatures). Failing this, the fen witch 
  prefers direct combat to subterfuge and attacks 
  relentlessly.
   
  Death Speak (Su): If a fen witch speaks the 
  true name of an individual that can hear it, that 
  creature must succeed on a DC 15 Will save or 
  die instantly. A creature slain in this manner can 
  be restored to life normally. Note that the fen witch 
  does not need to speak a language the creature 
  understands in order to use this ability. This is a 
  sonic, mind-affecting death effect. The save DC is 
  Charisma-based.
   
  Horrific Appearance (Su): The appearance 
  of a fen witch is so revolting that anyone who sets 
  eyes upon one must succeed on a DC 13 Fortitude 
  save or take 1d8 points of Strength damage. This 
  ability loss cannot reduce a victim to a negative 
  Strength score, but a creature whose Strength 
  score is reduced to 0 is helpless. Creatures that 
  successfully save cannot be affected again by the 
  same fen witch’s horrific appearance for 24 hours. 
  This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
   
  Mind Probe (Su): As a standard action, 
  a fen witch can peer into the mind of a living 
  creature within 60 feet in an attempt to extract the 
  creature’s true name. The target can resist the mental 
  trespassing by succeeding on a DC 13 Will save. If 
  the save fails, the fen witch has learned the creature’s 
  true name and can use her death speak ability on that 
  creature. Psionic creatures can use psionic abilities 
  to counter this probe. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  
  47
  5
  Fukuranbou
  Medium Undead
  Hit Dice: 8d12 (52 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), climb 15 ft. (3 
  squares)
  Armor Class: 17 (+3 Dex, +4 natural), 
  touch 13, flat-footed 14
  Base Attack/Grapple: +4/+5
  Attack: Intestine stem +8 ranged (1d8+1 
  plus Charisma damage)
  Full Attack: 6 intestine stems +8 ranged 
  (1d8+1 plus Charisma damage) and claw +3 
  melee (1d4)
  Space/Reach: 5 ft./5 ft. (15 ft. with intestine 
  stems)
  Special Attacks: Charisma damage, curse 
  of the rotten gut, improved grab
  Special Qualities: +4 turn resistance, 
  darkvision 60 ft., intestine crawl, undead traits
  Saves: Fort +2, Ref +5, Will +6
  Abilities: Str 12, Dex 17, Con —, Int 14, 
  Wis 10, Cha 6
  Skills: Balance +13, Bluff +8, Climb +9*, 
  Concentration +10, Diplomacy +0, Disguise 
  –2 (+0 acting), Escape Artist +9, Hide +9, 
  Intimidate +0, Listen +8, Move Silently 
  +9*, Spot +8, Use Rope +3 (+5 bindings)
  Feats: Combat Reflexes, Dodge, 
  MultiattackB, Weapon Focus (intestine stem)
  Environment: Any land and underground
  Organization: Solitary or clique (1 
  fukuranbou plus 2-4 ghouls)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 9-16 HD (Medium)
  Level Adjustment: —
   
  Fukuranbou are hideous ugly humans with 
  splotchy skin, matted hair, and a prominent belly. 
  Ironically, fukuranbou are corporeal undead born 
  of the spirit of vanity: people who spent their 
  lives focused on personal beauty and little else. 
  Though they are clearly grotesque, fukuranbou 
  still consider themselves the paradigm of beauty, 
  displaying their fleshy belly proudly, either 
  completely naked or covering only their genitalia.
  Combat
   
  A fukuranbou can hide its intestine stems within 
  itself as a free action (they can hide all or none—the 
  creature cannot hide some stems and reveal others). 
  The flesh molds around the stems, masking them 
  completely from sight. Characters may make a 
  Spot check (DC 20) to observe a slight rippling of 
  the belly from time to time, as if something were 
  slithering about within. Releasing the intestine stems 
  is a standard action that does not provoke attacks of 
  opportunity. As the fukuranbou looks like a normal 
  (albeit extremely ugly) human when hiding its stems, 
  it often attempts to ally with a party of adventurers, 
  posing as a powerful and important dignitary. If 
  given an opportunity, the fukuranbou will try to split 
  the party, teaming up with the most charismatic party 
  member for a later attack.
   
  A fukuranbou’s distended belly contains 
  a dozen prehensile intestine stems, each ending 
  in a foul-smelling many-toothed mouth with a 
  lolling, discolored tongue. As many as six of these 
  disgusting appendages can strike each round, with 
  a range of up to 15 feet. 
   
  Charisma Damage (Su): Living creatures 
  hit by a fukuranbou’s intestine stem attack suffer 
  1d2 points of Charisma damage. Creatures 
  grappled by a fukuranbou instead suffer 1d4 
  points of Charisma damage every round for each 
  attached intestine stem. A creature reduced to 
  Charisma 0 by a fukuranbou is unconscious. Each 
  point of Charisma damage restores 2 hit points to a 
  wounded fukuranbou. Such hit points cannot raise 
  the creature’s hit points above its original total. 
   
  Curse of the Rotten Gut (Su): Supernatural 
  disease—intestine 
  stem, 
  Fortitude 
  DC 
  13, 
  incubation period 1 day, damage 1d6 Con. The 
  save DC is Constitution based. 
   
  The unsettling curse, delivered by the 
  fukuranbou’s hideous tongue, is a magical disease 
  that conveys the nauseating sensation of hundreds 
  of undulating worms crawling within the victim’s 
  stomach. Unlike normal diseases, curse of the 
  rotten gut continues until the victim reaches 
  Constitution 0 (and dies) or is cured. Each day after 
  the first, on a failed save, an afflicted creature must 
  immediately succeed on another DC 13 Fortitude 
  save or take 1 point of Constitution drain. 
   
  An afflicted creature that dies under the curse 
  of the rotten gut will arise as a ghoul in 1d4 days. 
  Casting protection from evil on a body before the 
  end of that time averts the transformation (but does 
  not cure the disease).
   
  Improved Grab (Ex): To use this ability, a 
  fukuranbou must hit with an intestine stem attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  5
  Gator Folk
  Large Monstrous Humanoid
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares), swim 30 ft. (6 
  squares)
  Armor Class: 24 (-1 size, +2 Dex, +3 
  studded leather, +10 natural), touch 11, flat-
  footed 22
  Base Attack/Grapple: +6/+14
  Attack: Bite +9 melee (1d8+4) or spear +7 
  ranged (2d6+6/x3)
  Full Attack: Bite +9 melee (1d8+4) and 
  short sword +7 melee (1d8+2/19-20) and 
  tail slap +7 melee (1d10+2) or spear +7/+2 
  ranged (2d6+6/x3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: —
   
  A mighty beast rises out of the murky waters, 
  revealing the thick scaly hide and the wedge-
  shaped, tooth-filled head of a massive alligator. 
  But no alligator ever wielded such a blade.
  Combat
   
  Gator folk favor throwing spears, which 
  they hurl with the use of a throwing stick (range 
  increment 20 ft.), and knives or short, curved 
  swords. Most gator folk wear bone-studded leather 
  armor.
   
  Skills: A gator folk has a +2 racial bonus on 
  Survival checks.
   
  A gator folk 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.
  Gator folk Characters
   
  Gator folk are usually fighters or barbarians. 
  Gator folk characters possess the following racial 
  traits.
  — +8 Strength, +4 Dexterity, +6 Constitution, +2 
  Intelligence, -2 Wisdom, -4 Charisma.
  — Large size. –1 penalty to Armor Class, -1 
  penalty on attack rolls, -4 penalty on Hide checks, 
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +5, Ref +7, Will +4
  Abilities: Str 18, Dex 15, Con 16, Int 12, 
  Wis 8, Cha 6
  Skills: Climb +6, Craft (trapmaking) +4, 
  Hide +6, Jump +8, Listen +2, Move Silently 
  +6, Spot +1, Survival +4, Swim +12
  Feats: Improved Initiative, Multiattack, 
  Power Attack
  Environment: Warm aquatic or marsh
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment:+3
  +4 bonus on grapple checks, lifting and carrying 
  limits double those of Medium characters.
  — Space/Reach: 10 feet/10 feet.
  — A gator folk’s base land speed is 40 feet, and its 
  swim speed is 30 feet.
  — Darkvision out to 60 feet.
  —  Racial Hit Dice: A gator folk begins with six 
  levels of monstrous humanoid, which provide 
  6d8 Hit Dice, a base attack bonus of +6, and base 
  saving throw bonuses of Fort +2, Ref +5, Will +5.
  — Racial Skills: A gator folk’s monstrous 
  humanoid levels give it skill points equal to 9 x 
  (2 + Int modifier). Its class skills are Climb, Craft, 
  Hide, Listen, Move Silently, Spot, and Survival. 
  Gator folk gain a  +2 racial bonus on Survival 
  checks and a +8 racial bonus on Swim checks.
  — Racial Feats: A gator folk’s monstrous 
  humanoid levels give it three feats.
  — Weapon and Armor Proficiency: A gator folk 
  is automatically proficient with simple weapons, 
  martial weapons and light armor.
  —  +10 natural armor bonus.
  — Automatic Languages: Common. Bonus 
  languages: Aquan, Draconic.
  — Favored Class: Fighter.
  — Level Adjustment: +3.
  wins the grapple check, it establishes a hold and 
  can deal Charisma damage.
   
  Intestine Crawl (Ex): If a fukuranbou has 
  at least three intestine stems free, it can use them 
  to crawl. The stem mouths create enough suction 
  that a fukuranbou can even climb along walls and 
  ceilings.
   
  Skills: Fukuranbous have a +8 racial 
  bonus on Climb checks. A fukuranbou can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened.
   
  *A fukuranbou has a +10 racial bonus on 
  Climb and Move Silently checks when employing 
  at least three of its intestine stems.
  
  48
  5 Kari Dragon
  Large Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +2
  Speed: 10 ft. (2 squares), swim 30 ft. (6 
  squares)
  Armor Class: 19 (-1 size, +2 Dex, +8 
  natural), touch 11, flat-footed 17
  Base Attack/Grapple: +6/+14
  Attack: Bite +10 melee (2d8+6)
  Full Attack: Bite +10 melee (2d8+6)
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, paralysis, 
  worry
  Special Qualities: Darkvision 60 ft, low-
  light vision, mirror image
  Saves: Fort +7, Ref +7, Will +3
  Abilities: Str 19, Dex 14, Con 15, Int 9, Wis 
  12, Cha 9
  Skills: Hide +7, Listen +7, Move Silently 
  +10, Spot +7, Swim +12
  Feats: Power Attack, Weapon Focus (bite), 
  Stealthy
  Environment: Any marsh
  Organization: Solitary, pair
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  Kari dragons are large reptiles that prey upon 
  the creatures of the wetlands. Part alligator, part 
  monitor, this massive predator is a skilled hunter. 
  Its dark green and mottled brown scales make 
  the perfect camouflage, while their mirror image 
  ability allows them to deftly move in for the kill.
  Combat
   
  Kari dragons are naturally camouflaged for 
  their environment. Even the skresh (pg 100) and 
  quisloi (pg 51) find them incredibly difficult to 
  hunt because of their skill at remaining hidden.
   
  Instinct helps the kari dragon select locations 
  likely to have prey nearby. When the prey is within 
  ten feet, the kari dragon activates its mirror image 
  ability. Five kari dragons (one real, four illusory) 
  suddenly emerge from the swamp and attack.
   
  Improved Grab (Ex): To use this ability, a 
  kari dragon must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it succeeds 
  on the grapple check, it can worry the opponent.
   
  Paralysis (Ex): A creature bitten by a kari 
  dragon must succeed on a DC 17 Fortitude save 
  or be paralyzed for 1d4 hours. The save DC is 
  Constitution-based.  A kari dragon secretes enough 
  saliva to paralyze two victims per day.
   
  Worry (Ex): A kari dragon deals 2d10+5 
  points of damage with a successful grapple check.
   
  Mirror Image (Su): Once per day, as a free 
  action, a kari dragon can create mirror images as 
  the spell (caster level 8th). It can end the effect as 
  a free action as well.
   
  Skills: A kari dragon has a +4 racial bonus on 
  Hide, Listen, Move Silently, and Spot checks.
   
  A kari dragon 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.
  Kari Hide Armor
   
  If the preservation spell is cast on a recently 
  slain kari dragon, any hide armor crafted from it 
  grants the wearer the ability to cast mirror image 
  once per day as a free action (caster level 8th). 
  Furthermore, armor made from kari dragon hide 
  operates as normal hide armor though it grants a 
  +5 armor bonus, rather than a +3 armor bonus. 
  Such armor has a value of 10,000 gp.
  Preservation
  Transmutation
  Level: Drd 3
  Components: V, S, F
  Casting Time: One hour
  Range: Touch
  Target: One corpse of an animal or magical beast 
  touched
  Duration: Permanent
  Saving Throw: Will negates (object)
  Spell Resistance: No
   
  This spell is cast on the corpse of a recently 
  slain creature (dead for no more than 30 minutes 
  at the time of casting). If the creature’s hide or 
  natural weapons had magical, supernatural, or 
  extraordinary properties, they are preserved, and 
  remain even after a smith makes weapons or 
  armor from the creature’s body. While the spell is 
  permanent, the effect may be discharged upon use, 
  depending on the creature and the ability.
  5
  Kelp Stalker
  Medium Plant (Aquatic)
  Hit Dice: 5d8+15 (37 hp)
  Initiative: +1
  Speed: Swim 20 ft. (4 squares)
  Armor Class: 19 (+1 Dex, +8 natural), touch 
  11, flat footed 18
  Base Attack/Grapple: +3/+7
  Attack:  Slam +8 melee (1d4+4)
  Full Attack: 2 slams +8 melee (1d4+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Devour
  Special Qualities: Damage reduction 5/
  slashing, darkvision 90 ft., kelp traits, low-light 
  vision, plant traits, water dependent 
  Saves: Fort +7, Ref +4, Will +2
  Abilities: Str 18, Dex 13, Con 16, Int 5, Wis 
  12, Cha 10
  Skills: Hide +9*, Move Silently +9, Swim +12
  Feats: Lightning Reflexes, Weapon Focus 
  (slam)
  Environment: Any aquatic  
  Organization: Pack (3-8)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Medium), 11 -15 
  HD (Large)
  Level Adjustment: –
   
  This vaguely humanoid-shaped mass of 
  vegetation looks like a writhing body of leaves, 
  stalk, and shadow constantly shifting and flowing 
  with the current. 
   
  The kelp stalker is found near the coast where 
  kelp forests are common; it is thought by many to 
  be some sort of aquatic cousin to the shambling 
  mound. At its heart, kelp stalkers are woven together 
  by mellorus kelp, given life through unexplained 
  abilities inherant to mellorus kelp.
   
  Kelp stalkers are carnivorous by nature, 
  replacing the minerals they would normally pull 
  from the soil with the blood of their victims. They 
  are a common threat in the kelp farms of the 
  aquatic races, especially given their ability to blend 
  into vegetation. In regions where kelp farming is 
  common, guards are posted specifically to watch for 
  stalkers entering settled areas.
  Combat
   
  Kelp stalkers prefer to attack en masse, beating 
  their victims into submission before devouring them. 
  The creatures rarely use any concerted tactics, closing 
  instead for melee combat as quickly as possible and 
  then fighting to the death. Those encountered within 
  kelp forests make use of their natural camouflage to 
  surprise their victims, dragging them off one by one 
  into the maze of kelp to consume them. Stalkers are 
  afraid of fire and usually flee from it (although that’s 
  rarely a concern underwater).
   
  Devour (Ex): Once a target is rendered 
  unconscious and there are no other threats present, 
  a kelp stalker takes its victim to the nearest kelp 
  bed. The stalker then lays down roots in the body, 
  sucking out all the innards of the creature over the 
  next few days. During this time the stalker cannot 
  move from that spot, but otherwise acts normally. 
  If the target is alive when the process begins, the 
  victim must make a DC 15 Fortitude save each day 
  or take 1d6 points of Constitution drain. One day 
  of feeding heals a wounded kelp stalker of 2d8 hit 
  points.  The save DC is Constitution-based.
   
  Kelp Traits (Ex): The type of kelp used in 
  stalker creation directly affects the abilities of that 
  creature; it is possible to predict these abilities with 
  a successful DC 20 Knowledge (nature) check. For 
  those made from something other than standard kelp, 
  choose one of the following types for each group of 
  kelp stalkers. Creatures formed from different base 
  types do not congregate together.
  — Sourdin seagrass: The kelp stalker gains an 
  additional +4 racial bonus to Hide checks.
  — Kraken bane. The kelp stalker gains a +10 
  damage bonus against kraken, squid and aboleths.
  — Whalektop help: The kelp stalkers damage 
  reduction improves to 10/slashing and its natural 
  armor bonus improves to +10.  Increase the kelp 
  stalker’s CR by +1.
  — Blessed kelp. The kelp stalker’s slam attacks 
  are treated as silver weapons for purposes of 
  overcoming damage reduction.
   
  Water Dependent (Ex):  Kelp stalkers cannot 
  survive out of water, losing all muscle control and 
  structure if they try to depart their natural medium. 
  If somehow forced out into the air, the stalker 
  collapses into an inert pile and is unable to move as 
  long as it remains in a gaseous atmosphere. It also 
  takes one point of Constitution damage per round 
  until it returns to the water.
   
  Skills: Kelp stalkers have a +4 racial bonus on 
  Hide and Move Silently checks. *In areas containing 
  kelp, a kelp stalker’s racial bonus on Hide checks 
  improves to +8, and it can hide even when being 
  observed by others.
   
  A kelp stalker has a +8 racial bonus on any 
  Swim checks 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.
  
  49
  5
  Memory Moss
  Ravelly Pad
  Medium Plant
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +1
  Speed: Swim 5 ft. (1 square)
  Armor Class: 11 (+1 Dex), touch 11, flat-
  footed 10
  Base Attack/Grapple: +4/+9
  Attack: Slam +9 melee (1d8+5)
  Full Attack: 4 slams +9 melee (1d8+5)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Constrict 1d8+5, improved 
  grab, swallow whole
  Special Qualities: Blindsense 30 ft., low-
  light vision, plant traits, resistance to fire 10, 
  vulnerability to electricity
  Saves: Fort +8, Ref +3, Will +2
  Abilities: Str 20, Dex 12, Con 16, Int —, Wis 
  10, Cha 11
  Skills: Swim +13
  Feats: —
  Environment: Any aquatic and marsh
  Organization: Solitary, cluster (2-45)
  Challenge Rating: 5
  Treasure: 50% standard
  Alignment: Always neutral
  Advancement: 7-12 HD (Medium); 13-18 HD 
  (Large)
  Level Adjustment: —
   
  The ravelly pad appears to be little more than 
  a common, albeit larger than average, cluster of lily 
  pads. Some display one or more large and colorful 
  cup-shaped flowers. They mostly remain still, 
  occasionally wandering slowly to a new location, 
  preferring freshwater to saltwater.
   
  The bulk of the creature can be found beneath 
  the calm surface of the water, silently waiting for 
  prey. A large oval pod hangs suspended by the wide 
  pads, bristling with tentacle-like tendrils of various 
  lengths that drift lazily in the current. If the ravelly 
  pad is observed for a while, it will probably grab a 
  fish, or other small animal that swims within range 
  with a tendril, and cram it up inside the central 
  pod. The ravelly pad dislikes bones and other hard 
  objects, often ejecting them from the pod if no food 
  remains.
  Hazard (CR 5)
   
  Memory moss appears as a 1-foot square 
  patch of black moss. It grows in temperate or 
  warm climates and is sometimes encountered in 
  subterranean realms (though not often). Memory 
  moss cannot abide the cold or the arid clime 
  of the desert and is never encountered in such 
  environments.
   
  When a living creature moves within 60 feet 
  of a patch of memory moss, it attacks by attempting 
  to steal that creature’s memories. It can target a 
  single creature each round. A targeted creature must 
  succeed on a DC 16 Will save or lose all memories 
  from the last 24 hours. This is particularly nasty 
  to spellcasters, who lose all spells prepared within 
  the last 24 hours that have not yet been used. 
  Spellcasters that are not required to prepare their 
  spells in advance instead lose the ability to cast their 
  remaining spells for the rest of the day if they fail the 
  save.
   
  Once a memory moss steals a creature’s 
  memories, it sinks back down and does not attack 
  again for 24 hours. Any creature that loses its 
  memories to the memory moss acts as if affected by 
  a confusion spell (caster level 8th) for the next 1d4 
  hours. Lost memories can be regained by eating the 
  memory moss that absorbed them. Doing so requires 
  a DC 13 Fortitude save, with failure resulting in 
  the creature being nauseated for 1d6 minutes and 
  suffering 1d4 points of Constitution damage.
   
  A creature that eats the memory moss 
  temporarily gains the memories currently stored 
  therein (even if they are not the creature’s own 
  memories). Such creatures can even cast spells if the 
  memory moss has stolen these from a spellcasting 
  creature. Any non-spellcaster that attempts to 
  cast a spell gained in this way must succeed on a 
  Concentration check (DC 10 + spell level) or the 
  spell fizzles away harmlessly. After 24 hours, the 
  memories fade (including any spells not yet cast). 
  Creatures eating the memory moss to regain their 
  own lost memories do not lose them after 24 hours. 
  Any amount of fire or cold damage will kill a single 
  patch of memory moss.
   
  When first encountered, there is a chance that 
  the memory moss has eaten within the last day and 
  does not attack by stealing memories. In such a case, 
  the moss contains 2d4 spells determined randomly. 
  When a living creature moves within 60 feet of a 
  sated memory moss, it assumes a vaguely humanoid 
  form and casts the stolen spells at its targets. The 
  moss casts these spells as a sorcerer of the minimum 
  level necessary to cast the stolen spell (save DC 10 
  + spell level).
  5
   
  This long-necked reptile uses vestigial wings 
  and a flap of skin upon its back as sails of a sort to 
  almost skate across the surface of the lake.
  Combat
   
  The sea walker can be a deadly foe, 
  especially when the wind is in its favor (and a sea 
  walker generally waits to attack large prey until it 
  has a favorable path). It sweeps by boats and uses 
  its long neck to reach onto the deck and pluck 
  unfortunate sailors away.
   
  Water Walk (Ex): A sea walker can walk 
  over water as though with a water walk spell.
  Large Magical Beast
  Hit Dice: 9d10+9 (58 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class:18 (-1 size, +3 Dex, +6 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +9/+15
  Attack: Bite +10 melee (2d8+3)
  Full Attack: Bite +10 melee (2d8+3)
  Space/Reach: 10 ft./5 ft. (10 ft. with bite)
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., low-light 
  vision, water walk
  Saves: Fort +7, Ref +11, Will -2
  Abilities: Str 15, Dex 17, Con 13, Int 2, Wis 
  3, Cha 2
  Sea Walker
  Skate-By-Attack 
  [General]
   
  You are skilled at making fast attacks while 
  walking on the surface of water.
   
  Prerequisites: Water walk, as a spell, 
  spell-like ability, or supernatural or extraordinary 
  ability.
   
  Benefit: When walking across the surface 
  of water and using the charge action, you may 
  move and attack as if with a standard charge and 
  then move again (continuing the straight line of 
  the charge). Your total movement for the round 
  can’t exceed double your normal land speed. You 
  do not provoke an attack of opportunity from the 
  opponent that you attack.
  Skills: Listen +3, Spot +5
  Feats: Alertness, Combat Reflexes, Lightning 
  Reflexes, Skate-By Attack (see below)
  Environment: Any aquatic
  Organization: Solitary, pair, pod (1-8) or 
  cluster (9-20)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 10-18 HD (Large); 19-27 HD 
  (Huge)
  Level Adjustment: —
  Combat
   
  The ravelly pad is a mindless eating machine, 
  concerned first with filling its big belly, and second 
  with protecting itself. It attacks anything that comes 
  within reach, and will attempt to pack whatever 
  creatures will fit into its stomach, killing whatever 
  won’t fit to attract animals that will. Because of the 
  creature’s discriminate eating habits, there is usually 
  a bit of treasure to be found nearby in the silt amidst 
  the bones of former meals.
   
  Constrict (Ex): A ravelly pad deals 1d8+5 
  points of damage with a successful grapple check.
   
  Improved Grab (Ex): To use this ability, a 
  ravelly pad must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict 
  or attempt to swallow the foe in the following 
  round.
   
  Swallow Whole (Ex): A ravelly pad can try 
  to swallow a grabbed opponent of Small or smaller 
  size by making a successful grapple check. Once 
  inside the plant’s mass, the swallowed creature 
  takes 2d6 points of acid damage per round. A 
  swallowed creature can climb out of the plant 
  with a successful grapple check. This returns it to 
  the plant’s maw, where another successful grapple 
  check is needed to get free. A swallowed creature 
  can also cut its way out by using a light slashing or 
  piercing weapon to deal 10 points of damage to the 
  ravelly pad’s interior (AC 10). Once a swallowed 
  creature cuts an exit, the plant can no longer use this 
  attack. 
   
  A Medium ravelly pad’s expanding interior 
  can hold 1 Small, 4 Tiny, 16 Diminutive, or 32 Fine 
  creatures.
   
  Blindsense (Ex): In addition to using its 
  rudimentary eyes, a ravelly pad can sense the minute 
  electrical impulses created by moving muscles 
  within 30 feet.
   
  Skills: A ravelly pad 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.
  
  50
  5 Shipwreck Ooze
  Large Ooze (Aquatic)
  Hit Dice: 4d10+8 (30 hp)
  Initiative: -5
  Speed: Swim 15 ft. (3 squares)
  Armor Class: 4 (-1 size, -5 Dex), touch 4, 
  flat-footed 4
  Base Attack/Grapple: +3/+11
  Attack: Slam +6 melee (1d8+6 plus 1d6 acid)
  Full Attack: Slam +6 melee (1d8+6 plus 1d6 
  acid)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Acid, constrict 1d8+6 and 
  1d6 acid, engulf
  Special Qualities: Blindsight 80 ft., 
  camouflage, dehydration, ooze traits
  Saves: Fort +3, Ref -4, Will -4
  Abilities: Str 19, Dex 1, Con 15, Int —, Wis 
  1, Cha 1
  Skills: Hide –9*, Swim +12
  Feats: —
  Environment: Any aquatic
  Organization: Solitary or school (2-7)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
   
  Shipwreck oozes lie in wait underwater, using 
  their natural camouflage to surprise the unwary.
   
  Named for where they were first discovered—
  inside the bows of sunken ships—shipwreck oozes 
  are amorphous masses of sticky, acidic jelly. A 
  shipwreck ooze’s translucent body resembles a 
  large air pocket, often resting on the sea surface 
  or rising from the depths. Nearly weightless, 
  shipwreck oozes drift through water as they seek 
  to find and envelop prey. They feed on any organic 
  material they come in contact with, and can even 
  dissolve steel.
   
  Shipwreck oozes cannot survive exposure to 
  air. They rely on water to keep their membranes 
  moist, and on land, a shipwreck ooze quickly 
  withers and dies. As its “skin” cracks, an ooze’s 
  fluid core spills out through thousands of tiny 
  ruptures, creating a high-pitched whine like that of 
  a shrieking child.
  Combat
   
  Shipwreck oozes, when not floating near the 
  surface of a body of water, cling to the ceilings of 
  underwater caves and shipwrecks. When creatures 
  pass below, they descend and engulf their prey.
   
  Acid (Ex): A shipwreck ooze is composed of 
  acid that dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals 
  acid damage. Armor or clothing dissolves and 
  becomes useless immediately unless it succeeds on 
  a DC 14 Reflex save. A metal or wooden weapon 
  that strikes a shipwreck ooze also dissolves 
  immediately unless it succeeds on a DC 14 Reflex 
  save. The save DCs are Constitution-based.
   
  The shipwreck ooze’s acidic touch deals 14 
  points of damage per round to wooden or metal 
  objects, but the ooze must remain in contact with 
  the object for 1 full round to deal this damage.
   
  Constrict (Ex): A shipwreck ooze deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent’s clothing and armor 
  take a -4 penalty on Reflex saves against the acid.
   
  Engulf (Ex): A shipwreck ooze can mow 
  down Large or smaller creatures as a standard action. 
  The ooze merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can 
  make opportunity attacks, but if they do so they are 
  not entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 16 Reflex save or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) 
  as the ooze moves forward. Engulfed creatures 
  are subject to the ooze’s acid, and are considered 
  grappled and trapped within its body. The save DC 
  is Strength-based
   
  Dehydration (Ex): A shipwreck ooze that is 
  removed from water takes 4d10 points of damage 
  every round until it is submerged again.
   
  Blindsight (Ex): A shipwreck ooze’s entire 
  body is a primitive sensory organ that can ascertain 
  prey by water vibrations within 80 feet. Beyond 
  that range, they are considered blinded. Shipwreck 
  oozes are invulnerable to gaze attacks, visual 
  effects of spells such as illusions, and other attack 
  forms that rely on sight.
   
  Skills: A shipwreck ooze 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.
   
  * A shipwreck ooze has a +13 racial bonus 
  to Hide checks when motionless and immersed in 
  water.
  5
  Sinew Dragger
  Medium Undead
  Hit Dice: 5d12 (32 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares), climb 50 ft. (with 
  tethers, 10 squares)
  Armor Class: 18 (+4 Dex, +2 natural, +2 
  leather armor), touch 14, flat-footed 14
  Base Attack/Grapple: +2/+4
  Attack: Bite +4 melee (1d6+2 and 
  paralysis) or mouth tether +6 ranged (2d6+1 
  and paralysis)
  Full Attack: Bite +4 melee (1d6+2 and 
  paralysis) and 2 claws +2 melee (1d4+1) 
  or mouth tether +6 ranged (2d6+1 and 
  paralysis) and 2 hand tethers +4 ranged 
  (1d6+1)
  Space/Reach: 5 ft./5 ft. (20 ft. with tethers)
  Special Attacks: Drag, paralysis, tethers of 
  sinew
  Special Qualities: Darkvision 60 ft., undead 
  traits
  Saves: Fort +1, Ref +5, Will +6
  Abilities: Str 15, Dex 18, Con —, Int 14, 
  Wis 15, Cha 12
  Skills: Balance +11, Climb +10 (+12 rope), 
  Escape Artist +4 (+6 rope), Hide +15, Jump 
  +6, Listen +11, Move Silently +15, Spot 
  +11, Tumble +11, Use Rope +20
  Feats: Blind-Fight, Multiattack
  Environment: Any land and underground
  Organization: Solitary, cell (3-7), or host 
  (8-12)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 6-15 HD (Medium)
  Level Adjustment: —
   
  The creature before you is a monstrosity, with 
  black veins showing through unwholesome dead-
  white flesh stretched tight over its musculature. It 
  grins, showing a mouth full of teeth before it whips 
  its head around, launching a disgusting tether 
  made of sinew, tipped with a wickedly barbed 
  hook, at you from its mouth.
  Combat
   
  Sinew draggers like to prepare ambushes for 
  their chosen prey. When hunting in a group, sinew 
  draggers use pack tactics and work together like a 
  well-oiled machine. Some have even been known 
  to carry others on their backs, allowing the carried 
  sinew dragger to make five tether attacks.
   
  Drag (Ex): If a sinew dragger hits with a 
  tether attack, the tether latches onto the opponent’s 
  body. This deals damage as appropriate to the type 
  of tether used, and drags a Medium or smaller 
  opponent 25 feet closer each subsequent round 
  (provoking no attack of opportunity) unless that 
  creature breaks free, which requires a DC 18 
  Escape Artist check or a DC 14 Strength check. 
  The check DCs are Strength-based, and the Escape 
  Artist DC includes a +4 racial bonus. A creature 
  that breaks free from a tether takes 1d6 points of 
  damage from tearing free. A sinew dragger can 
  draw in a creature within 5 feet of itself and bite 
  and claw with a +4 bonus in the same round.
   
  A tether has 5 hit points and can be attacked 
  by making a successful sunder attempt. However, 
  attacking a sinew dragger’s tether does not 
  provoke an attack of opportunity. If the tether is 
  currently attached to a target, the sinew dragger 
  takes a –4 penalty on its opposed attack roll to 
  resist the sunder attempt. Severing a tether deals 
  no damage to a sinew dragger.
   
  Paralysis (Ex): The sinew dragger’s saliva 
  causes paralysis. A victim bitten by a sinew 
  dragger or hit by its mouth tether must succeed 
  on a DC 13 Fortitude save or be paralyzed for 3d6 
  minutes. The save DC is Charisma-based.
   
  Tethers of Sinew (Ex): A sinew dragger can 
  launch tethers made of strong sinew from both 
  its mouth and appendages, sinking their barbs or 
  hooks into opponents. A sinew dragger can use 
  one mouth tether per round, and up to two from 
  any of its hands or feet, striking up to 20 feet away 
  (no range increment). A sinew dragger can detach 
  a sinew at will, allowing it to be used as extremely 
  strong rope, and if detached or severed a new 
  tether takes its place as a free action on its next 
  turn.
   
  Skills: A sinew dragger has a +2 racial bonus 
  on Listen and Spot checks, a +4 racial bonus on 
  Hide and Move Silently checks, and a +10 racial 
  bonus on Use Rope checks. Sinew draggers have a 
  +8 racial bonus on Climb checks. A sinew dragger 
  can always choose to take 10 on Climb checks, 
  even if rushed or threatened.
  
  51
  5
  Skresh
  Medium Humanoid (Reptilian)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+2 Dex, +2 leather 
  armor, +1 buckler), touch 12, flat-footed 13
  Base Attack/Grapple: +4/+4
  Attack: Shortspear +5 melee (1d6 plus 
  poison) or javelin +6 ranged (1d6 plus 
  poison)
  Full Attack: Shortspear +5 melee (1d6 
  plus poison) or javelin +6 ranged (1d6 plus 
  poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft., jungle 
  movement
  Saves: Fort +3, Ref +7, Will +2
  Abilities: Str 11, Dex 15, Con 13, Int 10, 
  Wis 10, Cha 11
  Skills: Craft (alchemy) +8, Climb +5, Hide 
  +14, Listen +7, Move Silently +14, Spot +2, 
  Survival +9
  Feats: Alertness, Stealthy, Weapon Focus 
  (shortspear)
  Environment: Temperate and warm marsh
  Organization: Scout (6-12) or family (60-
  100)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +2
   
  Skresh are sinister reptilian humanoids 
  that ruthlessly seek to dominate their neighbors, 
  whoever they may be. Their skin varies from dark 
  green, browns, and ferrous red, and their sallow 
  eyes merely hint at their scheming.
   
  The skresh speak their own language, a 
  variant of Draconic.
  Combat
   
  Skresh rely on their skill at moving unseen 
  and silently through the jungle to surprise their 
  enemy. In battle, they depend on a wide variety 
  of poisons to incapacitate their foes. If opposing 
  an unknown, such as a party of PCs, the skresh 
  usually drug their opponents, taking them back to 
  the patriarchal head of the family for examination.
   
  Skresh use shortspears and javelins with 
  poisoned tips. Some wear leather armor and most 
  use bucklers made of toughened kari dragon hide 
  (pg 94). They attack from concealed positions 
  with javelins, often making it difficult for their 
  opponents to gauge how many skresh they face.
   
  Jungle Movement: Skresh suffer no penalties 
  for moving through trackless jungle or swamp.
   
  Skills: Skresh have a +8 racial bonus on 
  Hide, Move Silently, and Survival checks and a +5 
  racial bonus on Craft (alchemy) checks.
   
  Illiterate: Skresh are illiterate and must spend 
  two skill points to gain the ability to read and write a 
  language they can speak (the Skresh language may 
  not be chosen as it has no written component).
   
  Poison: All skresh are trained in the use 
  of poison. They learn a specialized form of the 
  Craft (alchemy) skill targeted at the concoction 
  of poisons. Skresh are familiar with all poisons 
  available in any campaign although they prefer to 
  use their own, more effective, poisons. It takes a 
  number of days equal to the concoct DC divided 
  by 3 to make 2d4 doses of a poison. This time 
  is reduced by one day for every three points of 
  success over the DC that the skresh rolls.
   
  Skresh poisons are well known throughout 
  the world as the most potent, and command 
  significant prices on the rare occasions that they 
  can be found outside the skresh’s native land.
   
  When first encountered in combat, most 
  skresh use Treeblood on their opponents. Only when 
  an enemy poses a known threat to the entire skresh 
  race is Skresh Fire used. Only patriarchal heads 
  know how to make Skresh Fire.
   
  Skresh Fire: Craft DC 26; Contact, DC 26; 
  Initial paralysis 1d6 hours; Secondary death; cost 
  1,500 gp.
   
  Barmik Root: Craft DC 21; Injury, DC 20; 
  Initial 2d6 Dex; Secondary 2d6 Dex; cost 2,000 gp.
   
  Ankala Snake Venom: Craft DC 23; Injury, 
  DC 23; Initial 1d8 Str; Secondary 1d6 Str + 1d6 
  Con; cost 800 gp.
   
  Blue Fog: Craft DC 21; Injury, DC 19; Initial 
  3d10 hp; Secondary 2d10 hp; cost 700 gp.
   
  Treeblood: Craft DC 18; Injury, DC 19; Initial 
  paralysis 2d6 hours; Secondary Unconsciousness 
  1d6 hours; cost 400 gp.
  5
  Spindleshank
   
  Spindleshanks are a very tall, gaunt race of 
  amphibian-like creatures that inhabit hot, steamy 
  jungle and swamp environments. Spindleshanks 
  come in a wide variety of colors, ranging from 
  an almost fluorescent green color to a drab, flat 
  gray. Many sages theorize that this wide range 
  of coloration denotes a difference between 
  spindleshank tribes, and in fact spindleshanks of a 
  like color typically associate with one another and 
  are aggressive toward those of a different color. 
  Others think the coloration variations are due to 
  differences in habitats, but the true reason still 
  remains unknown.
   
  Spindleshanks have stumpy, square-looking 
  heads similar to turtles, with small, watery slit-
  like eyes, a mouth, but no visible nose or ears. A 
  spindleshank’s thin, willowy arms appear far too 
  short in comparison to their long, spindly legs that 
  give them their name. Their bodies are shaped like 
  tall, narrow barrels, which the spindly legs ending 
  in wide, flat and splayed feet support. Both their 
  hands and feet are webbed and clawed, but their 
  feet are huge in comparison to their hands and the 
  rest of their body.
   
  Spindleshanks speak Aquan, but can speak 
  broken Common when required.
  Combat
   
  Spindleshanks 
  are 
  fiercely 
  territorial, 
  defending their territory and clan against any foe 
  regardless of the danger. They fight best in small, 
  tightly knit groups and specialize in ambush 
  tactics as well as trap setting. Many believe that 
  these creatures share an empathic link because 
  their combined actions flow seamlessly together, 
  as if one collective mind were directing them. 
  This is especially true during combat, where the 
  spindleshanks use their simple weapons (spears, 
  tridents, nets, darts, and slings) to devastating 
  effect. Also a potent neurotoxin exudes from their 
  skin when they become excited, angry, or hurt. 
  They coat their weapons’ tips with this virulent 
  substance during combat to paralyze their victims, 
  thereby gaining the upper hand. At any given time, 
  the spindleshank’s body produces enough venom 
  for 1d4 doses.
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  damage 1d4 Con, secondary damage paralysis for 
  2d4 hours. The save DC is Constitution-based and 
  includes a +4 racial bonus.
   
  Skills: A spindleshank 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.
  Large Humanoid (Aquatic, Reptilian)
  Hit Dice: 5d8 (22 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), swim 60 ft. (12 
  squares)
  Armor Class: 15 (-1 size, +1 Dex, +5 
  natural), touch 10, flat-footed 14
  Base Attack/Grapple: +3/+9
  Attack: Trident +4 melee (2d6+2 plus 
  poison) or sling +3 ranged (1d6+2)
  Full Attack: Trident +4 melee (2d6+2 plus 
  poison) or sling +3 ranged (1d6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Poison
  Special Qualities: Amphibious
  Saves: Fort +3, Ref +5, Will -1
  Abilities: Str 14, Dex 12, Con 10, Int 13, 
  Wis 7, Cha 10
  Skills: Jump +10, Spot +6, Survival +6, 
  Swim +10
  Feats: Great Fortitude, Improved Initiative
  Environment: Warm forest and marsh
  Organization: Gang (3-9), or tribe (10-100)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 6-10 HD (Large), 11-15 HD 
  (Huge)
  Level Adjustment: +3
  
  52
  5
  Transposer
  Medium Outsider (Native, Shapechanger)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+1 Dex, +2 natural), 
  touch 11, flat-footed 12
  Base Attack/Grapple: +6/+7
  Attack: Slam +7 melee (1d6+1)
  Full Attack: 2 slams +7 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Transpose damage
  Special Qualities: Change self, darkvision 
  60 ft.
  Saves: Fort +6, Ref +6, Will +6
  Abilities: Str 12, Dex 13, Con 12, Int 8, Wis 
  12, Cha 11
  Skills: Bluff +9, Disguise +7*, Forgery +3, 
  Hide +10, Listen +10, Move Silently +10, 
  Spot +10, Swim +8
  Feat: Deceitful, Dodge, Skill Focus 
  (Disguise)
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: By character class
  Level Adjustment: +6
   
  The transposer appears as a featureless 
  humanoid creature whose arms end in large sucker-
  like membranes. The transposer is thought to be of 
  an alien culture; how it came to the Material Plane 
  remains a mystery to sages.
  Combat
   
  The transposer uses its change self ability to 
  lure its prey into range. It usually takes the shape 
  of a creature of the same race as its potential prey 
  if possible. Once its prey is in range, the transposer 
  lashes out with its arms.
   
  Transpose Damage (Su): A creature hit 
  by the transposer becomes “linked” to it by an 
  invisible and undetectable force of energy for the 
  remainder of the encounter. Any damage dealt 
  by a linked opponent to the transposer actually 
  harms the linked attacker and heals a like amount 
  of damage on the transposer. Any curative magic 
  (spells, potions, and the like) used on a transposer 
  while it is linked to an opponent does damage 
  to the transposer and heals the linked opponent. 
  Such magic used on a linked opponent does not 
  affect a transposer (it neither harms nor heals it). 
  Opponents not affected (i.e., not linked to the 
  transposer) can attack the transposer normally. A 
  transposer can link to any number of creatures in 
  an encounter.
   
  Change Self (Su): A transposer can use this 
  ability at will, as the spell (caster level 6th; Will 
  DC 13).  The save DC is Charisma-based.
   
  Skills: *When using its change self ability, 
  the transposer receives a +10 circumstance bonus 
  to Disguise checks.
   
  Mage Spores: Mage spores are a very rare polar phytoplankton that is able to draw sustenance from 
  magical energy when there is not enough sunlight to support them. This allows the plant to survive long 
  winter nights at the poles, but only if they can find a source of magic to cluster around. Mage spores rely 
  on water currents for transportation in their quest for food, and most die of starvation before finding a 
  suitable source of sustenance.
   
  Spores that locate magical energy gather together, often resembling a swarm of flies or gnats. Spores 
  fed by this energy glow an iridescent blue color, which some aquatic races have learned is a sign of the 
  presence of magic. Magic sources fed upon by mage spores must make a save (DC 15) every week or 
  be destroyed. Enterprising individuals have begun collecting mage spores to use them as a means of 
  detecting magic items, but the need to feed them regularly and the short lifespan of the spore makes this a 
  difficult practice. Once collected, mage spore swarms rarely live longer than 3 months. Recognizing mage 
  spores requires a Survival or Knowledge (nature) check (DC 25). Collecting them requires 10 minutes of 
  effort and a Survival or Knowledge (nature) check (DC 20).
  Flora and Fauna
  5
  Waterbaby
  Small Undead (Aquatic, Psionic)
  Hit Dice: 4d12+6 (32 hp)
  Initiative: +2
  Speed: Swim 30 ft. (6 squares)
  Armor Class: 15 (+1 size, +2 Dex, +2 
  natural), touch 13, flat-footed 13
  Base Attack/Grapple: +2/-2
  Attack: Bite +3 melee (1d4)
  Full Attack: Bite +3 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Neoteny, psi-like abilities 
  Special Qualities: Darkvision 60 ft., 
  immunity to turning, telepathy 100 ft., 
  undead traits
  Saves: Fort +1, Ref +3, Will +3
  Abilities: Str 10, Dex 14, Con —, Int 10, 
  Wis 9, Cha 15
  Skills: Bluff +9, Concentration +9, 
  Diplomacy +6, Disguise +2 (+4 acting), 
  Intimidate +4, Sense Motive +6 (+16 to 
  oppose Bluff), Spot +6, Swim +8
  Feats: InquisitorB, Psionic Body, Psionic 
  Fist
  Environment: Any aquatic
  Organization: Solitary, pair, pack (3-5), 
  horde (8-20), or colony (12-30)
  Challenge Rating: 5
  Treasure: 50% standard (coins, jewels and 
  weapons only)
  Alignment: Usually neutral evil
  Advancement: 5-8 HD (Small)
  Level Adjustment: —
   
  Waterbabies look like typical infants or 
  children, except they are slightly sallow and 
  emaciated. However, in the darkness their glowing 
  green eyes reveal their hatred for the living.
   
  Waterbabies are the corporeal spirits of 
  children who were drowned or ritually slain 
  because of their early signs of psionic ability. 
  The only thing deeper than their hatred of living 
  creatures is their jealousy of living psions.
   
  A waterbaby may be found in any freshwater 
  aquatic area, especially ponds, lakes, wells, or 
  any shunned body of water located near a town. 
  Waterbabies are usually encountered alone or in 
  pairs near new settlements, and in progressively 
  larger groups in older and ancient settlements, and 
  ruins.
  Combat
   
  A waterbaby attempts to lure its victims into 
  the water so that it can attack them physically as 
  well as psionically. It particularly enjoys taking 
  advantage of a good creature’s natural compassion 
  for the young and helpless. Thus, one of its favorite 
  tactics is rise to the surface, splashing wildly and 
  shrieking as if drowning. Many a passerby has 
  heroically leapt into the waters to save such a 
  child, only to be psionically attacked from below 
  by a pack of undead.
   
  Neoteny (Su): Once per day, a waterbaby can 
  cause a single humanoid creature within 30 feet to 
  “adopt” it for 1 hour. The target must succeed on 
  a DC 14 Will save or believe the waterbaby to be 
  its own child. The affected creature defends the 
  waterbaby to the best of its ability and refuses 
  to leave the area lest harm come to “its child.” 
  Any attack against the affected individual by that 
  waterbaby or others of its kind ends the effect 
  immediately. Neoteny is a psionic mind-affecting 
  charm effect. The save DC is Charisma-based.
   
  Psi-Like Abilities: At will—demoralize 
  (40 ft. range and radius, DC 15*), detect psionics, 
  inertial armor (+6 bonus*), psionic daze (8 HD*, 
  DC 13); 3/day—crisis of breath (DC 15), empty 
  mind (+4 bonus*), inflict pain (2 targets, DC 15*), 
  mind thrust (5d10 damage, DC 13*). Manifester 
  level 5th. The save DCs are Charisma-based.
   
  *Includes augmentation for the waterbaby’s 
  manifester level.
   
  Skills: A waterbaby 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.
  
  53
  5
  Winterbrood Fury
  Medium Fey
  Hit Dice: 7d6+7 (31 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+2 Dex, +5 natural), touch 
  12, flat-footed 15
  Base Attack/Grapple: +3/+3
  Attack: Claw +3 melee (1d4 plus poison)
  Full Attack: Claw +3 melee (1d4 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, spell-like abilities
  Special Qualities: Control vermin, low-light 
  vision, nest dependent, resistance to cold 20
  Saves: Fort +3, Ref +7, Will +8
  Abilities: Str 10, Dex 15, Con 12, Int 14, Wis 
  16, Cha 15
  Skills: Concentration +9, Diplomacy +4, Handle 
  Animal +12, Heal +9, Hide +8, Knowledge 
  (nature) +14, Listen +11, Move Silently +8, 
  Ride +4, Sense Motive +11, Spot +11, Survival 
  +13 (+15 natural environments)
  Feats: Combat Casting, Improved Initiative, 
  Empower Spell-Like Ability (ray of frost)
  Environment: Temperate forest, hills, marsh, 
  and plains
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: 8-14 HD (Medium)
  Level Adjustment: —
   
  A winterbrood fury appears to be a beautiful 
  human woman with black hair and white skin. 
  However, a closer look reveals a fury’s thumbs end 
  in inch-long black claws, her eyes sparkle with tiny 
  blue crystals, and her skin shifts slightly in places, 
  as if tiny creatures crawl beneath the surface. Most 
  winterbrood furies wear gossamer dresses patterned 
  like spider webs.
   
  Winterbrood furies are guardian spirits who 
  protect insects and other vermin in winter. They 
  only appear during winter, in areas normally replete 
  with vermin. Each fury finds a nest to call her own—
  often an enormous spider web or a rotting tree—and 
  spends the season protecting her “children.” 
  Standing invisibly over their nests, furies wait 
  for creatures to disrupt their children’s activities. 
  Despite their fervor, winterbrood furies are open 
  to communication with those who treat them with 
  respect. They speak Common and Sylvan.
  Combat
   
  Winterbrood furies fight readily if they feel 
  a need to defend themselves, their nests, or their 
  children. Whenever possible, they attack with magic; 
  winter’s web and ray of frost are favorite abilities to 
  use from afar. Summon swarm, giant vermin, and 
  similar abilities are used only in dire situations; a 
  winterbrood fury hates to endanger her children.
   
  Poison (Ex): Injury, Fortitude DC 14, initial 
  and secondary damage 1d6 Strength. The save DC is 
  Constitution-based.
   
  Spell-Like 
  Abilities: 
  At 
  will—animal 
  messenger, detect animals or plants, invisibility 
  (self only), ray of frost, repel vermin (DC 16), warp 
  wood; 3/day—neutralize poison, poison (DC 18), 
  sleet storm, summon swarm (spiders only), winter’s 
  web (DC 15); 1/day—giant vermin, polar ray. Caster 
  level 10th. The save DCs are Charisma-based.
   
  Control Vermin (Su): A winterbrood fury 
  can mentally control all vermin within 30 feet. It 
  commands the creatures by voice and they can 
  understand the winterbrood fury. Even if vocal 
  communication is impossible (in the area of a 
  silence spell, for instance), the controlled vermin 
  will not attack the winterbrood fury. Suicidal or self-
  destructive commands are simply ignored. This is a 
  transmutation effect, and not a mind-affecting effect.
   
  Nest Dependent (Su): Each winterbrood 
  fury is connected to a nest, hive, or web where 
  hundreds of vermin or eggs are housed and must 
  never stray more than a mile from it. A winterbrood 
  fury receives its strength from those it guards, so one 
  that strays out of range of its nest or whose nest is 
  destroyed takes 1 point of Constitution damage per 
  hour until it dies. A winterbrood fury can voluntarily 
  detach itself from its nest whenever it wishes and 
  attach to an appropriate new one, suffering damage 
  in the meantime if it strays too far from the old one. 
  A winterbrood fury’s nest does not radiate magic.
  Winter’s Web
  Conjuration (Creation) [Cold]
  Level: Drd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Icy strands in a 20-ft.-radius spread
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates; see text
  Spell Resistance: No
   
  As web, except the web is composed of 
  icy filaments that freeze to whatever they touch. 
  Entangled creatures suffer 2d4 points of cold 
  damage every round they are stuck. Each 5-foot 
  section of webbing has 5 hit points, and can be 
  shattered with little difficulty. Fire deals only one-
  quarter damage to the filaments (but does no harm to 
  creatures stuck in the web).
   
  Material Component: A frozen spider egg.
  6
  Bayowulf
  Large Magical Beast
  Hit Dice: 7d10+28 (66 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares), swim 40 ft (8 
  squares)
  Armor Class: 18 (-1 size, +2 Dex, +7 natural), 
  touch 11, flat-footed 16
  Base Attack/Grapple: +7/+15
  Attack: Bite +11 melee (1d8+6 plus disease)
  Full Attack: Bite +11 melee (1d8+6 plus 
  disease)
  Space/Reach: 10 ft./5 ft
  Special Attacks: Breath of the moor, disease, 
  howl
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +9, Ref +7, Will +3
  Abilities: Str 18, Dex 15, Con 18, Int 9, Wis 
  13, Cha 10
  Skills: Climb +5, Hide +5, Jump +12, Listen 
  +5, Move Silently +8, Spot +3, Swim +12, 
  Survival +1*
  Feats: Blind Fight, Stealthy, Weapon Focus 
  (bite)
  Environment: Warm forest and marsh
  Organization: Solitary or pack (4-10)
  Challenge Rating: 6
  Treasure: 10% coins; 25% goods; 50% items
  Alignment: Always neutral evil
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
   
  A billowing cloud of rolling, gray fog moves 
  unnaturally swift over the moors.
   
  Bayowulfs stand approximately six feet high 
  at the shoulder and measure roughly nine feet in 
  length from snout to hindquarters, with a thin, wiry 
  tail extending another three feet behind them. They 
  possess short, stubby ears, protruding jaws bearing 
  rows of narrow, pointed teeth, thin, brown whiskers, 
  and luminescent, yellow eyes emitting an unnerving, 
  malevolent glow. Their four legs end in oddly 
  shaped, polydactyl, webbed paws tipped with jagged, 
  calcified claws. Their short, brown fur glistens with 
  an oily sheen, presumably waterproofing and cooling 
  their bodies as they wade in the warm, murky waters 
  of their habitat. Unfortunately for the bayowulf, 
  trappers and poachers value them as a source of 
  leather. Although unproved, some sages speculate 
  that bayowulfs hunt humanoids in preference 
  to other species as a deliberate response to the 
  commercial harvesting of their skin.
   
  These savage predators, equally adept at 
  hunting on land or in shallow water, nomadically 
  wander an expansive area in search of humanoid 
  prey. Bayowulfs speak Common and Aquan.
  Combat
   
  Bayowulfs rely upon their ability to generate 
  fog as their first line of defense. In addition to 
  providing concealment, the billowing mists also 
  enable the creatures to utilize their Scent ability and 
  Blind-Fight feat to effectively surround and flank 
  their adversaries. Although ferocious, bayowulfs flee 
  underwater when seriously threatened, regrouping 
  and attacking again at a more advantageous time.
   
  Breath of the Moor (Su): At will, a bayowulf 
  can exhale a thick, billowing cloud from its lungs 
  that fills a stationary, 30-foot cube centered on the 
  bayowulf. The fog obscures all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet 
  has concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% 
  miss chance, and the attacker can’t use sight to 
  locate the target). 
   
  A moderate wind (11+ mph) disperses the fog 
  in 4 rounds; a strong wind (21+ mph) disperses the 
  fog in 1 round. Otherwise, the fog disperses in 2d4 
  rounds. Magical and nonmagical fire immediately 
  evaporates the mists within the inflammatory 
  source’s area of effect.
   
  Disease (Ex): Bayou rot—bite, Fortitude 
  DC 17, incubation period 1 day, damage 1d4 Str. 
  Creatures failing the save must succeed on another 
  DC 17 Fortitude save on each subsequent day or 
  suffer 1 point of Strength drain. The save DC is 
  Constitution-based.
   
  Howl (Su): As a standard action, a bayowulf 
  can let out a terrifying howl that affects all living 
  creatures within 20 feet. Affected creatures must 
  succeed on a DC 13 Will save or be shaken for the 
  remainder of the encounter. If the save is successful, 
  that creature cannot be affected again by the same 
  bayowulf’s howl for 24 hours. This is a sonic, mind-
  affecting fear effect. The save DC is Charisma-based.
   
  Skills: A bayowulf has a +2 racial bonus on 
  Hide, Listen, and Move Silently checks. 
   
  A bayowulf 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.
   
  *A bayowulf has a +4 racial bonus on Survival 
  checks when tracking by scent.
  
  54
  6 Blight Belcher
  Large Magical Beast (Aquatic)
  Hit Dice: 12d8+36 (90 hp)
  Initiative: +6
  Speed: 15 ft. (3 squares), swim 40 ft. (8 
  squares)
  Armor Class: 21 (-1 size, +2 Dex, +10 
  natural), touch 11, flat-footed 19
  Base Attack/Grapple: +12/+23
  Attack: Bite +18 melee (1d12+7)
  Full Attack: Bite +18 melee (1d12+7) and 
  claw +16 melee (ld8+3)
  Space/Reach: 10 ft./5 ft.
  Special Attack: Breath weapon
  Special Qualities: Amphibious, darkvision 
  60 ft., low-light vision, scent
  Saves: Fort +11, Ref +10, Will +3
  Abilities: Str 24, Dex 14, Con 16, Int 4, Wis 
  8, Cha 8
  Skills: Hide +5, Jump +1, Listen +6, Move 
  Silently +4, Spot +6, Swim +15
  Feats: Alertness, Improved Initiative, 
  Multiattack, Power Attack, Stealthy
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 6
  Alignment: Always neutral
  Treasure: None
  Advancement: 13-16 HD (Large), 17-20 
  HD (Huge)
  Level Adjustment: —
   
  This 8-foot long beast looks like a cross 
  between a salamander and an alligator. It has 
  green-brown scales, short, stocky legs, and a 
  muscular tail.
   
  Blight belchers are scaled amphibious 
  creatures that are equally at home on land, in salt 
  water, or in fresh water. Their powerful tail helps 
  them maneuver in the water while their short 
  stocky legs allow them to move through sand, soil, 
  and mud.
   
  Though typically found in saltwater, blight 
  belchers enjoy bathing on beaches, rolling in 
  mudflats, swimming up inlets, and hunting in 
  freshwater as well. Blight belcher jaunts on land 
  eventually lead to water, least their scales dry out.
  Combat
   
  Blight belchers are typically docile unless 
  they are hungry or other creatures threaten their 
  territory. Besides attacking with bite and claws, 
  blight belchers also unleash a noxious gas that 
  affects that works equally well underwater or on 
  the surface.
   
  Breath Weapon (Su): 30-foot cone of 
  poisonous gas, once every 1d4 rounds, damage 
  1d4 Str and 1d4 Con, Fortitude DC 19 half. The 
  save DC is Constitution-based.
   
  If a blight belcher uses its breath weapon 
  underwater, it rises up to the surface and engulfs 
  all within a 10-foot radius directly above the blight 
  belcher. 
   
  Amphibious (Ex): Although blight belchers 
  are aquatic, they can survive indefinitely on land.
   
  Skills: A blight belcher 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.
  Training a Blight Belcher
  Young blight belchers can be trained to serve as 
  mounts. The advantages of a blight belcher mount 
  are threefold; the rider is often able to goad the 
  creature into using its breath weapon against foes, 
  blight belchers can move on land as well as in the 
  water, and they make excellent trackers due to 
  their acute sense of smell.
   
  Training a blight belcher requires six weeks 
  of work and a successful DC 20 Handle Animal 
  check. Once an untrained blight belcher reaches 
  full maturity it is almost impossible to train (DC 
  35). Riding a blight belcher requires an exotic 
  saddle. A blight belcher can fight while carrying a 
  rider, but the rider cannot also attack unless he or 
  she succeeds on a Ride check.
   
  Carrying Capacity: A light load for a blight 
  belcher is up to 699 pounds; a medium load, 700-
  1,398 pounds, and a heavy load, 1,399-2,100 
  pounds. A blight belcher can drag 10,500 pounds.
  6
  Bloodworms
  Large Animal (Aquatic)
  Hit Dice: 6d8+39 (66 hp)
  Initiative: +1
  Speed: Swim 20 ft. (4 squares)
  Armor Class: 14 (-1 size, +1 Dex, +4 natural), 
  touch 10, flat-footed 13
  Base Attack/Grapple: +4/+12
  Attack: Bite +7 melee (1d8+6)
  Full Attack: Bite +7 melee (1d8+6)
  Space/Reach: 10 ft/l5 ft.
  Special Attacks: Increased reach
  Special Qualities: Blind, blindsight 30 ft, 
  low-light vision, pressure dependence, 
  resistance to fire 20, rock tube
  Saves: Fort +13, Ref +6, Will +3
  Abilities: Str 18, Dex 12, Con 22, Int 1, Wis 
  12, Cha 5
  Skills: Listen +9, Spot +8, Swim +12
  Feats: Alertness, Great Fortitude, Toughness
  Environment: Any aquatic 
  Organization: Solitary or colonies (3-40)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
   
  This eel-like creature’s skin appears to be 
  made of blood. Its eyeless head is fishlike, with a 
  few needlelike teeth.
   
  Bloodworms are found only on the deeper 
  sections of the ocean floor in regions with 
  hydrothermal vents. They are not actual worms but 
  eel-like fish with long, thin bodies and very small 
  fins. They are bright red in color; the large number 
  of capillaries close to their skin surface makes them 
  appear as if their skin is made of blood. Bloodworms 
  have fish-like, predatory heads with a small number 
  of sharp teeth and no eyes. They spend their entire 
  lives near the bottom of the sea, unable to survive at 
  lesser depths due to the difference in pressure.
   
  Despite their ability to move, bloodworms 
  are mostly stationary creatures. They cluster around 
  hydrothermal vents and build rocky tubes for shelter 
  out of the minerals deposited there. Tube walls are 
  several inches thick and very hard; most bloodworms 
  live in tubes 4 to 6 feet tall, but some have built their 
  homes in chemical mounds 30 feet high.
   
  Bloodworm clusters can grow very large in 
  number, sometimes forming small forests of tubes. 
  They live in these tubes until they are outgrown 
  or the creature is forced to flee, swimming freely 
  until they find a place to build their next home. A 
  bloodworm goes through about half a dozen tubes in 
  its lifetime.
   
  Most aquatic races avoid these creatures, 
  thinking them dangerous carnivores that will attack 
  humanoids if hungry enough. Bloodworms are of 
  little interest to most predators, and their meat is 
  universally reviled as a food. Their colonies are 
  considered a very risky place to visit, despite the 
  mineral wealth they often rest upon. Some sea 
  dwellers eke out a living stealing from the richest 
  of these areas, which often hide chemically formed 
  gems of great beauty.
   
  The bloodworm is a predator and scavenger 
  that feeds on the many creatures attracted to 
  hydrothermal vents on the sea floor. When attacking 
  live prey, it prefers creatures smaller than itself, only 
  attacking larger creatures if it is very hungry. The 
  remains of the bloodworm are a prime component 
  in creating potions of water breathing, reducing the 
  cost of creating such an item by 500 gp. A single 
  bloodworm produces enough material to reduce 
  the cost of four such items.  A bloodworm can be 
  summoned using a summon nature’s ally V spell.
  Combat
   
  Bloodworms only attack when hungry or to 
  defend the colony. If one worm is attacked, others 
  rally to its defense, but they do not leave their tubes 
  to do so. Bloodworms only flee their tubes if it will 
  aid them in escaping an enemy. Otherwise they 
  remain in place and fight back with their bite as best 
  they can.
   
  Increased Reach (Ex): Due to the long neck of 
  the bloodworm it is able to reach a great distance to 
  attack a foe. The worm has a reach of 15 feet with its 
  bite attack. Because of the flexibility of its neck, the 
  bloodworm can attack adjacent foes with no penalty.
   
  Blind (Ex): Bloodworms are blind (but have 
  the blindsight special quality). They have immunity 
  to gaze attacks, visual effects, illusions, and other 
  attack forms that rely on sight. 
   
  Pressure Dependence (Ex): Bloodworms 
  are immune to the effects of pressure at the ocean 
  depths. They take 1d6 points of damage each round 
  they are at a depth of less than 1,000 feet, slowly 
  exploding due to pressure loss. 
   
  Rock Tube (Ex): While in its rock tube, a 
  bloodworm gains a +4 armor bonus to Armor Class, 
  but its swim speed is reduced to 0 feet. It can eject 
  from the tock tube as a full round action.
   
  Skills: A bloodworm has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always can 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.
  
  55
  6
  Blood Golem
  Large Construct
  Hit Dice: 6d10+30 (63 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Armor Class: 10 (-1 size, +1 Dex), touch 
  10, flat-footed 9
  Base Attack/Grapple: +4/+13
  Attack: Slam +8 melee (1d4+7)
  Full Attack: Slam +8 melee (1d4+7)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Blood drain, engulf, 
  frightful presence, improved grab 
  Special Qualities: Construct traits, damage 
  reduction 5/—, darkvision 60 ft., immunity 
  to magic, low-light vision
  Saves: Fort +2, Ref +3, Will +2
  Abilities: Str 21, Dex 13, Con —, Int —, 
  Wis 11, Cha 8
  Skills: —
  Feats: —
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  A blood golem appears like a large, bulky 
  humanoid formed entirely of living, flowing, 
  pulsing blood. Logic would suggest that such a 
  quantity of blood could not remain in a coherent 
  shape without skin or bone to support it, but 
  somehow it does. Despite this it is still liquid, 
  and still amorphous enough to engulf an opponent 
  entirely into its body.
   
  Blood 
  golems 
  are 
  magically 
  crafted 
  creatures, formed from the blood of dozens of 
  sacrifices by the will and arcane knowledge of 
  a blood magician. A blood golem is thought to 
  be held together by the will of a powerful entity 
  trapped within the blood golem’s body.
  Combat
   
  A blood golem attacks by simply rolling 
  into its opponents, engulfing them in its body, 
  and reshaping itself to absorb their essence. Its 
  damage resistance and spell immunities add to 
  the formidable nature of this foe, and its capability 
  to grow larger and stronger by incorporating the 
  blood of its victims into its own body means that 
  a blood golem left unchecked in a city or other 
  densely populated area can soon become very 
  dangerous indeed.
   
  Blood Drain (Ex): A blood golem can drain 
  blood from a living victim that it has engulfed. 
  The blood golem deals 2d6 points of bludgeoning 
  damage to the engulfed foe and drains blood, 
  inflicting 1d4 points of Constitution drain each 
  round the pin is maintained. On each successful 
  attack, the blood golem gains 5 temporary hit 
  points. The non-blood remnants of any drained 
  creatures are left behind as the blood golem 
  moves, a thin trail of desiccated flesh, bone, and 
  other superfluous tissues and organs.
   
  Engulf (Ex): A blood golem can simply 
  engulf a creature that it successfully grabbed on 
  a successful grapple check. Engulfed creatures 
  are subject to the blood golem’s blood drain, are 
  considered to be grappled and are trapped within 
  its body.
   
  Frightful Presence (Ex): The mere presence 
  of a blood golem is unsettling to foes - it is clear 
  to all who see it that this is a huge quantity 
  of animated blood. This ability takes effect 
  automatically whenever the blood golem performs 
  some sort of dramatic action (such as charging or 
  attacking). Creatures within 60 feet and with less 
  than 3 HD must succeed on a DC 12 Will save 
  or become frightened for 4d6 rounds. Creatures 
  that successfully save are immune to the frightful 
  presence of the same blood golem for 24 hours. 
  The save DC is Charisma-based.
   
  Improved Grab (Ex): To use this ability, a 
  blood golem must hit with its slam attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can try to engulf the foe in the following round.
   
  Immunity to Magic (Ex): A blood golem 
  is immune to any spell or spell-like ability that 
  allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.
   
  A magical effect that cures hit points slows 
  a blood golem (as the slow spell), for of a number 
  of rounds equal to the level of the spell, with no 
  saving throws.
   
  A heal spell affects a blood golem as a hold 
  monster spell with a duration of 1d4 rounds.
  6
  Bog Mummy
  Medium Undead
  Hit Dice: 8d12+3 (55 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (-1 Dex, +8 natural), 
  touch 9, flat-footed 17
  Base Attack/Grapple: +4/+7
  Attack: Slam +7 melee (1d6+4 plus bog 
  rot)
  Full Attack: Slam +7 melee (1d6+4 plus 
  bog rot)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Bog rot, create spawn, 
  despair
  Special Qualities: Darkvision 60 ft., 
  damage reduction 5/—, marsh move, 
  resistance to fire 10, undead traits, 
  vulnerability to cold
  Saves: Fort +2, Ref +l, Will +8
  Abilities: Str 17, Dex 8, Con —, Int 6, Wis 
  14, Cha 15
  Skills: Hide +6, Listen +8, Move Silently 
  +6, Spot +8
  Feats: Alertness, Improved Initiative, 
  Toughness
  Environment: Any marsh
  Organization: Solitary, wardens (2-4), or 
  guardians (6-10)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 9-16 HD (Medium); 17-24 
  HD (Large)
  Level Adjustment: —
   
  When a corpse preserved by swamp mud 
  is imbued with negative energy, it rises as a 
  bog mummy. Bog mummies resemble normal 
  mummies, but are covered with a thin layer of 
  swamp mud. Bog mummies rarely leave the 
  swamp where they were formed. They hate life 
  and attack any living creature that trespasses in 
  their swamp.
  Combat
   
  In battle, a bog mummy attacks with its 
  fists, attempting to smash any living creature it 
  encounters.
   
  Bog Rot (Su): Supernatural disease—slam, 
  Fortitude DC 16, incubation period 1 day; 
  damage 1d6 ability damage. The ability damage 
  is dealt to one ability score – Strength, Dexterity, 
  Constitution, or Charisma, determined randomly 
  – and further damage from this disease is dealt to 
  the same ability score. The save DC is Charisma-
  based.
   
  Unlike normal diseases, bog rot continues 
  until the victim reaches 0 in the affected ability 
  score (and dies) or is cured as described below.
   
  Bog rot is a powerful curse, not a natural 
  disease. Any conjuration (healing) spell cast on a 
  creature afflicted with bog rot only heals half as 
  many hit points as it normally would. Creatures 
  afflicted with bog rot do not heal naturally, nor do 
  they recover ability damage normally.
   
  To eliminate bog rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either 
  spell), after which the bog rot can be magically 
  cured as any normal disease.
   
  Create Spawn (Su): Any humanoid that 
  dies from bog rot becomes a bog mummy in 1d4 
  days. A remove disease spell cast within one day 
  after death with stop the transformation, and a 
  resurrection or true resurrection spell will bring 
  the creature back to life, though raise dead is 
  ineffective. Spawn are under the command of 
  the bog mummy that created them and remain 
  enslaved until its death. They do not possess any 
  of the abilities they had in life.
   
  Despair (Su): At the mere sight of a bog 
  mummy, the viewer must succeed on a DC 16 
  Will save or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, that 
  creature cannot be affected again by the same bog 
  mummy’s despair ability for 24 hours.  The save 
  DC is Charisma-based.
   
  Marsh Move (Ex): Bog mummies can move 
  at their normal movement speed through mud, 
  marshes, and swamp with no penalty.
  
  56
  6
  Giant Slug
  Gloomfog
  Huge Vermin
  Hit Dice: 12d8+12 (66 hp)
  Initiative:  +0
  Speed: 20 ft. (4 squares), burrow 10 ft. (2 
  squares)
  Armor Class: 16 (-2 size,+8 natural), touch 8, 
  flat-footed 16
  Base Attack/Grapple: +9/+21
  Attack: Bite +11 melee (2d6+6)
  Full Attack: Bite +11 melee (2d6+6)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Spit acid
  Special Qualities: Blindsight 60 ft., immune 
  to bludgeoning weapons, vermin traits, 
  vulnerability to salt
  Saves: Fort +9, Ref +4, Will +4
  Abilities: Str 19, Dex 10, Con 12, Int —, Wis 
  10, Cha 2
  Skills: —
  Feats: —
  Environment: Temperate and warm marsh 
  and underground
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Huge); 25-36 HD 
  (Gargantuan)
  Level Adjustment: —
   
  Giant slugs are larger versions of the normal 
  slug. The average giant slug is about 25 feet long, 
  though sages have recorded reports of some as long 
  as 50 feet. The giant slug is pale gray in color with a 
  pale white underbelly.
  Combat
   
  A giant slug attacks with its bite, but prefers to 
  attack targets with its high1y corrosive spittle.
   
  Spit Acid (Ex):  60-foot line, once per round, 
  damage 4d8 acid, Reflex DC 17 half. The save DC is 
  Constitution-based. Giant slugs are immune to their 
  own acid and that of other giant slugs.
   
  Vulnerability to Salt (Ex): A giant slug 
  is highly susceptible to salt, taking 1d8 points of 
  damage per pound of salt it contacts.
  Huge Plant
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares)
  Armor Class: 24 (-2 size, +3 Dex, +13 
  natural), touch 11, flat-footed 21
  Base Attack/Grapple: +3/+16
  Attack: Branch +6 melee touch (attach)
  Full Attack: 2 branches +6 melee touch 
  (attach)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Attach, attract, blood drain, 
  sleep
  Special Qualities: Blindsense 30 ft., damage 
  reduction 5/slashing, low-light vision, plant 
  traits, vulnerability to fire
  Saves: Fort +7, Ref +1, Will +3
  Abilities: Str 20, Dex 16, Con 17, Int 12, Wis 
  15, Cha 9
  Skills: Hide +2*, Listen +8, Sense Motive +5, 
  Spot +8, Survival +5
  Feats: Alertness, Improved Initiative
  Environment: Warm forest and marsh
  Organization: Solitary, pair, grove (4-10)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 5-8 HD (Huge); 9-12 HD 
  (Gargantuan)
  Level Adjustment: —
   
  Gloomfogs appear as ugly, dark brown or 
  charred-looking trees with long, gnarly branches 
  that stretch into tiny tendril-like twigs. They have no 
  leaves. Gloomfogs inhabit warm humid forests and 
  swamps that frequently produce natural fog, since 
  the fog helps mask their true nature. Gloomfogs 
  especially hate elves because they are immune to 
  their ability to induce sleep, enabling them to put up 
  a great deal of struggle when the gloomfog attaches 
  to them. Gloomfogs speak the language of treants, 
  plus Common and Sylvan.
  Combat
   
  Gloomfogs rely upon their blindsight ability 
  to locate potential opponents. They use their fog to 
  attract creatures to them, and then they employ their 
  touch attacks to the food (blood) that they desire.
  6
  Marshwillow 
  Large Plant
  Hit Dice: 5d8+25 (47 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 15 (-1 size, -1 Dex, +7 natural), 
  touch 8, flat-footed 15
  Base Attack/Grapple: +3/+13
  Attack: Slam +9 melee (1d8+6)
  Full Attack: 2 slams +9 melee (1d8+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Constrict 1d6+6, double 
  damage against objects, improved grab, 
  trample 2d8+9
  Special Qualities: Damage reduction 5/
  bludgeoning or slashing, low-light vision, plant 
  traits, vulnerability to fire
   
  The slender young willow sways as if in a breeze 
  — then its roots erupt from the ground and splay out 
  like feet as it lurches forward. A pair of massive 
  branches shift, revealing ripples in its otherwise 
  smooth bark that offer the semblance of a face.
  Combat
   
  Marshwillows carry on fighting until they 
  perish, unless the situation calls for a strategic retreat. 
  Depending on the odds, marshwillows use one 
  branch-arm for entanglement and the other for strikes 
  against entangled opponents or other nearby foes.
   
  Constrict (Ex): A marshwillow deals 1d6+6 
  points of damage with a successful grapple check.
  Saves: Fort +9, Ref +0, Will +3
  Abilities: Str 22, Dex 8, Con 20, Int 12, Wis 
  14, Cha 10
  Skills: Hide +5*, Intimidate +5, Listen +6, 
  Move Silently +5, Spot +4, Survival +8
  Feats: Track, Weapon Focus (slam)
  Environment: Temperate and warm forest and 
  marsh
  Organization: Solitary, copse (2-5), or forest 
  (5-20)
  Challenge Rating: 6
  Treasure: None
  Alignment: Usually neutral
  Advancement: 6-10 HD (Large); 13-15 HD 
  (Huge)
  Level Adjustment:—
   
  Double Damage against Objects (Ex): A 
  marshwillow that makes a full attack against an 
  object or structure deals double damage.
   
  Improved Grab (Ex): To use this ability, a 
  marshwillow must hit with its slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict.
   
  Trample (Ex): Reflex half DC 18. The save 
  DC is Strength-based.
   
  Skills: A marshwillow has a +4 racial bonus 
  on Hide and Survival checks. 
   
  *A marshwillow has a + 12 racial bonus on 
  Hide checks when in a marshy or forested area.
   
  An opponent can attack a gloomfog’s branches 
  with a sunder attempt as if they were weapons. A 
  gloomfog’s branches have 5 hit points each. If a 
  gloomfog is currently grappling a target with the 
  branch that is being attacked, it usually uses its other 
  limb to make its attack of opportunity against the 
  opponent making the sunder attempt. Severing one 
  of a gloomfog’s branches deals 2 points of damage 
  to the creature. A gloomfog usually withdraws from 
  combat if it loses a branch. The creature regrows 
  severed limbs in 2d4 days.
   
  Attach (Ex): If a gloomfog hits with a branch 
  attack, it uses its twig like appendages to latch onto 
  the opponent’s body. An attached gloomfog is 
  effectively grappling its prey. The gloomfog loses 
  its Dexterity bonus to AC and has an AC of 22, but 
  holds on with great tenacity.
   
  An attached gloomfog can be struck with a 
  weapon or grappled itself. To remove an attached 
  gloomfog through grappling, the opponent must 
  achieve a pin against the gloomfog.
   
  Attract (Ex): At will, a gloomfog can emit 
  a light fog in a 40-foot radius to attract prey that 
  attracts prey to it. Opponents caught in the 
  fog must succeed on a DC 13 Will save or 
  feel an overwhelming compulsion to travel into 
  the gloomfog’s reach. The save DC is Charisma-
  based and includes a +2 racial bonus. The light fog 
  bestows some concealment (10% miss chance).
   
  Blood Drain (Ex): A gloomfog drains blood, 
  dealing 1d4 points of Constitution damage in any 
  round when it begins its turn attached to a victim. 
  A gloomfog generally feeds on a creature until the 
  creature reaches 0 Constitution and dies. During times 
  when food is scarce, a gloomfog sometimes keeps its 
  prey asleep, only feeding when absolutely necessary.
   
  Sleep (Ex): When a gloomfog is attached to 
  an opponent, it releases a sleep-inducing chemical, 
  allowing the gloomfog to feed without a struggle. 
  The opponent must succeed on a DC 15 Fortitude 
  save or fall asleep for 1d6 hours. The save DC is 
  Constitution-based. Creatures immune to sleep are 
  not affected by this chemical.
   
  Skills: *A gloomfog has a +16 racial bonus on 
  Hide checks made in forested areas.
  
  57
  6 Melboreth
  Large Magical Beast (Aquatic)
  Hit Dice: 7d10+21 (59 hp)
  Initiative: +6
  Speed: 20 ft. (4 squares), swim 40 ft. (8 
  squares)
  Armor Class: 20 (-1 size, +2 Dex, +9 
  natural), touch 11, flat-footed 18
  Base Attack/Grapple: +7/+14
  Attack: Claw +9 melee (1d6+3)
  Full Attack: 2 claws +9 melee (1d6+3) 
  and bite +7 melee (2d6+1) and tail slam +7 
  melee (2d4+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Sonic cone
  Special Qualities: Amphibious, darkvision 
  60 ft., low-light vision
   
  Melboreths are amphibious monsters that 
  wreak havoc on sea-faring vessels.
   
  Most prevalent in cold northern waters, 
  melboreths have froglike bodies with wide, 
  webbed claws, and oval mouths filled with teeth 
  capable of splintering wood and rending flesh. 
  Their long, spiny tails end in wide bone fins, and 
  gills behind their eyes allow them to breathe both 
  in and out of water. A typical melboreth is 10 feet 
  long and weighs about 600 pounds.
   
  Families of melboreths live and hunt 
  together, making their lairs in moss-lined caves 
  just below the shoreline. They spend their days 
  swimming and hunting, attacking creatures and 
  vessels they discover in their territories–areas 
  which extend for miles around their caves. 
  Melboreths are omnivores, preferring meat, but 
  also eating kelp and moss when other sources 
  of food are scarce. They can crawl on land, but 
  prefer to stay in the ocean, as their skin dries out 
  easily. On rare occasions, they sun themselves on 
  offshore reefs.
   
  Melboreths communicate with each other in 
  a primitive fashion via sonar, but do not learn other 
  languages.
  Combat
   
  Melboreths use their sonic cones from a 
  distance, then engage their injured opponents 
  in melee. They attack weaker enemies first, 
  preferring to gang up on stronger creatures once 
  their opponents’ ranks have thinned.
  Saves: Fort +8, Ref +7, Will +2
  Abilities: Str 17, Dex 14, Con 16, Int 4, Wis 
  11, Cha 7
  Skills: Listen +10, Spot +4, Swim +11
  Feats: Improved Initiative, Mob Mentality, 
  Multiattack
  Environment: Cold aquatic
  Organization: Solitary or family (3-6)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always chaotic neutral
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
   
  Sonic Cone (Ex): To use this ability, a group 
  of three or more melboreths must gather within 15 
  feet of each other (usually in a triangle), each taking 
  a standard action to let out a high-pitched screech 
  during the same round. The final melboreth to join 
  the group can focus the screeches, releasing a cone 
  of sonic energy 10 feet long for each melboreth 
  in the group and causing 1d10 points of sonic 
  damage per melboreth to creatures and unattended 
  objects (Reflex DC 16 half). Creatures who fail 
  their saving throws are also stunned for 1 round, 
  and deafened for 2 rounds. Forcing a melboreth 
  to stop screeching prevents the sonic energy from 
  being focused. A melboreth can only focus a cone 
  once per day, but can participate in any number of 
  groups. The save DC is Constitution-based.
   
  Amphibious (Ex): Although melboreths are 
  aquatic, they can survive indefinitely on land.
   
  Skills: A melboreth has a +4 racial bonus on 
  Listen checks. A melboreth 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.
   
  Feats: See page 27 for Mob Mentality.
  6
  Merchant’s Bane
  Large Giant (Aquatic)
  Hit Dice: 9d8+36 (76 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares), swim 50 ft. (10 
  squares)
  Armor Class: 15 (-1 size, +6 natural), touch 
  9, flat-footed 15
  Base Attack/Grapple: +6/+17
  Attack: Huge trident +14 melee (3d6+9) or 
  slam +12 melee (1d10+7) or huge trident +7 
  ranged (3d6+9)
  Full Attack: Huge trident +14/+9 melee 
  (3d6+9) or 2 slams +12 melee (1d10+7) or 
  huge trident +7 ranged (3d6+9)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Capsize, oversized 
  weapon, trident expertise
  Special Qualities: Low-light vision, rock 
  catching, water dependent
  Saves: Fort +10, Ref +3, Will +4
  Abilities: Str 24, Dex 10, Con 19, Int 6, Wis 
  12, Cha 10
  Skills: Hide +5, Jump +11, Listen +4, Move 
  Silently +5, Spot +4, Swim +15
  Feats: Improved Sunder, Cleave, Power 
  Attack, Stealthy
  Environment: Temperate and warm aquatic
  Organization: Solitary or gang (2-5)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always evil
  Advancement: By character class
  Level Adjustment: +4
   
  This aquatic giant is typically 10 feet tall with 
  long flowing limbs ending in webbed appendages. 
  Their skin is a translucent green, while their eyes 
  are cerulean blue.
  Combat
   
  While not known for their intelligence, 
  merchant’s banes can still be relatively cunning. 
  Most often they wait below the water’s surface for 
  a ship to pass overhead. Then, at the right moment, 
  they swim upward and pierce the hull of the ship 
  with their huge tridents. While the ship’s crew 
  tends to the damage, the merchant’s banes attempt 
  to capsize the vessel, for prey are easier targets in 
  the water.
   
  Capsize (Ex): A merchant’s bane can either 
  smash a boat to pieces with its fists, or it can try 
  to capsize the ship. A merchant’s bane that hits a 
  boat or ship less than 20 feet long with both slam 
  attacks capsizes the vessel 75% of the time. It has 
  a 40% chance to capsize a vessel from 20 to 60 feet 
  long and a 10% chance to capsize one over 60 feet 
  long. Multiple merchant’s banes can work together 
  to tip over a boat, increasing the chance to capsize 
  it by 5%, to a maximum of an additional 25%.
   
  Oversized Weapon (Ex): A merchant’s bane 
  wields a great, one-handed trident (big enough for 
  Huge creatures) without penalty.
   
  Trident Expertise: A merchants bane is 
  adept at the use of the specially made tridents used 
  by its race, and has a +2 racial bonus on attack rolls 
  and damage rolls while using it.
   
  Rock Catching (Ex): A merchant’s bane 
  can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, a 
  merchant’s bane that would normally be hit by a 
  rock can make a Reflex save to catch it as a free 
  action. The DC is 15 for a Small rock, 20 for 
  a Medium one, and 25 for a Large one. (If the 
  projectile provides a magical bonus on attack rolls, 
  the DC increases by that amount.) The merchant’s 
  bane must be ready for and aware of the attack in 
  order to make a rock catching attempt.
   
  Water Dependant (Ex): A merchant’s bane 
  can survive out of the water for 1 hour per 2 point 
  of Constitution (after that, refer to the drowning 
  rules on page 33).
   
  Skills: A merchant’s bane 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.
  Merchant’s Bane’s Trident
   
  A creature must possess a Strength score of 
  at least 20 to use this specially made Huge trident 
  as a ranged weapon. This trident is a two-handed 
  melee weapon that can be used as a ranged weapon 
  (range increment 30 ft.) that deals 3d6 (Huge) of 
  piercing damage on a hit with a critical range of 
  x3. Cost 80 gp. Weight 16 lbs.
  
  58
  6
  Myrcloud
  Fine Plant (Swarm)
  Hit Dice: 12d8 (54 hp)
  Initiative: +1
  Speed: Fly 40 ft. (perfect) (8 squares)
  Armor Class: 19 (+8 size, +1 Dex), touch 19, 
  flat-footed 18
  Base Attack/Grapple: +9/—
  Attack: Swarm (3d6)
  Full Attack: Swarm (3d6)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction, spell-like abilities, 
  spore cloud
  Special Qualities: Blindsight 60 ft., immune to 
  weapon damage, plant traits, swarm traits
  Saves: Fort +10, Ref +7, Will +9
  Abilities: Str 1, Dex 12, Con 10, Int 13, Wis 17, 
  Cha 11
  Skills: Bluff +4, Diplomacy +2, Intimidate +6, 
  Knowledge (nature) +20, Move Silently +5, 
  Search +7, Sense Motive +8, Survival +9 (+11 
  following tracks, +11 natural environments)
  Feats: Ability Focus (spore cloud), Great 
  Fortitude, Iron Will, Lightning Reflexes, Skill 
  Focus (Knowledge [nature])
  Environment: Temperate and warm land and 
  underground
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral evil
  Advancement: None
  Level Adjustment: —
   
  Myrclouds are floating masses of fungal spores, 
  bringers of rot and decay. From a distance, a myrcloud 
  appears to be a bank of thick yellow fog. Up close, 
  the fog is little more than thousands of floating spores. 
  Detailed examination reveals the spores to be tiny 
  yellow spheres covered in spikes, easily crumbled 
  apart under pressure. Myrclouds range from 20 to 
  100 feet in diameter, but their spore density decreases 
  dramatically at heights above 10 feet.
   
  Myrclouds are intelligent, but show few 
  recognizable beliefs or emotions. They spend their time 
  searching for places for their spores to grow—damp 
  underbrush, rotting trees, and even living creatures 
  they can infect. Myrclouds usually follow the course 
  of gentle winds, but some make permanent homes in 
  moist environments such as swamps and caverns.
  Combat
   
  Myrclouds rely on surprise to infect their 
  enemies with spores. So long as a myrcloud can 
  infect even one of a group of creatures, it can create 
  dissent with confusion and heal damage it takes. 
  If all of a myrcloud’s opponents manage to keep 
  from breathing its spores, it uses soften earth and 
  stone to slow the creatures while it waits for a better 
  opportunity. A myrcloud will fly away from highly-
  dangerous opponents, sometimes preparing ambushes 
  to surprise them later. Though myrcloud spores cause 
  normal damage by digging into the skin of enemies, 
  myrclouds prefer not to rely on this attack.
   
  Distraction (Ex): Any living creature that 
  begins its turn with a myrcloud in its space must 
  succeed on a DC 16 Fortitude save or be nauseated 
  for 1 round. The save DC is Constitution-based.
   
  Spell-Like Abilities: At will—blight (DC 15), 
  control plants (fungi only) (DC 18), diminish plants 
  (prune growth only), rusting grasp (no attack roll 
  necessary) (DC 14), soften earth and stone, speak with 
  plants. Caster level 10th. The save DCs are Charisma-
  based. These abilities can only target creatures, 
  objects, and areas in squares shared by the myrcloud.
   
  Spore Cloud (Ex): A creature sharing a space 
  with a myrcloud must hold its breath or inhale the 
  myrcloud’s spores. If a creature begins holding its 
  breath before entering the myrcloud’s space (or 
  before the myrcloud enters its space), it follows the 
  rules for drowning and suffocation, inhaling spores 
  immediately (but not falling unconscious) if it fails 
  a Constitution check to hold its breath. A creature 
  not already holding its breath can make a DC 18 
  Fortitude save when first entering a myrcloud’s 
  space to begin holding its breath; failure means that 
  the creature inhales spores before it can react. The 
  save DC is Constitution-based.
   
  Inhaled spores die after 24 hours, or when the 
  spore-bearer is affected by a heal, neutralize poison, 
  or remove disease spell. A myrcloud can affect 
  creatures within 60 feet who have inhaled its spores 
  in a number of ways, using any of the following 
  abilities as a free action, but only using one effect 
  on a given creature at a time. The myrcloud can end 
  any effect prematurely as a free action, so long as the 
  affected creature is within 60 feet.
   
  Madness: The creature is confused for 2d4 
  rounds, but is compelled to not attack the myrcloud, 
  taking no action rather than doing so.
   
  Molder: The spores multiply and attack 
  the creature from within, inflicting 1d4 points of 
  Constitution damage each round for 2d4 rounds.
   
  Reproduce: The spores reproduce in the 
  moisture of the creature’s lungs before floating to 
  join the main cloud. While the creature is within 
  30 feet of the myrcloud, the myrcloud is cured of 2 
  points of damage every turn.
   
  Blindsight (Ex): Myrclouds can sense all 
  creatures within 60 feet by scent and vibration. 
  Beyond that range, they are considered blinded. 
  Myrclouds are invulnerable to gaze attacks, visual 
  effects of spells such as illusions, and other attack 
  forms that rely on sight.
  6
  Nereid
  Medium Fey (Water)
  Hit Dice: 4d6+8 (22 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), swim 40 ft. (8 
  squares)
  Armor Class: 12 (+2 Dex), touch 12, flat-
  footed 10
  Base Attack/Grapple: +2/+2
  Attack: Spit +4 ranged (poison)
  Full Attack: Spit +4 ranged (poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Beguilement, control water, 
  kiss, poison, shape water, water mastery
  Special Qualities: Low-light vision, spell 
  resistance 21, transparency, vulnerability, water 
  form
  Saves: Fort +5, Ref +6, Will +5
  Abilities: Str 11, Dex 14, Con 14, Int 12, Wis 
  12, Cha 18
  Skills: Bluff +9, Craft (any one) or Knowledge 
  (any one) +9, Escape Artist +6, Hide +9, 
  Listen +8, Move Silently +8, Sense Motive +5, 
  Spot+8, Swim 8
  Feats: Dodge, Great Fortitude
  Environment: Any aquatic
  Organization: Solitary, gang (2-4) or troupe 
  (1 giant squid, giant octopus, or Large viper 
  snake for each nereid)
  Challenge Rating: 6
  Treasure: No coins; no goods; standard items
  Alignment: Usually chaotic neutral
  Advancement: 5-12 HD (Medium)
  Level Adjustment: +5
   
  The nereid’s true form is that of a small 
  pool of water. It can assume humanoid form at 
  will (free action) and usually takes the form of a 
  very beautiful female with long golden hair, pearly 
  white skin, and green, almond-shaped eyes. Many 
  sailors, seafarers, pirates, and other sea-goers have 
  met their ends at the hands of the nereid. Their 
  natural beauty lures men to their doom, for behind 
  the beauty of the honeyed ones lies certain death 
  for any creature that tries to steal a glance or kiss 
  from the nereid.
  Combat
   
  Nereids shy away from combat and flee at the 
  first sign of conflict if possible. If forced into melee, 
  a nereid uses her poison spittle to blind an opponent 
  and then uses her shape water ability to conjure a 
  fist that pummels the victim. If a nereid encounters 
  only female opponents, she assumes the shape of a 
  handsomely striking male humanoid. Her powers 
  of deceit are not as effective in this form, however, 
  and the ruse can be detected if a creature succeeds 
  at a Will save (DC 15).
   
  Beguilement (Su): A creature of the opposite 
  sex seeing a nereid must succeed on a DC 16 Will 
  save or be instantly smitten with her and beguiled. 
  A beguiled creature seeks to steal a kiss from the 
  nereid. This is a mind-affecting charm effect. The 
  save DC is Charisma-based.
   
  Control Water (Su): A nereid can control 
  water at will as the spell (caster level 15th).
   
  Kiss (Su): Any creature meeting the lips of 
  a nereid must succeed on a DC 14 Fortitude save 
  or die instantly as its lungs fill with boiling water. 
  This is a death effect. The save DC is Constitution-
  based.
   
  Poison (Ex): Contact (20 feet, no range 
  increments), Fortitude DC 14, initial and 
  secondary damage blinded for 1d6 rounds. The 
  save DC is Constitution-based.
   
  Shape Water (Su): A nereid can form a 
  volume of water into the shape of an arm that ends 
  in a clenched fist (AC 15, hp 15). The fist attacks 
  using the nereid’s attack roll and deals 1d4 points 
  of damage each time it hits. The nereid does not 
  need to concentrate to maintain the arm. At 0 hit 
  points (or upon the death of the nereid that created 
  it), the arm collapses into normal water.
   
  Water Mastery (Ex): A nereid gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or 
  the nereid is touching the ground, the nereid takes 
  a -4 penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics block).
   
  Transparency (Ex): A nereid is effectively 
  invisible in water until it assumes humanoid form 
  and attacks.
   
  Vulnerability (Ex): The nereid’s shawl 
  contains a portion of her lifeforce. If it is ever 
  destroyed, the nereid to which it belongs immediately 
  and forever dissolves into formless water.
   
  Water Form (Ex): A nereid that is attacked 
  with any melee or ranged attack (including grappling 
  attacks) can, by making a successful DC 15 Reflex 
  save, transform her body into her natural water form 
  as a free action and flow away unharmed.
   
  Skills: A nereid 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.
  
  59
  6 Renzer (Devilfin)
  Large Magical Beast (Aquatic)
  Hit Dice: 8d10+16 (60 hp)
  Initiative: +2
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 19 (-1 size, +2 Dex, +8 natural), 
  touch 11, flat-footed 17
  Base Attack/Grapple: +8/+15
  Attack: Bite+10 melee (1d8+3)
  Full Attack: Bite +10 melee (1d8+3) and 2 
  claws +5 melee (1d6+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, spell-like 
  abilities
  Special Qualities: Command fish, darkvision 
  60 ft., keen scent, low-light vision, spell 
  resistance 17
  Saves: Fort +8, Ref +8, Will +6
  Abilities: Str 17, Dex 15, Con 14, Int 10, Wis 
  15, Cha 15
  Skills: Intimidate +10, Listen +10, Spot +10, 
  Swim +13
  Feats: Alertness, Iron Will, Power Attack
  Environment: Temperate and warm aquatic
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 9-15 HD (Large); 16-24 HD 
  (Huge)
  Level Adjustment: —
   
  The renzer is a large predatory creature about 
  12 feet long that resembles a grayish-white shark 
  with the head of a humanoid. The human head is 
  hairless, having neither hair nor eyelashes or even 
  eyebrows. Its teeth are long and pointed and the 
  renzer’s tongue is forked and brown in color. Its 
  shark-like pectoral fins end in three-fingered claws 
  and it has two dorsal fins, side-by-side. Its tail fins 
  are sharply curved and are a bit lighter in color than 
  the rest of its body.
   
  The deadly renzer roams the seas and oceans 
  preying on fish, aquatic plants, and very often 
  travelers that enter its domain. Thought to be the 
  result of a wizard’s deadly experiment gone awry, 
  the renzer hates most other forms of life and attacks 
  them on sight.
   
  Renzer are a malevolent and vile race and 
  care little for anyone one, including others of their 
  kind. They are solitary, selfish creatures that derive 
  great pleasure from killing other creatures, and so 
  they spend a large amount of time hunting prey; 
  sometimes for food, other times for the thrill of the 
  hunt. Most intelligent races avoid the renzer, but 
  some have actually in recent times opened trade with 
  these creatures. Certain colonies of sahuagin trade 
  goods and services with them, though the deals are 
  shaky at best. Even the sahuagin don’t really like or 
  trust the renzer.
   
  Renzers speak Common and Aquan but very 
  rarely communicate with other races.
  Combat
   
  A renzer usually open combat with its spell-
  like abilities, using a cone of cold to blast its foes. 
  In melee combat, its primary attack is its bite. If it 
  locks its teeth on an opponent, it rarely lets go until 
  either it or its opponent is dead. If fighting a surface-
  dwelling race or air-breathing creature, a renzer 
  often grabs the opponent and dives straight down, 
  swimming as fast as it can in hopes of drowning the 
  foe. If it is outnumbered or overwhelmed, the renzer 
  moves a safe distance away and uses its command 
  fish ability.
   
  Improved Grab (Ex): To use this ability, a 
  renzer must hit an opponent up to one size larger 
  with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and deals automatic bite damage 
  each round the hold is maintained.
   
  Spell-Like Abilities: At will—control water, 
  water breathing (others only); 2/day—cone of cold 
  (DC 17 half, can be used underwater). Caster level 
  8th. The save DCs are Charisma-based.
   
  Command Fish (Su): Twice per day, a renzer 
  can command fish and aquatic creatures as the mass 
  charm spell (caster level 8th, Will DC 20 negates). 
  The renzer can communicate with any creature it 
  currently commands as if by speak with animals.  
  The save DC is Charisma-based.
   
  Keen Scent (Ex): A renzer can notice 
  creatures within a 180-foot radius and detect blood 
  in the water at ranges of up to a half-mile.
   
  Skills: A renzer 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.
  6
  Tanglefiend 
  Large Plant 
  Hit Dice: 7d8+21 (52 hp) 
  Initiative: +4 
  Speed: 20 ft. (4 squares) 
  Armor Class: 16 (-1 size, +7 natural), touch 
  9, flat-footed 16 
  Base Attack/Grapple: +5/+14 
  Attack: Tendril slap +9 melee (1d4+5) 
  Full Attack: 5 tendril slaps +9 melee 
  (1d4+5) and 2 bites +4 melee (1d6+2)
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Constrict 1d8+5, improved 
  grab 
  Special Qualities: Low-light vision, plant 
  traits 
  Saves: Fort +8, Ref +4, Will +2 
  Abilities: Str 20, Dex 10, Con 16, Int 7, Wis 
  10, Cha 9 
  Skills: Hide -1*, Listen +4, Move Silently 
  +3, Spot +4 
  Feats: Alertness, Improved Initiative, 
  Lightning Reflexes 
  Environment: Warm marsh
  Organization: Solitary or tangle (5-12) 
  Challenge Rating: 6 
  Treasure: None 
  Alignment: Usually neutral evil 
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
   
  Evolving in the damp soft earth of marshes 
  and swamps, early tanglefiends learned to pull up 
  their roots and use them to move about in search 
  of better nourishment. Over time, these monsters 
  have become efficient predators, using their former 
  leaves and stalks to tangle up and immobilize their 
  prey. The tanglefiend is a knot of green leafy 
  vines, some unadorned, and some ending in toothy 
  mouths, eyes, or pincer-like claws. Despite its 
  mutations, the tanglefiend is still plantlike enough 
  to be nearly undetectable when hidden amongst 
  other foliage. 
   
  Tanglefiends are somewhat intelligent, and 
  have been known to plan out ambushes and work 
  together to take down stronger opponents. Their 
  language is based solely on gestures, as they 
  are incapable of making sounds. Tanglefiends 
  have little interest in the affairs of other species. 
  They show no interest in treasure or personal 
  possessions. Tanglefiends build rudimentary lairs 
  where they spend their dormant hours, usually in 
  sunny secluded areas of the swamp. 
  Combat
   
  Tanglefiends 
  swarm 
  over 
  their 
  prey, 
  attempting to tangle them up and squeeze the life 
  out of them. They attack with their tendrils in an 
  effort to grapple and constrict their victims, at 
  the same time snapping and biting at them with 
  their mouths. Solitary opponents are quickly 
  overpowered by the sheer number of limbs with 
  which the tanglefiend attacks. 
   
  A tanglefiend does not use its pincers in 
  combat, as they are only used to manipulate 
  objects.
   
  Constrict (Ex): A tanglefiend deals 1d8+5 
  points of damage with a successful grapple check.
   
  Improved Grab (Ex): To use this ability, a 
  tanglefiend must hit a Large or smaller opponent 
  with two or more tendril slap attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict. If the tanglefiend chooses to use only its 
  limbs to hold its opponent rather than conducting 
  the grapple normally, both tendrils are considered 
  occupied. 
   
  Skills: *Tanglefiends have a +10 racial 
  bonus on Hide checks when among other plants.
  Campaign
   
  A tanglefiend, being a plant, can be grown 
  from a simple seed. Seeds can be planted nearly 
  anywhere, and are nearly undetectable. A villain 
  may gather tanglefiend seeds and plant them 
  around his stronghold as guardians, or he may 
  plant them in the PCs’ stronghold, hoping to catch 
  them off guard. As long as the tanglefiend can 
  get plenty of water and some sunlight, it should 
  survive with little effort. Tanglefiend seeds are 
  also highly valued for their use in many spells 
  and rituals. Sages, wizards, or druids may pay a 
  party a tidy fee for a tanglefiend seed pod. A pod 
  can be harvested from a dead tanglefiend with a 
  successful DC 20 Survival or Knowledge (nature) 
  check, and can fetch upwards of 200 gp in some 
  markets.
  
  60
  6
  Thet
  Small Magical Beast
  Hit Dice: 3d10 (16 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 14 (+1 size, +2 Dex, +1 
  natural), touch 13, flat-footed 12
  Base Attack/Grapple: +3/+0
  Attack: Bite +6 melee (1d4+1 plus poison)
  Full Attack: Bite +6 melee (1d4+1 plus 
  poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Brachiation, darkvision 
  60 ft., detect gold, low-light vision, scent, 
  tremorsense 60 ft.
  Save: Fort +3, Ref +5, Will –2
  Abilities: Str 12, Dex 15, Con 10, Int 4, Wis 
  4, Cha 4
  Skills: Balance +3, Hide +6, Jump +2, 
  Move Silently +3, Tumble +3
  Feats: Iron Will, Weapon Finesse
  Environment: Temperate and warm forest 
  and marsh
  Organization: Solitary or pack (3-9)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Small), 7-9 HD 
  (Medium)
  Level Adjustment: —
   
  Thets are oddly shaped beasts rumored to 
  be the survivors of an arcane experiment gone 
  awry. Shaped roughly like a tripod, thets have 
  strong powerful arms that they use for movement 
  and diminished vestigial legs that are little more 
  that stumps. Thets have an affinity toward gold, 
  ambushing adventurers and consuming the bullion 
  whenever it has a chance.
  Combat
   
  The thet have only one attack, but it is very 
  effective. Due to specific breeding, the thet were 
  gifted with a particularly nasty neurotoxin venom. 
  Typically, a thet lies in wait, burrowing slightly 
  under the wet soil of the jungle or marsh. Whether 
  “dug in” or not, its flat body provides natural 
  camouflage against wandering humanoids or other 
  creatures. It then springs on an unsuspecting foe, 
  biting it and fatally poisoning it. Being relatively 
  easy to kill, the thet usually dies in combat. Other 
  thet, however, watch and follow the wounded prey 
  from a distance. When it finally dies, they spring 
  on it, consuming it whole, hoping for small items 
  made of gold, or pouches with gold coin inside.
   
  If the terrain is good, it is possible for a 
  thet to leap into a tree and use its powerful arms 
  to swing through the tree branches to get away. 
  It moves more quickly in this manner than by 
  walking, and may outdistance its enemies.
   
  Brachiation (Ex): A thet is at home in the 
  trees and gets along as well there as most humans 
  do on the ground. A thet has a +10 racial bonus 
  on Climb checks while in a forest or marsh, and 
  is able to swing from branches and vines 10 feet 
  faster than its normal land speed.
   
  Detect Gold (Sp): A thet can use this ability 
  three times per day. This is a divination effect 
  similar to a detect magic spell, except that it only 
  finds gold. The thet can scan a 60-degree arc each 
  round: By concentrating for 1 round it knows 
  if there is any gold within the arc; 2 rounds of 
  concentration reveal the exact amount of gold; and 
  3 rounds reveal its exact location, type, and value.  
  This ability is the equivalent of a 2nd-level spell.
   
  Poison (Ex): Injury, Fortitude DC 22, initial 
  damage 1d6 Str, secondary damage 3d6 Con. The 
  save DC is Constitution-based and includes a +12 
  racial bonus.
  6
  Vine of Decay
  Large Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: +5
  Speed: 20 ft. (5 squares), burrow 10 ft. (2 
  squares), climb 20 ft. (4 squares)
  Armor Class: 16 (-1 size, +5 Dex, +2 
  natural), touch 14, flat-footed 11
  Base Attack/Grapple: +3/+15
  Attack: Slam +10 melee (1d6+12 plus 
  energy drain plus disease)
  Full Attack: Slam +10 melee (1d6+12 plus 
  energy drain plus disease)
  Space/Reach: 10 ft./10 ft. (20 ft. with slam)
  Special Attacks: Decaying touch, disease, 
  energy drain, improved grab
  Special Qualities: Darkvision 60 ft., 
  immunity to polymorph, low-light vision, 
  tremorsense 60 ft., undead traits
  Saves: Fort +2, Ref +7, Will +5
  Abilities: Str 27, Dex 20, Con —, Int —, 
  Wis 10, Cha 8
  Skills: Climb +16
  Feats: —
  Environment: Any land and marsh
  Organization: Solitary, pair, or cluster 
  (3-10)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  A vine of decay appears to be a single long 
  assassin vine with a few dried leaves hanging from 
  it. This plant appears to be dead and dry, grayish-
  brown and slightly withered. This vine still moves 
  however, quietly slithering along graveyards, 
  ruined castles and other such places, stopping to 
  kill or destroy whatever may cross its path.
   
  The vines are very much attracted to 
  powerful sources of negative energy and greater 
  undead, seeming to prefer hunting under the watch 
  of a mighty master.
  Combat
   
  This foul plant is the antithesis of creation 
  itself, existing only to destroy the living and the 
  whole of their works. A vine of decay will not 
  hesitate to attack, spreading disease and corrosion 
  upon their victims.
   
  Decaying Touch (Su): A vine of decay can 
  destroy nonliving materials it comes into contact 
  with, corroding metal, rotting wood, and eroding 
  stone as it wishes. Any unattended objects it 
  touches take 1d6 points of damage per round of 
  contact, bypassing hardness. Any magic items or 
  attended items touched must succeed on a DC 16 
  Fortitude save or suffer the same damage. Good-
  aligned items are not affected by this attack. The 
  save DC is Charisma-based and includes a +4 
  racial bonus.
   
  Disease (Su): Slimy doom – contact, 
  Fortitude DC 12, incubation period 1 day; damage 
  1d4 Con (character must succeed on another saving 
  throw or 1 point is permanent drain instead). The 
  save DC is Charisma-based.
   
  Energy Drain (Su): Living creatures hit by a 
  vine of decay’s slam attack gain one negative level. 
  The DC is 12 for the Fortitude save to remove a 
  negative level.  The save DC is Charisma-based.
   
  Improved Grab (Ex): To use this ability, 
  a vine of decay must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.
   
  Skills: Vines of decay have a +8 racial bonus 
  on Climb checks.  A vine of decay can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened.
  
  61
  7 Arcanodile 
  Huge Magical Beast
  Hit Dice: 8d10+56 (100 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares), swim 60 ft. (12 
  squares)
  Armor Class: 19 (-2 size, +1 Dex, +10 
  natural), touch 9, flat-footed 18
  Base Attack/Grapple: +8/+23
  Attack: Bite +13 melee (2d8+7)
  Full Attack: Bite +13 melee (2d8+7) and 
  tail +8 melee (2d6+3)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft., divine 
  protection, healing, hold breath, low-light 
  vision, spell resistance 15, telepathy 100 ft. 
  Saves: Fort +13, Ref +7, Will +9
  Abilities: Str 24, Dex 13, Con 24, Int 14, 
  Wis 24, Cha 20
  Skills: Hide +4, Intimidate +16, Knowledge 
  (religion) +10, Listen +15, Spot +14, Swim 
  +15
  Feats: Cleave, Improved Natural Attack 
  (bite), Power Attack
  Environment:  Warm marsh
  Organization: Solitary, mated pair, or 
  temple clutch (2-8)
  Challenge Rating: 7
  Treasure: No coins; standard goods; no 
  items
  Alignment: Always neutral good
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment: —
   
  Although this beast resembles a crocodile, 
  it is no normal reptile. It is easily 15 feet long, if 
  not longer, and its mottled hide shines with good 
  health. Bizarrely, a jeweled collar can be seen 
  about its neck and gold bracelets adorn its legs and 
  tail.
  Combat
   
  Arcanodiles tend to lie under die surface of 
  the water, waiting for prey to draw near. When 
  defending a charge, however, they actively move 
  about with surprising speed. Against multiple 
  opponents, an arcanodile maneuvers into position 
  to use both its bite and tail slap against different 
  foes. If allowed to concentrate on a single foe, it 
  generally tries to grapple the opponent and drag 
  him into the water to drown.
   
  If it gets a hold, the arcanodile clamps down 
  on the victim and drags it into deep water, looking 
  to pin it on the bottom. 
   
  Improved Grab (Ex): To use this ability, an 
  arcanodile must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and deals 
  automatic bite damage each round.
   
  Divine Protection (Su): Creatures of evil 
  alignment suffer a -3 penalty to any attack rolls 
  made within 30 feet of an arcanodile.
   
  Healing (Su): Five times per day, an 
  arcanodile can heal a wound by breathing (hissing) 
  upon it, restoring 3d8+5 hit points.
   
  Hold Breath (Ex): An arcanodile can 
  hold its breath for a number of minutes equal to 
  eight times its Constitution score before it risks 
  drowning.
   
  Skills: An arcanodile 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.
  7
  Bloodlust Willow
  Huge Plant
  Hit Dice: 10d8+50 (95 hp)
  Initiative: -1
  Speed: 0 ft.
  Armor Class: 20 (-2 size, -5 Dex, +17 
  natural), touch 3, flat-footed 20
  Base Attack/Grapple: +7/+21
  Attack: Branch +12 melee (1d6+6)
  Full Attack: 20 branches +12 melee 
  (1d6+6)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Blood drain, branches, 
  improved grab
  Special Qualities: Damage reduction 
  5/slashing or bludgeoning, low-light vision, 
  plant traits, vulnerability to fire
  Saves: Fort +12, Ref —, Will +3
  Abilities: Str 22, Dex —, Con 20, Int 7, Wis 
  10, Cha 10
  Skills: Listen +8, Spot +9
  Feats: Alertness, Improved Initiative, Power 
  Attack, Weapon Focus (branch)
  Environment: Temperate and warm forest 
  and swamp
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 11-20 HD (Huge); 21-30 
  HD (Gargantuan)
  Level Adjustment: —
   
  The bloodlust willow appears benign as 
  an intermittent wind stirs its drooping branches, 
  but in an instant, the branches wrap around its 
  unsuspecting prey.
  Combat
   
  Even though they cannot move from the 
  place where their roots are set, bloodlust willows 
  still possess formidable combat potential. A 
  number of its long drooping branches are actually 
  thin, hollow tubes that it lashes about, furiously 
  attacking any living creature that comes within 
  its reach, attempting to grasp its victims and then 
  drain their blood.
   
  Bloodlust willows have a number of 
  attacking branches equal to twice their hit dice. 
  They may not make more than one attack against 
  a Tiny or smaller creature, five attacks against 
  a Small creature, ten attacks against a Medium 
  creature, or fifteen attacks against a Large creature 
  in the same action (it can make all its attacks 
  against a Huge or larger creature in one action).
   
  An opponent can attack a bloodlust willow’s 
  branches with a sunder attempt as if they were 
  weapons. A bloodlust willow’s branches have 10 
  hit points each. If a bloodlust willow is currently 
  grappling a target with the branch that is being 
  attacked, it usually uses another limb to make its 
  attack of opportunity against the opponent making 
  the sunder attempt. Severing one of a bloodlust 
  willow’s branches deals 5 points of damage to the 
  creature. The creature regrows severed limbs in 
  1d10+10 days.
   
  Improved Grab (Ex): To use this ability, a 
  bloodlust willow must hit with a branch attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it 
  wins the grapple check, it establishes a hold and 
  can drain blood.
   
  Blood Drain (Ex): A bloodlust willow 
  can drain blood from a living victim by making 
  a successful grapple check.  It if pins the foe, 
  the branch drains blood, dealing 1d3 points 
  of Constitution damage each round the pin is 
  maintained.
  
  62
  7 Boggart
  Small Aberration (Air)
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares)
  Armor Class: 20 (+l size, +4 Dex, +5 
  natural), touch 15, flat-footed 16
  Base Attack/Grapple: +4/+1
  Attack: Slam +9 melee (1d3+1 plus 2d6 
  electric touch)
  Full Attack: Slam +9 melee (1d3+1 plus 
  2d6 electric touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Confusion, electric touch, 
  electrical discharge, feed
  Special Qualities: Change shape, 
  darkvision 60 ft., detect thoughts, immunity 
  to magic, invisibility
  Saves: Fort +5, Ref +6, Will +6
  Abilities: Str 12, Dex 19, Con 17, Int 14, 
  Wis 12, Cha 11
  Skills: Bluff +6, Diplomacy +2, Disguise +0 
  (+2 acting), Hide +9, Intimidate +2, Listen 
  +8, Search +5, Sense Motive +4, Spot + 8
  Feats: AlertnessB, Blind-Fight, Dodge, 
  Weapon Finesse
  Environment: Any marsh
  Organization: Solitary, pair, or pack (2-5)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7-12 HD (Small)
  Level Adjustment: —
   
  The boggart is a relative of the will-o-wisp. 
  Sages believe it to be a sort of “larval” or immature 
  form of said creature. It haunts many of the same 
  places as its adult form and can be just as deadly 
  when encountered. The boggart usually appears as 
  a 2-foot tall humanoid covered in coarse, dark fur. 
  Its face is very human-like and most boggarts have 
  long unkempt hair, untrimmed and shaggy beards, 
  and mustaches.
  Combat
   
  The boggart begins melee using its confusion 
  ability. It then uses its electrical attack against its 
  foes while changing forms as it wishes. Foes 
  not in melee range are subjected to its electrical 
  discharge attack (it fires a thin line of electricity 
  from its hands). If reduced to 5 or less hit points, 
  the boggart attempts to escape by changing to its 
  will-o-wisp form and moving across grounds its 
  enemies cannot traverse.
   
  Confusion (Su): Once per day, a boggart can 
  screech; all creatures within 30 feet must succeed 
  on a DC 13 Will save or be confused, as the spell, 
  for 6 rounds (caster level 6th). Each additional 
  boggart within 10 feet of a screeching boggart can 
  join in the screeching, which adds +1 to the save 
  DC for each additional boggart. This is a sonic, 
  mind-affecting effect.  The save DC is Charisma-
  based.
   
  Electric Touch (Su): A boggart that hits with 
  its slam attack also deals 2d6 points of electrical 
  damage.
   
  Electrical Discharge (Su): 10-foot line of 
  electricity, once every 1d4 rounds, damage 3d6 
  electricity. Reflex DC 16 half. The save DC is 
  Constitution-based.
   
  Feed (Su): When a boggart slays a humanoid 
  opponent, it can feed on the corpse, devouring both 
  flesh and life force, as a full round action. Feeding 
  destroys the victim’s body and prevents any form 
  of raising or resurrection that requires part of the 
  corpse. There is a 50% chance that a wish, miracle, 
  or true resurrection spell can restore a devoured 
  victim to life. Check once for each destroyed 
  creature.  If the check fails, the creature cannot be 
  brought back to life by mortal magic.
   
  A boggart can advance in Hit Dice by 
  consuming corpses in this fashion. For every 8 
  Hit Dice worth of creatures a boggart devours, 
  it gains 1 Hit Die. Its attack bonus and saves 
  improve as normal for an aberration of its Hit 
  Dice, and it gains skill points, feats, and ability 
  score improvements normally.
   
  Change Shape (Su): The boggart’s natural 
  form is that of a small will-o-wisp. In will-o-wisp 
  form, it retains its ability scores, detect thoughts, 
  invisibility, and immunity to magic abilities, but 
  cannot use its electrical attacks or confusion 
  ability. A boggart loses its natural armor bonus in 
  will-o-wisp form, but gains a +9 deflection bonus 
  to AC. 
  7
  Brown Pudding
  Huge Ooze
  Hit Dice: 11d10+66 (126 hp)
  Initiative: -5
  Speed: 20 ft. (4 squares), climb 20 ft. (4 
  squares)
  Armor Class: 3 (-2 size, -5 Dex), touch 3, 
  flat-footed 3
  Base Attack/Grapple: +8/+19
  Attack: Slam +9 melee (2d6+4 plus 2d6 
  acid)
  Full Attack: Slam +9 melee (2d6+4 plus 
  2d6 acid)
  Face/Reach: 15 ft./10 ft.
  Special Attacks: Acid, constrict 2d6+3 plus 
  2d6 acid, improved grab
  Special Qualities: Blindsight 60 ft., ooze 
  traits, split
  Saves: Fort +9, Ref -2, Will -2
  Abilities: Str 17, Dex 1, Con 22, Int —, Wis 
  1, Cha 1
  Skills: Climb +11
  Feats: —
  Environment: Temperate and warm marsh 
  and underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 12-22 HD (Huge); 23-33 
  HD (Gargantuan)
  Level Adjustment: —
   
  A variety of the black pudding, the brown 
  pudding is found only in temperate and subtropical 
  swamps. It is dark brown in color.
  Combat
   
  Brown puddings attack by grabbing and 
  constricting their prey.
   
  Acid (Ex): The creature secretes a digestive 
  acid that dissolves organic material and stone 
  quickly, but does not affect metal. Any melee 
  hit or constrict attack deals acid damage, and 
  the opponent’s armor and clothing dissolve and 
  become useless immediately unless they succeed 
  on DC 21 Reflex saves. A stone or wooden weapon 
  that strikes a brown pudding also dissolves 
  immediately unless it succeeds on a DC 21 Reflex 
  save. The save DCs are Constitution-based.
   
  The pudding’s acidic touch deals 21 points of 
  damage per round to wooden or stone objects, but 
  the ooze must remain in contact with the object for 
  1 full round to deal this damage.
   
  Constrict (Ex): A brown pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent’s clothing and armor 
  (except metal armor) suffer a -4 penalty to Reflex 
  saves against the acid. 
   
  Improved Grab (Ex): To use this ability, 
  a brown pudding must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Split (Ex): Weapons deal no damage to a 
  brown pudding. Instead, the creature splits into two 
  identical puddings, each with half of the original’s 
  current hit points (round down). A pudding with 10 
  hit points or less cannot be further split and dies if 
  reduced to 0 hit points.
   
  Skills: A brown puddings has a +8 racial 
  bonus on Climb checks and can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened.
  Flora and Fauna
   
  Golomyanka: A deep-water fish found in Lake Baikal. Eight inches long, scaleless, and completely 
  transparent, this fish lives in depths of 1,650 feet. A third of its body weight is oil. It comes to the surface 
  at night, feeding on zooplankton. It must descend before the water heats to 45°F (7°C), or else the oils in 
  its body liquefy, resulting in death. Unlike most fish, female golomyanka do not lay eggs, but give birth 
  to live larvae—an event they rarely survive.
  
  63
  7
  Dank 
  Large Aberration (Aquatic) 
  Hit Dice: 12d8+36 (90 hp) 
  Initiative: +10
  Speed: 10 ft. (2 squares), climb 10 ft. (2 
  squares), swim 40 ft. (8 squares)
  Armor Class: 19 (-1 size, +6 Dex, +4 natural), 
  touch 15, flat-footed 13 
  Base Attack/Grapple: +9/+21 
  Attack: Tentacle rake +16 melee (1d6+8) 
  Full Attack: 10 tentacle rakes +16 melee 
  (1d6+8) and bite +14 melee (1d10+4) 
  Space/Reach: 10 ft./5 ft. (30 ft. with tentacle 
  rakes) 
  Special Attacks: Improved grab, ink cloud, 
  spines 
  Special Qualities: Amphibious, blindsight 60 
  ft., darkvision 60 ft. 
  Saves: Fort +9, Ref +10, Will +9 
  Abilities: Str 26, Dex 23, Con 17, Int 4, Wis 
  13, Cha 7 
  Skills: Climb +16, Hide +10, Listen +5, Move 
  Silently +12, Spot +4, Swim +16 
  Feats: Combat Reflexes, Great Fortitude, 
  Improved Initiative, Multiattack, Stealthy 
  Environment: Any aquatic 
  Organization: Solitary, pair, or swarm (2-8) 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 13-24 HD (Large); 24-36 HD 
  (Huge)
  Level Adjustment: —
   
  The dank is a monstrously mutated form of 
  marine life, thought to have evolved from octopi 
  whose waters were polluted by foul magics. The 
  dank has a small central body, round and spiky, with 
  enormous tentacles sprouting in every conceivable 
  direction. Hidden within the spikes and the tentacles 
  of the body is a large beaklike mouth. Its ten arms 
  stretch out from the central body to a length of 30 feet, 
  each one covered in sharp, needlelike spines. These 
  spines are not so much weapons as they are devices to 
  keep prey held tightly within the dank’s arms. 
   
  The dank keeps itself well fed by attacking 
  boats and ships, pulling the sailors into the water 
  to drown them, then feasting once they cease 
  struggling. This method has proven quite effective, 
  as there are huge areas of many seas and oceans that 
  are avoided by seagoing vessels due to the dank.
  Combat 
   
  A dank typically initiates an encounter by 
  latching onto the side of a ship, using two or three 
  of its arms to anchor itself in place. It then feels 
  around on the deck above with its other arms for 
  living creatures. The dank can see with its tentacles, 
  so it tries to position its body where it can’t be seen 
  or attacked from above. Once it detects a creature, 
  it attacks with its tentacles, attempting to grab its 
  prey. Once a hold is achieved, it pulls the victim off 
  the ship and holds him underwater to drown, away 
  from both the ship and the dank’s body. It continues 
  to attack other targets on board the ship with its 
  other arms while drowning a held victim. Once 
  the dank has successfully grabbed three victims, it 
  detaches from the ship and sinks below to feed.
   
  The dank can survive out of the water, 
  although it doesn’t like to leave the water for 
  extended periods of time. It often pulls its body 
  out of the water to attack tall ships. If the dank is 
  attacked by an underwater opponent, it uses its ink 
  cloud to blind the attacker. If the dank is reduced 
  to fewer than 20 hit points, it flees, taking with it 
  anyone still held in its grip. 
   
  Improved Grab (Ex): To use this ability, a 
  dank must hit a smaller opponent with a tentacle 
  rake attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. 
   
  Ink Cloud (Ex): If attacked underwater, the 
  dank can spray a thick cloud of black ink into the 
  water around it as a standard action. This cloud 
  extends outward in a 20-foot radius sphere. The ink 
  obscures all sight, including darkvision, beyond 5 
  feet. A creature within 5 feet has concealment (20% 
  miss chance). Creatures farther away have total 
  concealment (50% miss chance, and the attacker 
  can’t use sight to locate the target).
   
  Spines (Ex): Any creature that escapes from 
  a grapple with a dank while the dank is still alive 
  suffers 1d6 points of damage from tearing away 
  from its spines.
   
  Amphibious (Ex): Although danks are 
  aquatic, they can survive indefinitely on land.
   
  Blindsight (Ex): The tentacles of the dank 
  discern temperature variations, motion, and 
  vibration. It can “see” perfectly from any point 
  on any of its arms, giving it a large field of vision 
  extending 60 feet beyond its body. It can even see 
  around corners if it extends its arms far enough.
   
  Skills: A dank 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. 
   
  Danks have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.
  7
  Goldencrest
  Large Ooze
  Hit Dice: 8d10+24 (68 hp)
  Initiative: +5
  Speed: 60 ft. (12 squares), swim 70 ft. (14 
  squares)
  Armor Class: 14 (-1 size, +5 Dex), touch 14, 
  flat-footed 9
  Base Attack/Grapple: +6/+11
  Attack: Slam +6 melee (2d4+1 plus 2d6 
  positive energy)
  Full Attack: Slam +6 melee (2d4+1 plus 2d6 
  positive energy)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Positive energy, trample 
  2d4+1 plus 2d6 positive energy
  Special Qualities: Blindsight 100 ft., glare, 
  ooze traits, regeneration 8, vulnerable to turning
  Saves: Fort +5, Ref +7, Will -3
  Abilities: Str 12, Dex 20, Con 17, Int —, Wis 
  1, Cha 1
  Skills: Swim +9
  Feats: —
  Environment: Any
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: —
   
  Beautiful 
  and 
  deadly, 
  goldencrests 
  are 
  sometimes said to be born of the tears of celestials, 
  the blood of the sun, and lakes struck by lightning. 
  Goldencrests are most commonly seen on the sea 
  surface, often mistaken for the reflection of the sun. 
  A goldencrest is a fluid wave that shines a fiery, 
  golden orange. In the sections where it is thinnest 
  (such as where it tapers off), the liquid composing 
  it is transparent, but most of its body is too bright 
  to see through. Goldencrests skim quickly across 
  water, and move only slightly slower on land. As 
  they travel, a golden mist rises from their backs, 
  accompanied by a loud hiss.
   
  Goldencrests stay on water whenever possible, 
  and most spend their lives at sea, following winds 
  and currents without need for food or rest. On land, 
  goldencrests follow the path of least resistance, 
  moving wherever they can easily flow. They 
  generally ignore other creatures, but attack sources 
  of negative energy (such as undead) and “play” with 
  any creatures with whom they come into physical 
  contact. The positive energy coursng through a 
  goldencrest is enough to burn living beings. When 
  a goldencrest suffers enough damage to make it lose 
  cohesion, its energy leaks away, and its body turns 
  into water.
   
  Powerful 
  spellcasters 
  sometimes 
  capture 
  goldencrests, and use them as sentries to patrol moats, 
  hallways, and other enclosed spaces from which a 
  goldencrest cannot escape. Others keep goldencrests 
  trapped in magically warded globes or pools, finding 
  them valuable for magical experimentation.
  Combat
   
  Goldencrests race back and forth in combat, 
  splashing over their opponents and moving away 
  before turning and charging forward again. The 
  positive energy infusing a goldencrest is raw and 
  unfocused, too much for living beings to endure. 
  Creatures who take damage from a goldencrest’s 
  positive energy suffer a feeling of internal burning.
   
  Positive Energy (Ex): The touch of a 
  goldencrest infuses living beings with positive 
  energy. With every melee hit, a creature gains 2d6 
  hit points. Any extra hit points over a creature’s 
  normal hit point total are instead temporary hit 
  points that fade in 1d20 rounds. This energy is 
  highly unstable, however; any creature that begins 
  a round with temporary hit points must succeed on 
  a DC 17 Fortitude save or its body will explode in 
  a riot of energy, killing it instantly. The save DC is 
  Constitution-based.
   
  Undead creatures instead take 4d6 points of 
  damage from a goldencrest’s positive energy.  
   
  Trample (Ex): Reflex DC 15 half. The save 
  DC is Strength-based.
   
  Blindsight (Ex): A goldencrest’s entire body 
  is a primitive sensory organ that can ascertain 
  creatures by vibration within 100 feet.
   
  Glare (Ex): The glare from a goldencrest’s body 
  makes it difficult to look at directly. A creature looking 
  at a goldencrest must succeed on a DC 17 Fortitude 
  save or be blinded for 10 rounds by the brilliance it 
  sheds. The save DC is Constitution-based.
   
  Regeneration (Ex): Spells, magic, and energy 
  attacks deal normal damage to a goldencrest. A 
  goldencrest that loses part of its body mass regrows 
  it in 1d6 minutes.
   
  Vulnerable To Turning (Ex): By making a 
  turning attempt, characters who channel positive 
  energy can rebuke, command, or bolster goldencrests 
  as evil clerics rebuke, command, or bolster undead. 
  Characters who channel negative energy can turn or 
  destroy goldencrests as good clerics turn or destroy 
  undead.
   
  Skills: A goldencrest 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.
  
  64
  7 Groaning Spirit
  Medium Undead (Incorporeal)
  Hit Dice: 7d12 (45 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+3 Dex, +4 deflection), 
  touch 17, flat-footed 14
  Base Attack/Grapple: +3/—
  Attack: Incorporeal touch +6 melee (1d8 
  plus chill touch)
  Full Attack: Incorporeal touch +6 melee 
  (1d8 plus chill touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Chill touch, fear aura, 
  keening
  Special Qualities: +4 turn resistance, 
  darkvision 60 ft., immunity to cold and 
  electricity, incorporeal traits, sense living, 
  spell resistance 20, undead traits, unnatural 
  aura, vulnerability to dispelling
  Saves: Fort +2, Ref +5, Will +8
  Abilities: Str —, Dex 17, Con —, Int 16, 
  Wis 16, Cha 18
  Skills: Bluff +14, Diplomacy +8, Disguise 
  +4 (+6 acting), Hide +13, Intimidate +16, 
  Listen +15, Search +13, Sense Motive +13, 
  Spot +15, Survival +3 (+5 following tracks)
  Feats: Ability Focus (keening), AlertnessB, 
  Blind-Fight, Improved Initiative
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 8-14 HD (Medium)
  Level Adjustment: —
   
  The groaning spirit is the malevolent spirit of 
  a female elf that is found haunting swamps, fens, 
  moors, and other desolate places. Groaning spirits 
  hate the living and seek to destroy whomever they 
  meet. A groaning spirit appears as a translucent 
  image of her former self. Her eyes burn with a 
  crimson flame.
  Combat
   
  A groaning spirit’s primary attack is her 
  keening. If a creature survives the keening attack, 
  the groaning spirit attacks with her incorporeal 
  touch.
   
  Chill Touch (Su): Damage caused by 
  a groaning spirit’s touch attack is considered 
  negative energy and afflicts the target with a 
  chilling cold. Any creature touched must succeed 
  on a DC 17 Fortitude save or suffer 1 point of 
  Strength drain.
   
  Groaning spirits are the bane of other undead, 
  and any undead they touch (except other groaning 
  spirits) must succeed on a DC 17 Will save or flee 
  in fear as if panicked for 2d6 rounds. The save DCs 
  are Charisma-based.
   
  Fear Aura (Su): Anyone viewing a groaning 
  spirit must succeed on a DC 17 Will save or flee in 
  terror for 1d6+4 rounds. Whether or not the save is 
  successful, a creature is immune to the fear aura of 
  that groaning spirit for 24 hours. The save DC is 
  Charisma-based.
   
  Keening (Su): Once per day, at night only, a 
  groaning spirit can release a death wail audible to 
  a range of 1 mile. All creatures within 30 feet that 
  hear this must succeed on a  DC 19 Will save or be 
  affected as per the wail of the banshee spell. Those 
  that succeed at their save still take 3d6+7 points of 
  damage. This is a sonic, death effect. The save DC 
  is Charisma-based.
   
  Sense Living (Su): A groaning spirit can 
  sense all living creatures up to 5 miles away.
   
  Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural 
  presence of a groaning spirit at a distance of 30 
  feet. They will not willingly approach nearer than 
  that and panic if forced to do so; they remain 
  panicked as long as they are within that range.
   
  Vulnerability To Dispelling (Ex): If a 
  spellcaster uses dispel evil (the second effect 
  requiring a touch attack) against a groaning spirit, 
  the creature must succeed on a Will save (DC 15 
  + caster’s relevant ability score modifier) or suffer 
  1d6 points of damage per caster level (maximum 
  10d6).
  7
  Grumpet
  Medium Aberration
  Hit Dice: 5d8+5 (27 hp)
  Initiative: +4
  Speed: 5 ft. (1 square), fly 30 ft. (good) (6 
  squares)
  Armor Class: 19 (+4 Dex, +5 natural), touch 
  14, flat-footed 15
  Base Attack/Grapple: +3/+2
  Attack: Slap +2 melee (1d3-1)
  Full Attack: 4 slaps +2 melee (1d3-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spells, stench
  Special Qualities: Darkvision 60 ft., immunity 
  to poison and nausea, spell resistance 18
  Saves: Fort +2, Ref +5, Will +3
  Abilities: Str 8, Dex 19, Con 12, Int 18, Wis 
  8, Cha 15
  Skills: Appraise +10, Concentration +7, 
  Disguise -6, Hide -4, Knowledge (arcana) +10, 
  Knowledge (history) +10, Listen +5, Perform 
  (oratory) +8, Search +10, Spellcraft +12, 
  Survival –1 (+1 following tracks)
  Feats: Empower Spell, Eschew Materials, 
  HoverB
  Environment: Warm marsh
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Double standard
  Alignment: Usually neutral
  Advancement: 6-10 HD (Medium); 11-15 HD 
  (Large)
  Level Adjustment: —
   
  Colloquially called as “gasbags,” grumpets are 
  4-foot-wide leathery bags formed around a broad 
  human-like face, comical with its droopy eyes and 
  colossal nose. Their hair is a hue of golden yellow, 
  and their skin an azure blue. Two pairs of limbs 
  sprout from behind their face, and their underside are 
  a pair of hollow stumps which serve as regulatory 
  vents. They float off the ground about 2 to 5 feet. 
   
  Grumpets live in fetid bogs and fens, where 
  methane-rich air is plentiful. They store the gas in 
  their bloated bulbous bodies, whereby it is used to 
  generate the hot air that allows the gasbags to float. 
  They propel themselves forward by ejecting surplus 
  gas through their vents. Should a gasbag deflate itself 
  for whatever reason, it can still move by pulling itself 
  around with its four arms. It takes an empty grumpet 
  at least 5 minutes to reinflate and float.
   
  Grumpets are highly intelligent beings that 
  love ancient lore and magic. They often discover 
  such knowledge when exploring the partially 
  submerged ruins of lost civilizations commonly 
  found within their remote homelands. Grumpets 
  sometimes amass a fortune of magic and treasure, 
  and establish a rather impressive knowledge of both 
  the magic and history of the area. These creatures 
  are equally known—quite infamously—for their 
  incessant talking. As they are always alone, 
  constantly avoiding their kin, they seek and 
  enjoy the company of other races. They use such 
  opportunities to discuss their vast knowledge and 
  express their opinions and thoughts. They can 
  almost talk one to death, never running out of steam, 
  and rarely giving an opportunity to reply.
   
  All grumpets speak Grump and Common. 
  They also speak any other four additional languages, 
  usually those common to the area in which they live.
  Combat
   
  Grumpets do not like fighting. They prefer 
  talking things over when they can, and fleeing when 
  they cannot. However, when pressed and cornered, 
  grumpets turn to their magic to defend themselves.
   
  Spells: A grumpet can cast arcane spells as a 
  7th-level wizard. A typical grumpet has access to 
  the following spells: 0—acid splash, arcane mark, 
  dancing lights, daze, detect magic, detect poison, 
  disrupt undead, flare, ghost sound, light, mage hand, 
  mending, message, open/close, prestidigitation, ray 
  of frost, read magic, resistance, touch of fatigue; 
  1st—comprehend languages, expeditious retreat, 
  identify, magic missile, shield, shocking grasp, silent 
  image, sleep; 2nd—acid arrow, cat’s grace, detect 
  thoughts, invisibility, resist energy, summon monster 
  II, web; 3rd—blink, dispel magic, displacement, 
  fireball, slow, stinking cloud; 4th—charm monster, 
  ice storm, lesser globe of invulnerability, solid fog, 
  summon monster IV.
   
  Typical Spells Prepared (4/5/4/3/2; save DC 
  14 + spell level): 0—detect magic, light, mage 
  hand, read magic; 1st—identify, magic missile, 
  shield, shocking grasp, sleep; 2nd—acid arrow, 
  invisibility, summon monster II, web; 3rd—dispel 
  magic, fireball, stinking cloud; 4th—ice storm, 
  summon monster IV.
   
  Stench (Ex): Grumpets depend on natural gas 
  to fuel the biological processes that allow them to 
  float, which has the side effect of surrounding them 
  with an unpleasant odor. A gasbag seems unaffected 
  by the smell, but the same cannot be said for those 
  around them. Any creature that comes within 20 feet 
  of a gasbag must succeed on a DC 13 Fortitude save 
  or be sickened until leaving the area. The save DC is 
  Constitution-based.
   
  Skills: A grumpet’s stench precedes it, 
  imposing a –8 racial penalty on all Disguise and 
  Hide checks. 
  
  65
  7 Iron Crab
  Medium Magical Beast (Aquatic)
  Hit Dice: 6d10+24 (57 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares), swim 20 ft. (4 
  squares)
  Armor Class: 20 (+10 natural), touch 10, 
  flat-footed 20
  Base Attack/Grapple: +6/+10
  Attack: Claw +10 melee (1d6+4 plus poison)
  Full Attack: 2 claws +10 melee (1d6+4 plus 
  poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Damage reduction 5/ non-
  metal weapons, darkvision 60 ft., immunity to 
  poison, low-light vision, metal and gem sense, 
  pressure immunity, resistance to cold 10, spell-
  like abilities, spell resistance 16
  Saves: Fort +9, Ref +5, Will +1
  Abilities: Str 19, Dex 10, Con 19, Int 14, Wis 
  9, Cha 4
  Skills: Appraise +10 (+12 jewelery and metal 
  items), Craft (jewelery) +7, Craft (metallurgy) 
  +11, Search +9, Spot +6, Survival -1 (+1 
  following tracks), Swim +12
  Feats: Improved Natural Attack, Improved 
  Sunder, Power Attack
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Double standard but only precious 
  metals and gems
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 
  (Huge)
  Level Adjustment:  –
   
  Found on the ocean floor near hydrothermal 
  vents, these creatures resemble large crabs with a 
  thick coat of metal over their shell. The shell is built 
  up of armor plating shaped from minerals collected 
  around hydrothermal vents. Iron crabs look like a 
  drunken metal smith made them. Ungainly, non-
  symmetrical, and badly balanced, they appear more 
  humorous than threatening—but they are far more 
  dangerous than their appearance suggests.
   
  Iron crabs are the preeminent metallurgists of 
  the seas. They are intelligent creatures, well versed 
  in gems, precious metals, jewelry and similar items. 
  They spend their days scouring the ocean floor for 
  minerals and gemstones, hiding away their findings 
  in their cave lairs until they have a vast horde of 
  unworked metal and gemstones. Iron crabs then go 
  on a crafting spree, transforming their hoard into 
  fine pieces of art.
   
  Once the horde is all finished goods, the crabs 
  seal up their cave and go looking for a new one, 
  starting the cycle of gathering and crafting all over 
  again. It usually takes a century to build up a hoard 
  of sufficient size and craft it all into jewelry. The act 
  of hunting for gems and minerals sustains iron crabs, 
  which require little meat to survive. They assume 
  other races are fed by questing as they do; they just 
  quest after different things.
   
  The shell of an iron crab can be used to create 
  a masterwork suit of bone armor (page 12) that has 
  a +1 armor bonus due to the hardness of the iron 
  crab shell. A single iron crab has enough shell to 
  create one suit of armor. Iron crabs speak Aquan 
  and Elven; exceptional individuals speak Orcam or 
  Sahuagin as well.
  Combat
   
  These creatures engage in combat only when 
  fighting defensively, when hunting for food, or 
  when trying to appropriate mineral wealth claimed 
  by someone else. Targets struck by an iron crab’s 
  claws can be injected with a metal-based poison 
  formed by glands within the claws. They prefer to 
  avoid killing and are content instead to break their 
  opponent’s weapons and leave their foes debilitated 
  with poison. Iron crabs do not eat hurnanoids and 
  only attack them if mineral wealth is at stake. They 
  do not typically flee danger, since their speed is so 
  poor, preferring to chase their enemies off instead. 
  Iron crabs only use their iron body ability when it is 
  the last resort that can save them from death.
   
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 1d4 Con, secondary damage 1 Con. The 
  save DC is Constitution-based.
   
  Immunity to Poison (Su): Due to their 
  unusual, mineral-heavy metabolism, iron crabs are 
  immune to all poison.
   
  Metal and Gem Sense (Su): Iron crabs can 
  sense gems and precious metals when they are close 
  by. The creature has a +8 racial bonus to Search and 
  Spot checks when looking for gems or precious 
  metals. 
   
  Pressure Immunity (Ex): Iron crabs are 
  immune to the effects of pressure at great depths. 
  They can function at lesser depths without problem.
   
  Spell-Like Abilities: 1/day–iron body. Caster 
  level 6th.
   
  Skills: An iron crab 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.
  7
  Jastra Root
  Huge Plant
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 50 ft. (10 
  squares)
  Armor Class: 20 (-2 size, +12 natural), 
  touch 8, flat-footed 20
  Base Attack/Grapple: +6/+22
  Attack: Frond +13 melee (1d6+8)
  Full Attack: 6 fronds +13 melee (1d6+8)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Improved grab
  Special Qualities: Blindsight 60 ft, immune 
  to bludgeoning weapons, immunity to 
  electricity, plant traits, resistance to fire 10
  Saves: Fort +10, Ref +2, Will +3
  Abilities: Str 26, Dex 10, Con 19, Int 5, Wis 
  12, Cha 10
  Skills: Hide +0*, Listen +4, Move Silently 
  +5, Spot +4, 
  Feats: Alertness, Stealthy, Weapon Focus 
  (fronds)
  Environment: Temperate and warm aquatic 
  and underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 9-16 HD (Huge), 17-24 HD 
  (Gargantuan)
  Level Adjustment: —
   
  A normal jastra root appears as a mass of 
  floating seaweed of up to 20 feet in diameter, 
  with a central mass 5 feet across, comprised of 
  a porous woody sphere surrounded by dozens 
  of fern-like fronds and air-filled bladders. Jastra 
  roots seem innocuous, harmless and otherwise 
  indistinguishable from mundane seaweed.
   
  When a jastra root’s seedpod bursts, its seeds 
  are scattered to the waters and most will grow 
  into other normal jastra roots. Some, however, 
  will encounter the corpse of a drowned seaman 
  or the bloated and rotting body of some other sea 
  creature. Jastra root seeds that take root in such 
  rich compost are affected in strange and mysterious 
  ways. The jastra root changes, mutating into a 
  carnivorous monstrosity as it grows and consumes 
  the body.
   
  A monstrous jastra root has six 10-foot long 
  fronds extending from its body and can re-grow 
  such severed fronds over a period of seven days.
  Combat
   
  Jastra roots lie in wait, floating amongst 
  seaweed, until their prey draws near. Once its 
  opponent is in range, a jastra root lashes out with 
  its fronds, attempting to grapple its foe. The main 
  body of the jastra root remains mostly underwater 
  when attacking, thereby granting improved cover 
  (+8 bonus to AC, +4 bonus on Reflex saves) from 
  opponents on land (see the DMG for underwater 
  combat rules). A monstrous jastra root lying in 
  wait for prey is nearly indistinguishable from 
  a normal jastra root, requiring a DC 25 Spot or 
  Knowledge (nature) check, if the character has 
  seen a monstrous jastra root previously.
   
  A creature tangled up in the jastra root’s 
  fronds will be dragged into the water and drowned. 
  Drowned victims are taken back to the jastra root’s 
  lair to be consumed.
   
  Improved Grab (Ex): To use this ability, 
  a jastra root must hit with two frond attacks. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  will drag its opponent into the water.
   
  Blindsight (Ex): A jastra root has no visual 
  organs but can ascertain all foes within 30 feet 
  using sound, scent, and vibration.
   
  *Skills: A jastra root has a +12 bonus on 
  Hide checks when amidst natural seaweed.
  
  66
  Lady-in-Waiting
  7
  Medium Undead (Incorporeal)
  Hit Dice: 9d12 (58 hp)
  Initiative: +7
  Speed: Fly 60 ft. (good) (12 squares)
  Armor Class: 17 (+3 Dex, +4 deflection), 
  touch 17, flat-footed 14
  Base Attack/Grapple: +4/—
  Attack: Incorporeal touch +7 melee (1d8 
  plus 1d6 Charisma drain)
  Full Attack: Incorporeal touch +7 melee 
  (1d8 plus 1d6 Charisma drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Charisma drain, hateful 
  gaze
  Special Qualities: +2 turn resistance, 
  darkvision 60 ft., incorporeal traits, low-
  light vision, undead traits
  Saves: Fort +3, Ref +6, Will +7
  Abilities: Str —, Dex 17, Con —, Int 14, 
  Wis 12, Cha 18
  Skills: Diplomacy +6, Hide +15, Intimidate 
  +16, Listen +13, Search +14, Sense Motive 
  +13, Spot +13, Survival +1 (+3 following 
  tracks)
  Feats: Blind-Fight, Combat Expertise, 
  Flyby Attack, Improved Initiative
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 10-18 HD (Medium)
  Level Adjustment: —
   
  The figure is stunning—a finely-dressed 
  female with flawless features and sorrowful eyes. 
  When she meets your gaze, you feel a sense of 
  melancholy and sadness... but also one of dread 
  and malevolence.
  Combat
   
  A lady-in-waiting often chooses a particular 
  individual or a couple to be the object of its 
  malicious attention. It then shadows its targets, 
  waiting for the best moment to strike. When 
  possible, it traps the lovers together, using its 
  hateful gaze to drive them to destroy one another.
   
  Alternatively, 
  the 
  lady-in-waiting 
  may 
  employ its gaze against only one of the couple, 
  perhaps even retreating from its victim to fool it 
  into believing that the spirit has been defeated. The 
  victim then “escapes” and returns to the lover — 
  whom he or she now sees as a deadly enemy. The 
  lady-in-waiting then uses its deadly incorporeal 
  touch attack to finish the heartbroken victim.
   
  Charisma Drain (Su): Living creatures hit 
  by a lady-in-waiting’s incorporeal touch attack 
  must succeed on a DC 18 Fortitude save or take 
  1d6 points of Charisma drain. The save DC is 
  Charisma-based. Those reduced to Charisma 0 
  by a lady-in-waiting’s touch become so loathsome 
  and repulsive to themselves that they retreat into 
  a comatose state and are no longer aware of 
  themselves or their environment. In this comatose 
  state, the creature loses 2d10 hit points per day 
  until it perishes or awakens. These hit points 
  cannot be regained until the creature awakens, 
  and can then be recovered by normal or magical 
  healing.
   
  Hateful Gaze (Su): Range 30 feet, caster 
  level 9th, Will DC 18 negates. The save DC is 
  Charisma-based. A creature that fails its save 
  against the lady-in-waiting’s hateful gaze believes 
  that its closest friend or lover is a hated enemy 
  and seeks at once to kill the “enemy,” using the 
  most efficacious means at its disposal. Unlike a 
  standard gaze attack, the lady-in-waiting must 
  use a standard action, and those merely looking at 
  it are not affected. The effect lasts 2d6 hours, or 
  until the lady-in-waiting is destroyed. The effect of 
  the hateful gaze can be removed with a successful 
  dispel magic or remove curse.
  7
  Lightning Ray
  Huge Magical Beast (Aquatic)
  Hit Dice: 8d10+32 (76 hp)
  Initiative: +0
  Speed: Swim 40 ft. (8 squares)
  Armor Class: 14 (-2 size, +6 natural), touch 8, 
  flat tooted 14
  Base Attack/Grapple: +8/+23
  Attack: Slam +13 melee (1d8+7) or sting +8 
  melee (1d4+3 plus poison)
  Full Attack: Slam +13 melee (1d8+7) and 
  sting +8 melee (1d4+3 plus poison)
  Space/Reach: 15 ft./10 ft
  Special Attacks: Lightning blast, poison
  Special Qualities: Darkvision 60 ft., immunity 
  to electricity, low-light vision, summon storm
  Saves: Fort +12, Ref +6, Will +3
  Abilities: Str 25, Dex 10, Con 18, Int 2, Wis 
  12, Cha 3
  Skills: Listen +7, Spot +7, Swim +16
  Feats: Alertness, Endurance, Great Fortitude 
  Environment: Any aquatic 
  Organization:  Solitary, pair, or group (3-5)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-16 HD (Huge)
  Level Adjustment:  –
   
  This creature resembles a large manta ray, 
  easily fifteen feet across from tip to tip. Its skin is 
  mostly gray with black splotches and lines along its 
  back. Electricity sparks between its two mandible-
  like protrusions at its front, and it has a large stinger 
  located beneath its tail.
   
  The lightning ray is found near the surface in the 
  open sea, only occasionally going to the ocean floor to 
  feed. When a ray approaches the surface, storm clouds 
  begin to gather. If it does not return to the depths 
  within a few minutes, a storm develops quickly. These 
  storms always have a great deal of lightning in them, 
  making them more dangerous than the norm. Most 
  ship captains try to kill or avoid any lightning rays 
  they see in the hopes of avoiding a storm.
   
  The ray is a favorite meal of both giant squid 
  and kraken, two of the few predators that hunt the 
  ray. A relative of the shark, this creature is very 
  clever and able to learn basic tricks. This, combined 
  with its natural abilities, makes it a popular war 
  mount with aquatic elves, locathah, and sahuagin. 
  Touching the black spots on the ray’s back grant its 
  rider immunity to electricity.
   
  This ray has a symbiotic relationship with a 
  small fish called the black toe that affixes itself to 
  the spots on the back of the ray. The black toe feeds 
  on blood in exchange for injecting enzymes through 
  its tongue that speed the ray’s healing processes. 
  Lightning rays are one of the main sources of black 
  toes for sale in aquatic markets.
   
  The bones of a lightning ray are useful in the 
  creation of wands of lightning bolt, reducing the cost 
  by 1,000 gp. They are also used in the creation of 
  lightning charms (see below). Rays are often hunted 
  to procure black toes, both for use by humanoids and 
  as a source of food.
  Combat
   
  When attacked, this creature usually reacts 
  with a lightning blast and then flees the area. 
  If pursued, it stings the target and uses another 
  lightning blast before continuing its flight. If unable 
  to get away, the ray uses lightning blasts until it 
  has run out, falling back then on its sting and slam 
  attacks. A lightning ray always flees combat unless 
  it is defending its young.
   
  Lightning Blast (Su): A ray may release a 
  jolt of electricity into the surrounding water three 
  times per day as a standard action. This blast inflicts 
  8d6 points of electricity damage to everything 
  within 30 feet of the ray (Reflex DC 18 half). Any 
  creature touching the back of the lightning ray gains 
  immunity to electricity, negating the effects of the 
  blast. The save DC is Constitution-based.
   
  Poison (Ex): Injury, Fortitude DC 18, initial 
  damage 1d6 Con, secondary damage 2d6 Dex. The 
  save DC is Constitution-based.
   
  Summon Storm (Su): If a lightning ray is 
  within 50 feet of the surface of the ocean, a storm 
  begins to form overhead. After 10 rounds it begins 
  raining and after 10 minutes a thunderstorm forms. 
  If five or more lightning rays are near the surface 
  for one hour, a hurricane forms. Any storm created 
  dissipates naturally over time once the lightning rays 
  leave the area.
   
  Skills: Lightning rays have a +8 racial 
  bonus on any Swim checks. Lightning rays can 
  always choose to take 10 on a Swim check, even 
  if distracted or endangered. They can use the run 
  action while swimming, provided they move in a 
  straight line.
   
  Lightning Charms: Lightning charms are 
  usually crafted as small copper brooches in the 
  form of lightning bolts. A ship or person carrying a 
  lightning charm is never struck by natural lightning 
  and gains electricity resistance 20. Captains who 
  sail particularly rough seas or sails in regions where 
  lightning rays are common seek these items.
   
  Caster 
  Level: 
  11th, 
  Prerequisite: 
  Craft 
  Wondrous Item, protection from energy; Market 
  Price: 40,000 gp; Weight: –.
  
  67
  7 Mire Horror
  Gargantuan Aberration
  Hit Dice: 12d8+60 (114 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), swim 40 ft. (8 
  squares)
  Armor Class: 14 (-4 size, -2 Dex, +10 
  natural), touch 4, flat-footed 14
  Base Attack/Grapple: +9/+28
  Attack: Bite +12 melee (2d8+7)
  Full Attack: Bite +12 melee (2d8+7) and 4 
  tentacles +10 melee (2d4+3)
  Space/Reach: 20 ft./20 ft.
  Special Attacks: Constrict 2d4+10, 
  improved grab, swallow whole
  Special Qualities: Darkvision 60 ft., fast 
  healing 6
  Saves: Fort +9, Ref +2, Will +8
  Abilities: Str 24, Dex 7, Con 20, Int 8, Wis 
  10, Cha 10
  Skills: Listen +9, Spot +10, Swim +15
  Feats: Alertness, Improved Bull Rush, 
  Improved Initiative, Multiattack, Power 
  Attack
  Environment: Warm marsh
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 13-24 HD (Gargantuan)
  Level Adjustment: —
   
  A heaping mess of debris rises from the 
  swamp floor as green and brown mottled tentacles 
  drag unsuspecting prey into a large toothy maw
  Combat
   
  Mire horrors lurk beneath the surface of the 
  swamp. They are often taken as simple piles of 
  vegetation or debris. From hiding, mire horrors 
  attack with their tentacles, trying to drag prey to 
  their gaping maws, attempting to swallow their 
  foes whole.
   
  Constrict (Ex): A mire horror deals 
  automatic tentacle damage with a successful 
  grapple check.
   
  Improved Grab (Ex): To use this ability, 
  a mire horror must hit with a tentacle attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  deals automatic bite damage each round, and 
  can constrict or attempt to swallow the foe in the 
  following round.
   
  Swallow Whole (Ex): A mire horror can try 
  to swallow a grabbed opponent of Large or smaller 
  size by making a successful grapple check. The 
  swallowed creature takes 1d8+7 points of crushing 
  damage plus 1d8 points of acid damage per round 
  from the mire horror’s gizzard. A swallowed 
  creature can climb out of the mire horror’s gizzard 
  with a successful grapple check. Doing so returns 
  it to the mire horror’s maw, where a second 
  grapple check is required to get free. A swallowed 
  creature can also cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of 
  damage to the mire horror’s insides (AC 15). Once 
  the creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out. 
   
  A single mire horror can hold one Large, two 
  Medium, three Small, six Tiny, 12 Diminutive or 
  24 Fine or smaller opponents.
   
  Skills: A mire horror 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.
  7
  Morou-Ngou
  Huge Magical Beast (Aquatic)
  Hit Dice: 10d10+60 (115 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), swim 50 ft. (10 
  squares)
  Armor Class: 20 (-2 size, +2 Dex, +10 
  natural), touch 10, flat-footed 18
  Base Attack/Grapple: +10/+29
  Attack: Bite +19 (1d10+16)
  Full Attack: Bite +19 (1d10+16)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Whirlpool
  Special Qualities: Darkvision 60 ft., low-
  light vision, resistance to electricity 15 and 
  fire 15, scent
  Saves: Fort +13, Ref +9, Will +6
  Abilities: Str 32, Dex 15, Con 23, Int 4, Wis 
  16, Cha 12
  Skills: Hide +4, Jump +15, Listen +6, Move 
  Silently +6, Spot +7, Swim +19
  Feats: Dodge, Mobility, Spring Attack, 
  Stealthy
  Environment: Warm aquatic
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Often neutral evil
  Advancement: 11-20 HD (Huge)
  Level Adjustment: —
   
  Morou-ngou 
  (MOH-roo 
  ng-OO) 
  are 
  amphibious magical beasts that resemble oversized 
  scaly green panthers. They live in fast-moving 
  rivers and streams, and while their preferred prey 
  is antelope and other inoffensive creatures, they 
  are easily strong enough to take a bite out of a 
  humanoid now and then.
  Combat
   
  Morou-ngou wait beneath the surface of the 
  water and generate a dangerous undercurrent to 
  smash small boats and drown swimmers, which 
  they can then dispose of at their leisure.
   
  Whirlpool (Su): The morou-ngou can 
  magically generate fierce undercurrents within a 30-
  foot radius to drag its prey down into the water. The 
  morou-ngou is not affected by the undercurrent, and 
  can use this ability as a free action.
   
  Those caught in the whirlpool suffer 1d4 
  points of nonlethal damage each round, and must 
  make a Swim check (DC15) or be dragged under 
  the surface and begin to drown.
   
  Boats caught in the whirlpool take 2d6 points 
  of damage each round, though Hardness subtracts 
  from this damage as usual; wooden boats usually 
  have a Hardness of 5.
   
  Skills: A morou-ngou 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.
  Flora and Fauna
   
  Brine lakes: Bodies of water with high concentration of salts and little to no oxygen. Brine lakes 
  were bodies of water that once emptied into the ocean, but have since been separated from their traditional 
  drainage. Usually the lake is raised through uplifting and can no longer drain into the ocean. Sometimes 
  the ocean or sea has disappeared in long past geologic time. As the lake is fed by traditional sources 
  without any drainage, salt concentration rises when water deposits salt as it evaporates. Another cause of 
  brine lakes is alkaline springs, where lakes are fed from springs that travel through rocks with high salt 
  content. The spring water leeches the salt from the rock and feeds the lake salt water. Salt deposits gather 
  at the shore and also form columns that break the surface of the water. Some communities harvest this 
  salt for trade. Some brine lakes are so saturated with salt that it is near impossible to sink or dive into the 
  water. Virtually no life, shy of few bacterium and microorganisms, can live in brine lakes. Brine lakes 
  can also be found in larger bodies of salt water; they remain a separate distinct system within the ocean, 
  maintaining a higher salinity than the salt water surrounding them.
  
  68
  7
  Mustard Jelly
  Large Ooze
  Hit Dice: 7d10+28 (66 hp)
  Initiative: -5
  Speed: 10 ft. (2 squares)
  Armor Class: 4 (-1 size, -5 Dex), touch 4, 
  flat-footed 4
  Base Attack/Grapple: +5/+11
  Attack: Slam +6 melee (2d4+3 plus 1d4 
  acid)
  Full Attack: Slam +6 melee (2d4+3 plus 
  1d4 acid)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Acid, constrict 2d4+3 plus 
  1d4 acid, improved grab, noxious aura
  Special Qualities: Blindsight 60 ft., damage 
  reduction 5/magic, immunity to cold, ooze 
  traits, spell resistance 13, split
  Saves: Fort +6, Ref -3, Will -3
  Abilities: Str 15, Dex 1, Con 19, Int —, Wis 
  1, Cha 1
  Skills: —
  Feats: —
  Environment: Any marsh and underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
   
  Mustard jelly appears to be a yellowish-
  brown form of the ochre jelly and is thought to be 
  a distant relative of said creature. The mustard jelly 
  gives off a faint odor of mustard plants to a range 
  of 20 feet.
  Combat
   
  A mustard jelly attacks by forming a 
  pseudopod from its body and slashing and striking 
  its foes. A mustard jelly’s natural weapons, as well 
  as any weapons it wields, are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction.
   
  Acid (Ex): A mustard jelly secretes a 
  digestive acid that dissolves only flesh and wood. 
  Any melee hit deals acid damage.
   
  Constrict (Ex): A mustard jelly deals 
  automatic slam and acid damage with a successful 
  grapple check.
   
  Improved Grab (Ex): To use this ability, 
  a mustard jelly must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Noxious Aura (Ex): Creatures within a 
  10-foot radius of a mustard jelly are at risk of 
  breathing in its nauseating fumes, and must 
  succeed on a DC 17 Fortitude save or be affected 
  as if by a slow spell (caster level 12th). Creatures 
  must make a new save each round they are within 
  range.  The save DC is Constitution-based.
   
  Split (Ex): Weapons and electricity deal no 
  damage to a mustard jelly. Instead, the creature 
  splits into two identical jellies, each with half of 
  the original’s current hit points (round down). A 
  jelly with 10 hit points or less cannot be further 
  split and dies if reduced to 0 hit points.
  Flora and Fauna
   
  Glowbies: A form of bioluminescent phytoplankton, glowbies are spores produced by a large, 
  floating leaf plant called the sirens seat. These spores produce a soft yellow light for the first 10 days 
  after they are released, often attracting the attention of nearby creatures. Anything that eats the spores 
  spreads them through their stool. Sea-dwelling races use glowbies as makeshift light sources, fashioning 
  lanterns of kelp and translucent plant leaves that restrain the spores but allow their light to shine through. 
  Individually, glowbies do not produce enough light to be of much use, but put together in groups of 50, 
  they are bright enough to illuminate a 10-foot radius underwater.
   
  Collecting a bundle of glowbies in the wild requires a Survival or Knowledge (nature) check (DC 
  15) and one hour of work. Glowbies cannot survive in non-aquatic environments and stop glowing within 
  10 minutes of leaving the water.
  7
  Night-Blooming Lotus
  Medium Plant (Psionic)
  Hit Dice: 8d8+8 (44 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 15 (+5 natural), touch 10, 
  flat-footed 15
  Base Attack/Grapple: +6/+11
  Attack: Slam +11 melee (ld8+7 plus 1d4 
  thorn damage)
  Full Attack: Slam +11/+6 melee (ld8+7 plus 
  1d4 thorn damage)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Entangle, psi-like abilities
  Special Qualities: Coordination, darkvision 
  60 ft., low-light vision, plant traits, telepathy 
  100 ft.
  Saves: Fort +9, Ref +2, Will +6
  Abilities: Str 20, Dex 11, Con 13, Int 14, Wis 
  14, Cha 19 
  Skills: Bluff +15, Concentration +12, 
  Diplomacy +6, Disguise +4 (+6 acting), 
  Intimidate +6, Listen +13, Spot +13
  Feats: Great Fortitude, Iron Will, Psionic Fist
  Environment: Any land and underground
  Organization: Solitary, pair, or cluster (3-6)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Medium); 17-24 
  HD (Large)
  Level Adjustment: —
   
  The night-blooming lotus is a rare plant 
  that has a single flower with puce petals with 
  dark blue streaks. Its petal is a key ingredient 
  in a potent poison, and its pollen is rumored to 
  have hallucinogenic properties. Unlike most other 
  plants, the night-blooming lotus is sentient and 
  resents being harvested by intelligent races. It 
  defends itself from would-be harvesters with its 
  psionic abilities.
  Combat
   
  After centuries of defending themselves 
  against harvesting, night-blooming lotuses have 
  learned their value to humanoid species. As a 
  result, they telepathically warn any creature that 
  wanders too close for comfort. If this warning is 
  ignored, the lotus launches a full-scale psionic 
  attack in an attempt to drive away potential 
  attackers. Anyone who comes within melee range 
  of the plant is subject to its slam attack, which 
  deals both bludgeoning and piercing damage.
   
  Entangle (Sp): Three times per day, a night 
  blooming lotus can mentally call upon its plant 
  neighbors for aid as a free action. This ability 
  functions like the entangle spell (caster level 
  10th).  Affected creatures must succeed on a DC 
  18 Reflex save to avoid the effect.  The save DC is 
  Charisma-based.
   
  Psi-Like Abilities: At will—empty mind 
  (+5 bonus*), psionic freedom of movement, 
  psionic true seeing; 3/day—aversion (DC 18*), 
  concussion blast (3d6, DC 16*), crisis of breath 
  (affects animals, fey, giants, humanoids, magical 
  beasts, and monstrous humanoids; DC 18*), ego 
  whip (3d4 Cha, DC 18*), id insinuation (3 targets, 
  DC 18*), inertial barrier. Manifester level 8th. 
  The save DCs are Charisma-based.
   
  *Includes augmentation for the night-
  blooming lotus’ manifester level.
   
  Coordination (Ex): A night-blooming lotus 
  can manifest its psi-like abilities while engaged 
  in melee combat without provoking attacks of 
  opportunity. It also need not make Concentration 
  checks to manifest or maintain psi-like abilities 
  while in combat.
  Night Poison
   
  Night poison is made by grinding the 
  petals of the night-blooming lotus and extracting 
  their essence. The resulting powder is tasteless, 
  odorless, and nearly undetectable except by detect 
  poison or a successful DC 15 Craft (alchemy) 
  check. It is most commonly added to food, dusted 
  onto the target’s pillow, or used to coat weapons. 
  Night poison can be absorbed through ingestion or 
  contact. It does not take effect until the victim falls 
  asleep or enters any similar lowered metabolic 
  state (such as a trance). At that point, the victim 
  must succeed on a DC 19 Fortitude save or take 
  initial damage of 1d4 points of Constitution, 
  1d2 points of Dexterity, and 1d6+1 points of 
  Strength. The secondary damage is 1d4 points of 
  Constitution per round thereafter until neutralized.
  Silver Sand
   
  The silver pollen of the night-blooming lotus 
  is a powerful hallucinogen that acts as an inhaled 
  poison (Fort DC 19; initial damage confusion 
  (caster level 10th); secondary damage 1d4 Wis). 
  Anyone taking the drug willingly to experience its 
  effects automatically fails both saving throws. A 
  dose of this dust can fetch as much as 2,500 gp on 
  the black market.
  
  69
  7 Plague Bringer
  Medium Monstrous Humanoid
  Hit Dice: 6d8+9 (36 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (-1 Dex, +6 natural), 
  touch 9, flat-footed 15
  Base Attack/Grapple: +6/+8
  Attack: Claw +8 melee (1d6+2 plus 
  disease) or spit +6 ranged touch (disease)
  Full Attack: 2 claws +8 melee (1d6+2 plus 
  disease) or spit +6 ranged touch (disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Disease aura, plague 
  bringer’s curse, spit
  Special Qualities: Darkvision 60 ft., fast 
  healing 3, immunity to disease, plague 
  dependant, regeneration 2
  Saves: Fort +5, Ref +4, Will +4
  Abilities: Str 14, Dex 9, Con 12, Int 4, Wis 
  9, Cha 11
  Skills: Listen +3, Spot +4
  Feats: Great Fortitude, Toughness, Weapon 
  Focus (spit)
  Environment: Temperate and warm 
  marshes
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 7-12 HD (Medium)
  Level Adjustment: —
   
  Plague bringers are obese, oily-skinned 
  carriers of plague and disease.
   
  Only nominally humanoid, plague bringers 
  stand 5 feet tall and weigh roughly 400 pounds. 
  Their skin is clammy, sickly green, and speckled 
  with black. Their eyes are large and oval, and 
  their mouths drip with dark saliva. Porous spines 
  rise from their hunched backs, releasing diseased 
  spores into the air as they lumber along, and their 
  limbs end in crimson claws. Plague bringers are 
  constantly surrounded by a cloud of buzzing flies 
  and other vermin, and exude a stench similar to 
  swamp gas.
   
  Plague bringers spread disease to everything 
  in their paths. They are carnivores, and willingly 
  consume any animals they find in their marshy 
  habitats. They make their homes in pools of deep 
  mud, and seem to have no families; it is unknown 
  how, if at all, plague bringers reproduce. They 
  prefer to move about at night–the heat of the sun 
  dries out their skin, and their eyes have trouble 
  adapting to bright light.
   
  Plague bringers speak a language resembling 
  the sounds of swirling sludge, incomprehensible to 
  nearly all other creatures.
  Combat
   
  Plague bringers spit at opponents from afar, 
  only entering melee when necessary. They rarely 
  flee, even from enemies who can bypass their 
  ability to regenerate.
   
  Disease Aura (Ex): The air around a plague 
  bringer swims with disease. Every round a creature 
  breathes the air within 30 feet of a plague bringer, 
  that creature must succeed on a Fortitude save 
  or contract a disease (roll d10; a result of 1-5 
  indicates cackle fever (DC 18), 6-7 mindfire (DC 
  14), 8 blinding sickness (DC 18), and 9-10 no 
  disease). The save DCs are Constitution-based, 
  and the saves for cackle fever and blinding 
  sickness include a +4 racial bonus. A creature 
  already infected with one or more of these diseases 
  still risks infection from the others, and a creature 
  that successfully resists infection one round can 
  still be infected during the next.
   
  A plague bringer’s aura lingers around the 
  body 1d4 days after the plague bringer dies.
   
  Plague Bringer’s Curse (Su): Supernatural 
  disease—claw or spit, Fortitude DC 18, incubation 
  period 1 round, damage 3d4 Strength and 3d4 
  Constitution. The save DC is Constitution-based 
  and includes a +4 racial bonus.
   
  The disease “the plague bringer’s curse” 
  requires a save to fight off the disease and avoid 
  damage once per hour, instead of once per day.
   
  Spit (Ex): A plague bringer can spit a glob of 
  black saliva up to 30 feet as a standard action. This 
  is a ranged touch attack with no range increment. 
  Opponents hit by this attack must save against 
  infection by plague bringer’s curse, as above.
   
  Plague Dependent (Ex): A plague bringer’s 
  body depends on the diseases it carries. A remove 
  disease spell cast on a plague bringer deals 3d4 
  points of lethal damage.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to a plague bringer. 
   
  If a plague bringer loses a limb or body 
  part, the lost portion regrows in 3d6 minutes. The 
  plague bringer can reattach the severed member 
  instantly by holding it to the stump.
  7
  Scalewhale
  Huge Animal (Aquatic)
  Hit Dice: 14d8+70 (133 hp)
  Initiative: +0
  Speed: Swim 40 ft. (8 squares)
  Armor Class: 16 (-2 size, +8 natural), touch 
  8, flat-footed 16
  Base Attack/Grapple: +10/+24
  Attack: Bite +15 melee (1d8+9/19-20)
  Full Attack: Bite +15 melee (1d8+9/19-20)
  Space/Reach: 15 ft./10 ft.
  Special Attack: Chew, improved grab, 
  inhale, swallow whole
  Special Qualities: Damage reduction 2/—, 
  low-light vision
  Saves: Fort +14, Ref +9, Will +4
  Abilities: Str 22, Dex 10, Con 21, Int 2, Wis 
  10, Cha 10
  Skills: Listen +7, Spot +14, Swim +14
  Feats:  Alertness, Improved Critical (bite), 
  Power Attack, Run, Weapon Focus (bite)
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 7
  Alignment: Always neutral
  Treasure: None
  Advancement: 15-20 HD (Huge), 21-30 
  HD (Gargantuan)
  Level Adjustment: —
   
  This massive creature is the size of a whale, 
  but it is clearly a fish, not a mammal. Nearly 25 
  feet long, this mammoth fish has an enormous 
  maw filled with rows of blunt teeth .
   
  Scalewhales are fish that grow to 25 feet 
  long and weigh up to thousands of pounds. Like 
  whales, scalewhales feed by opening their mouths 
  and moving a great deal of water through a filter 
  that catches food while the water passes through 
  their checks and out their gills.
  Combat
   
  As filter feeders, scalewhale get most of their 
  nutritional requires from eating a large quantity of 
  small organisms. Although scalewhale have been 
  known to attack larger prey for a more substantial 
  meal, most scalewhale use their bite attack (and 
  subsequently their chew and swallow whole 
  abilities) to defend themselves from fishermen and 
  poachers.
   
  Chew (Ex): Once its prey is in its mouth 
  (see improved grab), a scalewhale will spend 
  1d4 rounds chewing it. Each round that it chews, 
  anything in its mouth takes 3d10 points of 
  bludgeoning damage with a successful grapple 
  check. To escape, a victim can make either a 
  grapple check or Escape Artist check. On the 
  round after it finishes chewing, the scalewhale will 
  attempt to swallow whole.
   
  Improved Grab (Ex): To use this ability, 
  a scalewhale must hit an opponent of up to 
  one size smaller with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it sucks the foe into its mouth and 
  establishes a hold.  It can begin to chew the foe the 
  following round.
   
  Inhale (Ex): As a full round action, a 
  scalewhale may attempt to inhale all creatures 
  of size Large or smaller within a 20-foot cone. 
  Creatures can attempt a DC 23 Swim check to 
  resist or be immediately swallowed whole (it does 
  not use its chew ability). A swimming creature 
  cannot take 10 on its Swim check. The check DC 
  is Strength-based.
   
  Swallow Whole (Ex): A scalewhale can try to 
  swallow an opponent it has chewed (see above) by 
  making a successful grapple check. The swallowed 
  creature takes 2d6 points of bludgeoning damage 
  and 4d4 points of acid damage per round from the 
  scalewhale’s gizzard. 
   
  A swallowed creature can cut its way out by 
  using a light slashing or piercing weapon to deal 
  40 points of damage to the gizzard (AC 14). Once 
  the creature exits, muscular action closes the hole; 
  another swallowed creature must cut its own way 
  out. A Huge scalewhale’s gizzard can hold 2 Large, 
  4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 
  256 Fine opponents.
   
  Skills: A scalewhale 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.
  
  70
  7
  Scuttling Ooze
  Large Ooze
  Hit Dice: 6d10+36 (69 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), swim 30 ft. (6 
  squares)
  Armor Class: 11 (-1 size, +2 Dex), touch 
  11, flat-footed 9
  Base Attack/Grapple: +4/+13
  Attack: Pseudopod slam +8 melee (1d8+7 
  plus 1d6 acid)
  Full Attack: Pseudopod slam +8 melee 
  (1d8+7 plus 1d6 acid)
  Space/Reach: 10 ft./10 ft. (15 ft. with slam)
  Special Attacks: Acid, improved grab, 
  swallow whole
  Special Qualities: Adhere, blindsight 60 ft., 
  camouflage, damage reduction 5/slashing, 
  immunity to piercing weapons, ooze traits
  Saves: Fort +8, Ref +4, Will -3
  Abilities: Str 21, Dex 14, Con 23, Int —, 
  Wis 1, Cha 1
  Skills: Hide -2*, Swim +13
  Feats: —
  Environment: Warm or temperate aquatic
  Organization: Solitary
  Challenge Rating: 7
  Treasure: 10% goods (pearls only, within 
  the ooze’s body)
  Alignment: Always neutral
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  Scuttling oozes live deep at sea and feast on 
  giant clams, adhering to the their shells, dissolving 
  a small opening with their acidic touch, and 
  feasting on their innards. Scuttle oozes use similar 
  tactics on seafaring vessels. They adhere to the 
  hull, dissolve a small hole and plug the hole with 
  their body. Using the camouflage ability, they blend 
  in with the interior of the ship and snatch stray 
  animals and crewman who pass by. Scuttling oozes 
  usually retreat when they take a significant amount 
  of damage, leaving a hole in the ship’s hull.
  Combat
   
  A creature swallowed by an ooze attached 
  to the underside of a ship cannot be seen by 
  those within the ship; those in a position to see 
  the underside of a ship (swimmers, merfolk, etc.) 
  should be allowed a Spot check (DC 15) to see 
  victims trapped within the ooze.
   
  Acid (Ex): A scuttling ooze’s acid dissolves 
  flesh, wood, bone, and other organic materials, but 
  does not harm metal or stone. Magical items and 
  those attended by a character may make a DC 19 
  Fortitude save to resist the acid damage. The save 
  DC is Constitution-based.  Merfolk are immune to 
  the effects of a scuttling ooze’s acid.
   
  Improved Grab (Ex): To use this ability, 
  a scuttling ooze must hit with its pseudopod 
  slam attack. It can then attempt to start a grapple 
  as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can try to swallow the foe 
  the following round.
   
  Swallow Whole (Ex): A scuttling ooze can 
  try to swallow a grabbed opponent of Medium or 
  smaller size by making a successful grapple check. 
  Prey swallowed is instantly sucked into the central 
  body mass of the ooze. The swallowed creature 
  takes 2d6+5 points of crushing damage plus 5 
  points of acid damage per round. While within 
  the ooze, creatures are trapped within the watery 
  fluid of the ooze’s interior without air, and thus in 
  danger of drowning. 
   
  A swallowed creature can cut its way out by 
  using a light slashing weapon to deal 15 points of 
  damage to the scuttling ooze’s internal membrane 
  (AC 10). Once the creature escapes the inner fluid 
  of the ooze, the exit flows shut behind it; another 
  swallowed opponent must cut its own way out.
   
  A Large scuttling ooze’s elastic membrane 
  can hold 4 Medium, 8 Small, 16 Tiny, 32 
  Diminutive, or 64 Fine opponents. 
   
  Adhere (Ex): A scuttling ooze can adhere to 
  any solid surface it touches as a free action. This 
  natural property of its body mimics the spider 
  climb spell. The ooze usually uses this ability to 
  stick to the underside of ships. A Strength check 
  (DC 35) can pull the scuttling ooze off a surface 
  to which it has adhered, though acid damage may 
  apply if the ooze is touched directly.
   
  Skills: A scuttling ooze 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.
   
  *The skin of a scuttling ooze changes to 
  imitate the color and texture of whatever surface 
  it is at rest upon, granting an unmoving scuttling 
  ooze a +10 circumstance bonus on Hide checks.
  7
  Sea Scorned
  Medium Undead (Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +1
  Speed: Fly 40 ft. (perfect)(8 squares)
  Armor Class: 16 (+1 Dex, +5 deflection), 
  touch 16, flat-footed 15
  Base Attack/Grapple: +3/-
  Attack: Incorporeal touch +5 melee (watery 
  fate)
  Full Attack: Incorporeal touch +5 melee 
  (watery fate)
  Space/Reach: 5 ft./5 ft
  Special Attacks: Sailor’s curse, watery fate
  Special Qualities: +6 turn resistance, damage 
  reduction 10/silver, darkvision 60 ft., final burial, 
  incorporeal traits, undead traits, water walk
  Saves: Fort +2, Ref +3, Will +7
  Abilities: Str -, Dex 12, Con -, Int 12. Wis 14. 
  Cha 20
  Skills: Diplomacy +7, Hide +14, Listen +11, 
  Search +10, Sense Motive +11, Spot +11, 
  Survival +2 (+4 following tracks)  
  Feats:  Ability Focus (watery fate), Ability 
  Focus (sailor’s curse), Weapon Focus 
  (incorporeal touch)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: —
  Level Adjustment: —
   
  This human woman appears translucent and 
  hazy. She looks mournful, staring towards the sea.
   
  A very rare form of undead, a sea scorned is 
  the wife or lover of a sailor and wanderer slain while 
  traveling the seas. Although they took their lives to 
  end their lonely despair, they become sea scorned, 
  doomed to stand vigil forever, waiting for their 
  sailors to return home.
   
  A sea scorned appears as a translucent figure, 
  looking much the same as it did in life. It haunts 
  coasts, ports, lookouts, lighthouses, and trade routes, 
  calling out to its long-dead loved one in the hope he 
  or she will come home. Sea scorned prefer regions 
  that are treacherous to ships, such as reefs or rocky 
  coastlines.
   
  Sea scorned see every ship as their lost lover’s 
  ship, and any member of the appropriate sex may 
  be their lover if seen at a distance. This drives the 
  sea scorned to investigate further, but when it finally 
  learns that its beloved has not returned, it becomes 
  enraged and tries to kill the creature that has tricked 
  them. The cry of the sea scorned is an ill omen to 
  most sailors, for it is rumored to cause the doom of 
  passing ships.
   
  Sea scorned can speak but rarely do so 
  intelligently, instead wailing and calling out for 
  their lover ceaselessly. Attempts to discourse with 
  them have been largely unsuccessful, as they refuse 
  to accept the reality of their own demise and grow 
  angry at the accusation of being dead.
  Combat
   
  These creatures ignore most living beings not 
  onboard ships. When the sea scorned sees a ship, it 
  calls out using its sailor’s curse ability in the hopes 
  of destroying the ship. If this fails, the sea scorned 
  ignores the vessel unless it sees someone resembling 
  its lost love. When it learns its lover is not present, it 
  uses its watery fate power to kill the crew, and then 
  leaves the ship to return to its lookout point.
   
  Sailor’s Curse (Su): Sailors who hear a sea 
  scorned’s wailing call fall under a curse of bad luck. 
  Their sailing skills atrophy, and cursed ships often 
  run into reefs, bad weather or similar threats. Once 
  per minute a sea scorned may cry out as a full-round 
  action. Everyone within one mile must make a DC 
  20 Will save or suffer a -8 penalty on Profession 
  (sailor) checks, Swim checks and all Listen and Spot 
  checks to detect threatening conditions for ships, 
  such as reefs. The save DC is Charisma-based.
   
  Watery Fate (Su): With a touch, a sea scorned 
  can cause a victim’s lungs to fill with water. Anyone 
  hit by the sea scorned must make a DC 20 Fortitude 
  save or take 1d4 points of Constitution damage and 
  become nauseated. Each round the victim must make 
  another Fortitude save to break the effect, receiving 
  a cumulative +1 bonus to its saving throw for each 
  previous failed attempt. Each round the victim fails 
  the save it suffers another 1d4 points of Constitution 
  damage and remains nauseated. As soon as the target 
  makes a successful save, it stops taking damage and 
  is no longer nauseated. The Constitution damage 
  remains. The save is Charisma-based.
   
  Final Burial (Su): A sea scorned reduced to 
  0 hp disappears and does not return until the next 
  vessel sails by its lair. The only way to put these 
  undead to rest permanently is to bring them the 
  remains of their lost love or inter their own bones in 
  holy ground.
   
  Water Walk (Su): A sea scorned continually 
  produces an effect like that of a water walk spell 
  (caster level 20th).
   
  Skills: A sea scorned has a +4 racial bonus on 
  Hide checks.
  
  71
  7
  Skull of the Deep
  Large Undead (Aquatic)
  Hit Dice: 10d12 (65 hp)
  Initiative: +7
  Speed: Swim 30 ft. (6 squares)
  Armor Class: 20 (-1 size, +3 Dex, +8 
  natural), touch 12, flat-footed 17
  Base Attack/Grapple: +5/+14
  Attack: Tentacle +9 melee (1d8+5)
  Full Attack: 7 tentacles +9 melee (1d8+5) 
  and bite +4 melee (2d6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Constrict 1d8+5, energy 
  drain, improved grab, 
  Special Qualities: Animate dead, 
  darkvision 60 ft., ink cloud, jet, sunlight 
  powerlessness, undead traits
  Saves: Fort +3, Ref +6, Will +9
  Abilities: Str 21, Dex 17, Con —, Int 13, 
  Wis 14, Cha 12
  Skills: Hide +12, Knowledge (any one) +14, 
  Listen +17, Search +14, Spot +17, Survival 
  +2 (+4 following tracks), Swim +13
  Feats: Alertness, Blind-Fight, Dodge, 
  Improved Initiative
  Environment: Any aquatic
  Organization:  Solitary, pair, or fleet (3-9)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 11-20 HD (Large); 21-30 
  HD (Huge)
  Level Adjustment: —
   
  Out of the murky water swims a nightmarish 
  form, much like an enormous rotting skull with an 
  unearthly red light burning in its empty sockets. 
  It propels itself along with a mass of wriggling 
  tentacles.
  Combat
   
  Skulls of the deep strike opponents with their 
  tentacles, draining the life from their prey before 
  finishing their victims with their powerful jaws. If 
  a skull of the deep encounters a large number of 
  foes or a powerful opponent, it resorts to using its 
  animating ink to create undead allies or simply to 
  cover its escape.
   
  Constrict (Ex): A skull of the deep deals 
  automatic tentacle damage with a successful 
  grapple check.
   
  Energy Drain (Su): Living creatures hit 
  by a skull of the deep’s tentacle attack gain one 
  negative level. The DC is 16 for the Fortitude 
  save to remove a negative level. The save DC 
  is Charisma-based. For each such negative level 
  bestowed, the skull of the deep gains 5 temporary 
  hit points.
   
  Improved Grab (Ex): To use this ability, a 
  skull of the deep must hit with its tentacle attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict. A skull of the deep can drain energy 
  each round the hold is maintained.
   
  Animate Dead (Su): Twice per day, a skull 
  of the deep may choose to have its ink cloud (see 
  below) animate any corpse with which it comes 
  into contact. A skull of the deep may use this 
  ability after emitting its ink cloud, in the same 
  round as a standard action. A single cloud can 
  animate up to 12 HD of undead, as if it were a 
  single casting of the animate dead spell (caster 
  level 12th). These undead do not attack the skull of 
  the deep, but attack any living foes within reach. 
  A skull of the deep cannot have more than 24 HD 
  worth of undead animated at one time.
   
  Ink Cloud (Ex): A skull of the deep can emit 
  a cloud of jet-black ink in a 60-foot spread four 
  times per day as a free action. The cloud provides 
  total concealment, which the skull of the deep 
  normally uses to escape a combat that is going 
  badly or to cover itself when exposed to sunlight. 
  Creatures within the cloud are considered to be in 
  total darkness.
   
  Jet (Ex): A skull of the deep can jet backward 
  once per round as a full-round action, at a speed of 
  180 feet. It must move in a straight line, but does 
  not provoke attacks of opportunity while jetting.
   
  Sunlight Powerlessness (Ex): Skulls of the 
  deep are utterly powerless in natural sunlight (not 
  merely a daylight spell) and flee from it.
   
  Skills: A skull of the deep 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.
  7
  Slaver
  Diminutive Aberration
  Hit Dice: 1d8+5 (9 hp)
  Initiative: +9
  Speed: 30 ft. (6 squares)
  Armor Class: 30 (+4 size, +5 Dex, +11 
  natural), touch 19, flat-footed 25
  Base Attack/Grapple: +0/-16
  Attack: Stinger +9 melee (1d6-4 plus enslave)
  Full Attack: Stinger +9 melee (1d6-4 plus 
  enslave)
  Space/Reach: 1 ft./0 ft.
  Special Attacks: Enhance host, enslave, 
  enthrall, psionics
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +2, Ref +7, Will +4
  Abilities: Str 3, Dex 20, Con 15, Int 19, Wis 
  15, Cha 14
  Skills: Climb +5, Concentration +6, Craft 
  (weaponsmithing) +7, Diplomacy +5, Hide 
  +17, Knowledge (arcana) +7, Listen +5, Move 
  Silently +7, Search +7, Spot +5, Swim +5
  Feats: Improved InitiativeB, Lightning 
  ReflexesB, ToughnessB, Weapon Finesse
  Environment: Warm marsh
  Organization: Colony (5-20)
  Challenge Rating: 7
  Treasure: Double standard
  Alignment: Always evil
  Advancement: —
  Level Adjustment: —
   
  Slavers are a breed of intelligent, parasitic 
  arthropods. Slavers, bolstered by their psionic 
  abilities, enslave their hosts, who become little more 
  than automatons. Slavers resemble a little brain on 
  legs that must tap into another’s spinal fluid (usually 
  at the neck) to survive.
   
  Slavers can speak Common, Draconic, 
  Dwarven, Elven, and Undercommon.
  Combat
   
  A slaver’s sole ability in combat is to detach 
  from its host and scurry toward its next victim. 
  If any other enslaved humanoids are nearby, they 
  attempt to restrain the prospective victim so the 
  slaver can attach itself unmolested. 
   
  Slavers typically pick small populations of 
  humanoids with medium-levels wizards, sorcerers 
  and clerics. This grants the slavers the opportunity to 
  exploit the item creation feats of their new slaves.
   
  A slaver that has enslaved a target typically 
  makes its first command to conceal the slaver, 
  usually under loose-fitting clothing. This, plus the 
  slaver’s ability to hide well, makes it hard to spot, 
  and even harder to attack during combat.
   
  Enhance Host (Ex): While a slaver is attached 
  to its victim, apart from sharing all the slaver’s 
  skills and feats, the victim gains a +3 enhancement 
  bonus to Strength, Constitution, and Dexterity and 
  the spellcasting abilities of a 7th-level sorcerer 
  (including the appropriate spell knowledge). The 
  victim cannot cast these spells in the same round 
  that the slaver uses its psionic powers, nor can the 
  slaver use its psionic powers in the same round its 
  victim casts one of its granted sorcerer spells.
   
  Enslave (Su): If a slaver hits a humanoid 
  target with its stinger, the victim must succeed a DC 
  20 Will save or become enslaved. The save DC is 
  Charisma-based and includes a +8 racial bonus. A 
  slaver’s hold over its victim can be broken with a 
  break enchantment spell.
   
  A slaver in control of a host is treated as an 
  attended magic item for the purpose of making 
  saving throws, even if the slaver is specifically 
  targeted. A slaver that is attached to its host is treated 
  as a creature in a grapple for the purpose of striking 
  at the slaver instead of the host (but the host is not 
  considered grappled in turn).
   
  Enthrall (Ex): If a slaver is in physical contact 
  with its victim (the slaver establishes a physical 
  hold by means of its stinger), the subject acts as if 
  dominated. So long as the slaver remains in contact 
  with the victim, the domination remains in effect, 
  even if a check would normally indicate that the effect 
  is broken. The victim remembers its past and knows 
  who it was, but is not permitted any level of feeling or 
  expression by the dominating slaver. When the victim 
  speaks, the words are chosen by the slaver, using its 
  new understanding of the victim’s personality and 
  history to pass itself off as the victim.
   
  If the slaver is detached or detaches itself, 
  the victim goes into a coma. The victim takes no 
  actions, though it can be controlled if it comes under 
  the control of a mind-affecting effect. The victim can 
  be revived from the coma and restored to health with 
  a lesser restoration spell. The victim will remember 
  everything that happened (within the natural limits 
  of the victim’s intelligence) but as though the events 
  took place in a dream.
   
  Psionics (Sp): At will—astral projection, 
  charm monster (DC 16), detect thoughts (DC 14), 
  and suggestion (DC 15). Effective caster level 7th. 
  The save DCs are Charisma-based.
   
  Skills: A slaver uses its Dexterity modifier 
  instead of its Strength modifier for Climb and Swim 
  checks.
  
  72
  7
  Tusked Terror
  Huge Animal (Aquatic)
  Hit Dice: 16d8 +80 (152 hp)
  Initiative: +5
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 15 (-2 size, +1 Dex, +6 
  natural), touch 9, flat-footed 14
  Base Attack/Grapple: +12/+29
  Attack: Slam +20 melee (1d8+9)
  Full Attack: Slam +20 melee (1d8+9) and 
  gore +15 melee (2d6+4)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: —
  Special Qualities: Darkvision 120 ft.
  Saves: Fort +15, Ref +13, Will +3
  Abilities: Str 29, Dex 12, Con 20, Int 1, Wis 
  6, Cha 4
  Skills: Listen +6, Spot +6, Swim +16*
  Feats: Alertness, Improved Initiative, 
  Lightning Reflexes, Run, Weapon Focus 
  (gore), Weapon Focus (slam)
  Environment: Cold aquatic
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 17-32 HD (Huge), 33-48 
  HD (Gargantuan)
  Level Adjustment: —
   
  Tusked terrors are huge fish that roam the 
  arctic waters. Tusked terrors are a darker blue 
  on top and a lighter blue on bottom, while their 
  characteristic tusks sprout from their slightly 
  protruding bottom lip. Their primary food source 
  is plankton, and tusked terrors only use their slam 
  and gore attacks in defense.
   
  Tusked terrors are a highly valued food 
  source to humanoids living in the arctic waste, 
  and the dangers involved in catching and killing 
  this fish make fishing one of the most dangerous 
  professions in this region. Some communities 
  mark the prowess of their fisherman by the number 
  of tusks they claim.
  Combat
   
  Skills: A tusked terror has a +2 racial bonus 
  on Listen checks. 
   
  A tusked terror has a +10 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.
  Flora and Fauna
   
  Kelp Jungles: Mainly found in nutrient-rich waters in temperate regions, kelp forests are made up 
  of thousands of green or brown kelp strands reaching from the ocean floor to the water’s surface. These 
  concentrations of growth are found in depths of 300 feet or less, with most at a depth of 100 feet. The 
  kelp plant anchors itself on the sea floor, using float bladders to keep their tops on the surface of the water 
  while collecting sunlight to fuel photosynthesis. Like a lively land jungle, this watery grove has several 
  levels with different animals in each habitat zone. The upper level, called the canopy, is where schools of 
  fish, sea birds, and aquatic mammals are most common. In the middle, along the stalks of the kelp, fish 
  swim and snails and similar marine organisms live on the fronds of the plants. The bottom level is where 
  the kelp’s holdfast—the cone-shaped mass of its anchor root—attaches to the sea floor. This cone area 
  is generally inhabited by sea urchins and starfish, and can also serve as a hiding place for predators in 
  shallower waters.
   
  Each kelp strand is only a few inches thick at its center, and has leaves or float bladders at its top 
  that stretch for several feet in either direction. Only a few feet separate individual plants in a kelp forest, 
  making it very difficult to see more than a few paces. The targets of any ranged attacks taking place in a 
  kelp jungle receive appropriate concealment penalties, as well as AC bonuses for cover. Kelp strands have 
  a hardness of 1, and 4 hit points. Movement through a large stand of kelp can only be done at half the 
  normal rate for creatures of small size or larger. As part of a move action, a creature may seek to avoid the 
  kelp and move at a normal rate, requiring a Swim check (DC 10), with a +5 bonus for each size category 
  above Medium.
  7
  Vendrin
  Medium Magical Beast (Aquatic)
  Hit Dice: 7d10+30 (68 hp)
  Initiative: +1
  Speed: 10 ft. (2 squares), swim 40 ft. (8 
  squares)
  Armor Class: 21 (+1 Dex, +10 natural), 
  touch 11, flat-footed 20
  Base Attack/Grapple: +7/+13
  Attack: Tail +14 melee (1d6+5) or bite +13 
  melee (1d8+5)
  Full Attack: Tail +14 melee (1d6+5) and 
  bite +9 melee (1d8+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Impale, pull
  Special Qualities: Darkvision 60 ft., low-
  light vision
  Saves: Fort +11, Ref +6, Will +1
  Abilities: Str 22, Dex 12, Con 22, Int 3, Wis 
  8, Cha 2
  Skills: Hide +1*, Search +2, Spot +1, Swim 
  +12
  Feats: Power Attack, Weapon Focus (tail)
  Environment: Any aquatic
  Organization: Solitary or clutch (3-8)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Medium), 11-15 
  HD (Large)
  Level Adjustment: —
   
  Vendrin are aquatic crustaceans that can 
  grow as large as humans, up to a few hundred 
  pounds. Found in fresh water, these carnivores eat 
  any sort of meat but prefer humanoids. Resembling 
  a shrimp, vendrin have finger-like appendages that 
  allow them to crawl on shore and a tapered body 
  that ends in a pointed spike. Its chitinous shell 
  is usually dark green or blue to camouflage the 
  undulating predator.
  Combat
   
  Vendrin hunt by lying in wait alongside a 
  shoreline until a creature comes within ten feet 
  of the water’s edge. At that moment, the vendrin 
  strikes, lashing out and impaling its potential meal 
  with its tail spine. The powerful muscles in the 
  vendrin ‘s tail flex and drag its victim into and 
  under the water where it uses its bite attack.
   
  Vendrin typically lurk at the shores of deep 
  lakes or inland seas, making its first strike and 
  carrying off its meal to sea. Once the vendrin has its 
  prey in the water, it dives deep, making assistance 
  from land nigh impossible without magic. If the 
  vendrin attacks from a river or streambed, it may 
  be possible for the rest of the party to rescue their 
  captured comrade. Those entering the water must 
  succeed on a Swim check (DC between 10 and 15 
  depending on the strength of the river) as well as 
  a DC 13 Search check to find their missing party-
  member. They must then battle the thing in the 
  water, while it thrashes around eating their friend. 
  Characters in this environment are considered 
  fighting blind due to the difficulty in seeing in 
  turbulent waters.
   
  Impale (Ex): To use this ability, a vendrin 
  must hit with its tail attack. If it succeeds, its 
  opponent not only takes damage, but is also 
  impaled on the vendrin’s tail-spine, and it can 
  attempt to pull its opponent into the water. If the 
  opponent wins a grapple check, it frees itself from 
  the vendrin’s tail-spine.
   
  Pull (Ex): If a vendrin wins a grapple check 
  against an impaled opponent, when it takes its 
  move action it can drag the opponent along with it. 
  If the vendrin submerges, it pulls the opponent into 
  the water, where the opponent may be at risk for 
  drowning. The impaled victim can freely attack the 
  vendrin although the opponent suffers the normal 
  penalties for fighting underwater. Vendrin can only 
  swim at 20 ft. (4 squares) when pulling an impaled 
  victim and only medium or smaller creatures can 
  be pulled.
   
  Skills: A vendrin 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.
   
  *A vendrin gains a +10 circumstance bonus 
  to Hide checks when underwater, if anyone is 
  searching for it from the shore.
  
  73
  8 Assassin Colony
  Huge Plant
  Hit Dice: 10d8+30 (75 hp)
  Initiative: +0
  Speed: 25 ft. (5 squares)
  Armor Class: 21 (-2 size, +13 natural), 
  touch 8, flat-footed 21
  Base Attack/Grapple: +7/+24
  Attack: Slam +14 melee (2d6+9)
  Full Attack: 2 slams +14 melee (2d6+9)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Constrict 2d6+13, 
  entangle, improved grab, smother
  Special Qualities: Blindsight 30 ft., 
  electrical vigor, forest walk, low-light 
  vision, plant traits, resistance to fire 20, will 
  of the darkened
  Saves: Fort +10, Ref +3, Will +6
  Abilities: Str 28, Dex 10, Con 17, Int 5, Wis 
  13, Cha l0
  Skills: Hide +12, Listen +5, Move Silently 
  +6
  Feats: Improved Sunder, Iron Will, Power 
  Attack, Stealthy
  Environment: Temperate and warm forest 
  and marsh
  Organization: Solitary
  Challenge Rating: 8
  Treasure: 10% coins, standard goods, 
  standard items
  Alignment: Always neutral evil
  Advancement: 11-20 HD (Huge), 21-30 
  HD (Gargantuan)
  Level Adjustment: —
   
  Assassin colonies are essentially a few dozen 
  assassin vines, transformed by pure malevolence. 
  Though they can survive on photosynthesis, 
  they seek to torture, torment, and consume those 
  that intrude upon their habitat. Any intelligent 
  humanoid entering their forest, swamp, or marsh 
  is immediate prey for the assassin colony.
  Combat
   
  The assassin colony is a semi-intelligent 
  thing, powered by the collective will of its 
  habitat, be it forest, marsh, or swamp. Assassin 
  colonies typically use their Hide skill to surprise 
  opponents. On its first round, when its opponents 
  are hopefully surprised, it uses its entangle ability. 
  It then indiscriminately starts attacking those 
  nearest it. By twisting and rubbing the vines in 
  its “throat,” it can make a raspy roar of triumph 
  and evil glee. It does not kill those it assaults, at 
  least not immediately. Instead, it smothers them 
  into unconsciousness. After all its foes have been 
  incapacitated, it tortures them for hours, then kills 
  them.
   
  Constrict (Ex): An assassin colony deals 
  2d6+13 points of damage with a successful 
  grapple check.
   
  Entangle (Su): An assassin colony can 
  animate plants within 30 feet of itself as a free 
  action (Ref DC 16 partial). The effect lasts until 
  the assassin colony dies or decides to end it (also 
  a free action). The save DC is Wisdom-based. The 
  ability is otherwise similar to entangle (caster level 
  10th).
   
  Improved Grab (Ex): To use this ability, 
  an assassin colony must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Smother (Ex): Any foe constricted for two 
  full consecutive rounds must succeed on a DC 18 
  Fortitude save on every subsequent round or begin 
  to suffocate as the assassin colony covers the foe’s 
  mouth and crushes the air out of the creature (see 
  Suffocation rules on page 32). The save DC is 
  Constitution-based.
   
  Blindsight (Ex): A assassin colony has no 
  visual organs but can ascertain all creatures within 
  30 feet using sound, scent, and vibration.
   
  Electrical Vigor (Ex): A assassin colony 
  takes no damage from electricity, but an electrical 
  attack instead grants an assassin colony 10 
  temporary hit points that last for 5 hours.
   
  Forest Walk (Su): An assassin colony acts 
  as though it is under the constant effects of a 
  freedom of movement spell, and can use the druid 
  spell transport via plants twice per day.
   
  Skills: An assassin colony uses its natural 
  coloring to obscure itself, granting a +10 racial 
  bonus on Hide checks.
  8
  Bog Creeper
  Medium Plant
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +4
  Speed: 10 ft. (2 squares), swim 20 ft. (4 
  squares)
  Armor Class: 15 (+5 natural), touch 10, 
  flat-footed 15
  Base Attack/Grapple: +7/+11
  Attack: Slam +11 melee (1d6+4) or tendril 
  +6 melee (1d4+4)
  Full Attack: Slam +11 melee (1d6+4) and 4 
  tendrils +6 melee (1d4+2) or bite +11 melee 
  (2d4+4)
  Space/Reach: 5 ft./5 ft. (10 ft. with tendril)
  Special Attacks: Constrict 1d4+4, improved 
  grab, spit acid
  Special Qualities: Camouflage, low-light 
  vision, marsh move, marshsense, plant traits
  Saves: Fort +12, Ref +3, Will +5
  Abilities: Str 18, Dex 10, Con 20, Int 3, Wis 
  14, Cha 6
  Skills: Listen +17, Spot +4, Swim +12
  Feats: Alertness, Diehard, Endurance, 
  Improved Initiative
  Environment: Warm marsh
  Organization: Solitary
  Challenge Rating: 8
  Treasure: 50% standard
  Alignment: Always neutral
  Advancement: 11-20 HD (Large); 21-30 
  HD (Huge)
  Level Adjustment: —
   
  This creature looks like a man-sized rotting 
  tree trunk with several thorny tendrils sprouting 
  from its body. A single limb protrudes from its 
  central form as well.
   
  Bog creepers are carnivorous, lurking 
  amid dead trees and stumps waiting to ambush 
  unsuspecting prey. The shattered boles and stumps 
  make perfect camouflage for the sly bog creeper.
   
  Marshes and swamps are home to the bog 
  creeper, and it moves through the territory with 
  ease. It can swim the waters and shamble across 
  the rare patches of dry or swampy ground in 
  pursuit of its prey.
   
  The treasure of a bog creeper is located in 
  its pulpy gullet, arid consists of the inorganic, 
  indigestible remains and possessions of its 
  victims.
  Combat
   
  A bog creeper attacks by ambushing its 
  prey, lying in wait for someone or something to 
  wander nearby. When prey comes within range, it 
  lashes out with its single limb and slashes with its 
  tendrils.
   
  Constrict (Ex): A bog creeper that makes 
  a successful grapple check against an opponent 
  of its size or smaller using a tendril attack deals 
  ld4+4 points of damage each round the hold is 
  maintained.
   
  Improved Grab (Ex): To use this ability, a 
  bog creeper must hit with a tendril attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Spit Acid (Ex): Three times per day, a bog 
  creeper can spray a cone of digestive acid to a 
  range of 30 feet that deals 2d8 points of acid 
  damage to all creatures in the area (Reflex save 
  DC 20 for half). It cannot use this ability if it is 
  currently holding a creature in its mouth. The save 
  DC is Constitution-based.
   
  Camouflage (Ex): When at rest, a bog 
  creeper appears as a normal plant. It takes a 
  successful DC 20 Spot check to notice it before 
  it attacks. Anyone with Survival or Knowledge 
  (nature) can use those skills instead of Spot to 
  notice the plant.
   
  Marsh Move (Ex): A bog creeper can 
  move across marshy terrain without incurring any 
  movement penalties.
   
  Marshsense 
  (Ex): 
  Bog 
  creepers 
  can 
  automatically detect the location of anything 
  within 60 feet that is in contact with the same 
  marshy ground it is.
   
  Skills: A bog creeper 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.
  
  74
  8 Cerebral Stalker
  Medium Aberration
  Hit Dice: 9d8+18 (58 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares), burrow 20 ft. (4 
  squares)
  Armor Class: 19 (+2 Dex, +7 natural), 
  touch 12, flat-footed 17
  Base Attack/Grapple: +6/+9
  Attack: Claw +10 melee (1d6+3)
  Full Attack: 2 claws +10 melee (1d6+3) or 
  bite +9 melee (1d8+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Consume brain, create 
  zombie, fear gaze, improved grab, sink, web
  Special Qualities: Darkvision 60 ft., earth 
  glide, tremorsense 90 ft.
  Saves: Fort +5, Ref +5, Will +8
  Abilities: Str 16, Dex 15, Con 15, Int 11, 
  Wis 15, Cha 15
  Skills: Hide +13, Listen +7, Move Silently 
  +13, Spot +7
  Feats: Alertness, Improved Initiative, 
  Stealthy, Weapon Focus (claw)
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 10-18 HD (Medium), 19-27 
  HD (Large)
  Level Adjustment: —
   
  This humanoid creature has blackish-gray 
  scales covering its semi-reptilian body. A thick 
  layer of gray mucus drips from its body. Its bestial 
  head sports vertical-slitted gray eyes and a wide 
  mouth lined with sharp teeth. Its hands end in filthy 
  claws.
   
  A cerebral stalker is a carnivorous predator 
  that lies in wait just below the surface of the 
  ground for an unsuspecting victim to pass over or 
  near it. When it detects its prey, the stalker bursts 
  through the ground in a shower of rock and earth, 
  cocoons its victim and disappears into the ground 
  to devour the victim’s brain.
   
  The lair of a cerebral stalker is a large, 
  hollow chamber of earth, often littered with skull 
  fragments, bits of webbing, and chunks of brain 
  matter. Cerebral stalkers are solitary creatures and 
  do not work in concert with others of their kind. 
  They attack those of their own race if another 
  attempts to take up residence in an area already 
  inhabited by a cerebral stalker (the typical stalker’s 
  hunting ground covers an area of 5 square miles, 
  though it rarely journeys that far from its lair). 
  The lifespan and reproduction method of these 
  creatures is completely unknown.
   
  It is thought that cerebral stalkers understand a 
  variety of languages, including Common. Whether 
  they speak any languages at all is unknown as no 
  one has ever successfully conversed with one.
  Combat
   
  The cerebral stalker attacks from ambush, 
  hiding just below the surface of the ground where 
  it uses its tremorsense ability to detect living 
  creatures moving near it. When it successfully 
  detects a living creature, it violently emerges 
  from the ground (behind its target, if possible) and 
  grabs the unsuspecting foe. A grabbed opponent is 
  quickly cocooned and pulled beneath the ground 
  where its brain is devoured. Those interfering with 
  the stalker as it sinks into the ground are subjected 
  to its fear gaze.
   
  Consume Brain (Ex): Once it has its victim 
  underground, the cerebral stalker begins gnawing 
  on the victim’s head, rapidly chewing through 
  bone and tissue, dealing 2d8+4 points of damage 
  each round. When the victim dies, the cerebral 
  stalker has reached its goal—the victim’s brain, 
  which it promptly devours. A victim slain in this 
  manner is ejected from ground and becomes a 
  zombie (see below).
   
  Create Zombie (Su): A creature whose 
  brain is devoured by a cerebral stalker is ejected 
  from the ground and animates as a zombie in 1d4 
  rounds. Zombies created in this manner are not 
  under the control of the cerebral stalker. They do 
  not possess any of the abilities they had in life.
   
  Fear Gaze (Su): The eyes of a cerebral 
  stalker instill fear in living creatures that meet 
  its gaze. Creatures must succeed on a DC 16 
  Will save or cower for 1d4 rounds. The save 
  DC is Charisma-based. This is a mind-affecting 
  fear effect. On a successful save, that creature is 
  immune to the fear gaze of that cerebral stalker for 
  one day.
   
  Improved Grab (Ex): To use this ability, a 
  cerebral stalker must hit with both claw attacks. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can use its web ability to cocoon its foe.
  8
   
  Sink (Su): After cocooning a foe, the 
  cerebral stalker begins sinking into the ground, 
  taking the cocooned victim with it. It takes four 
  full rounds for the stalker and foe to completely 
  sink into the ground. In the first round, the creature 
  sinks to its knees; in the second round to its waist; 
  in the third round to its neck; and in the last round, 
  both stalker and foe are completely underground. 
  Creatures attempting to grab the cocooned victim 
  and prevent the sinking must first break or burn 
  the webbing (see above), and then succeed at a 
  grapple check against the cerebral stalker. A dispel 
  magic (or similar effect) cast on a sinking cerebral 
  stalker paralyzes it (as if by a hold person spell) for 
  a number of rounds equal to the caster’s level if the 
  stalker fails a Fortitude save. The stalker can make 
  a new save each round to negate the paralysis.
   
  The stalker and victim sink to a depth of 10 
  feet where the victim is placed in a stasis (similar 
  to temporal stasis). The spot where the cerebral 
  stalker and victim sunk radiates magic and can 
  be detected normally. Spells such as locate object, 
  discern location, scrying, and other divinatory 
  magic reveals the entombed creature and stalker. A 
  freedom spell cast on the spot where the stalker and 
  victim sunk immediately frees the subject from the 
  webbing and ejects both it and the stalker, who is 
  stunned for 1 round, to the surface.
   
  Web (Ex): Once per round, and no 
  more than three times per day, a cerebral 
  stalker can cocoon a grappled foe by shooting 
  sticky webbing from its body. The webs cover 
  as much of the victim as possible, excluding the 
  top of the victim’s head, its eyes, and its nose. The 
  webs remain attached to the cerebral stalker’s body 
  and stretch from just under its arms to its knees. A 
  webbed victim is anchored to the cerebral stalker 
  and cannot move. The webbed creature can, as a 
  standard action, break free with a successful DC 20 
  Strength check or DC 16 Escape Artist check. The 
  webbing has 8 hit points and damage reduction 5/-. 
  Note the victim is still grappled even if it breaks 
  the webbing and must succeed at a grapple check 
  to get completely free of the cerebral stalker’s 
  grasp. The check DCs are Constitution-based, and 
  the Strength check includes a +4 racial bonus.
   
  Earth Glide (Ex): A cerebral stalker can 
  glide through stone, dirt, or almost any other sort 
  of earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell cast 
  on an area containing a burrowing cerebral stalker 
  flings the cerebral stalker back 30 feet, stunning 
  the creature for 1 round unless it succeeds on a DC 
  15 Fortitude save.
  Encephalon Gorger
  Medium Aberration (Extraplanar)
  Hit Dice: 10d8+20 (65 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares)
  Armor Class: 19 (+3 Dex, +6 natural), 
  touch 13, flat-footed 16
  Base Attack/Grapple: +7/+8
  Attack: Claw +10 melee (1d6+1)
  Full Attack: 2 claws +10 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, mindfeed
  Special Qualities: Adrenal surge, 
  darkvision 60 ft., fast healing 5, mindsense, 
  mind screen, resistance to cold 10
  Saves: Fort +5, Ref +6, Will +9
  Abilities: Str 13, Dex 16, Con 14, lnt 21, 
  Wis 15, Cha 15
  Skills: Bluff +8, Diplomacy +13, Escape 
  Artist +9, Intimidate+15, Knowledge 
  (anatomy) +18, Listen +12, Search +18, 
  Spot +12, Survival +15 (+17 following 
  tracks)
  Feats: Alertness, Improved Initiative, Power 
  Attack, Weapon Finesse
  Environment: Any land or underground
  Organization: Solitary, crowd (2-5), or 
  array (4-7)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +7
   
  This creature is a sleek, pale-skinned 
  humanoid with leathery white, semi-translucent 
  flesh. It is a bit taller than an average human. Its 
  features are delicate and precise. The creature’s 
  arms and legs are spindly, and each ends in four 
  digits. This creature is completely hairless and its 
  eyes are small with nictating lens.
   
  Encephalon gorgers (sometimes known as 
  cranial vampires) are malevolent creatures from 
  another dimension or plane of existence. They 
  
  75
  8
   
  Mindsense (Su): An encephalon gorger can 
  gauge the relative intelligence level of any creature 
  within 60 feet. This ability can be dispelled, but the 
  encephalon gorger can restart it as a free action on 
  its next turn. The creature often uses this power 
  to locate the most intelligent creature in a group, 
  whom it then targets for capture (or a meal).
   
  Mind Screen (Ex): The mind of an 
  encephalon gorger is an alien and dangerous place. 
  Should a creature target an encephalon gorger with 
  a mind-affecting effect (charms, compulsions, 
  phantasms, patterns, and morale effects), telepathy, 
  or psionic mind-affecting effect or attack, it must 
  succeed on a DC 20 Will save or be driven 
  permanently insane (as by an insanity spell, caster 
  level 15th). The save DC is Intelligence-based.
  Encephalon Gorger Society
  are greatly feared by intelligent creatures for 
  they use such beings (their brain fluid to be 
  exact) to power their great cities. Many of these 
  creatures have constructed strongholds or outposts 
  on the Material Plane, though it is unknown when 
  they first appeared on that plane.
   
  Encephalon gorgers have a disliking for direct 
  sunlight, though they are not harmed by it. When 
  traveling aboveground in daylight hours, they 
  usually cloak themselves in robes of gray or black.
   
  The gorger’s leathery, whitish flesh is nearly 
  translucent and in older encephalon gorgers one 
  can faintly see veins and other organs pushing 
  grayish-brown blood through its body. Its mouth is 
  lined with short, needle-like teeth, with the canines 
  being most pronounced (perhaps the reason these 
  monsters are sometimes called cranial vampires).
   
  An encephalon gorger speaks it own alien 
  tongue, Common, and at least four other languages.
  Combat
   
  Encephalon gorgers enter battle using their 
  claws to slash and tear their foes. At first chance, 
  an encephalon gorger grabs an opponent and sinks 
  its teeth into the foe’s head, draining it of cerebral 
  fluid. An encephalon gorger will not put itself in 
  danger by ignoring other threats around it, so 
  generally it only drinks when all of its other foes 
  are either dead or engaged with others of its kind.
   
  Often times, an encephalon gorger attempts to 
  capture rather than kill its prey especially in the case 
  of intelligent humanoids. Captured prey is taken to 
  the encephalon gorgers’ city where it is handed over 
  to the Breeders who tend the slave pits.
   
  Improved Grab (Ex): To use this ability, 
  an encephalon gorger must hit an opponent up 
  to one size larger than itself with a claw attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold that 
  deals claw damage each round and allows it to use 
  its mindfeed ability.
   
  Mindfeed (Su): An encephalon gorger can 
  suck brain fluid from a living creature with its 
  fangs by making a successful grapple check. If 
  it pins the foe, it drains cerebral fluid, dealing 
  1d4 points of Intelligence drain each round the 
  pin is maintained. On each successful attack, the 
  encephalon gorger gains 5 temporary hit points. At 
  Intelligence 0, a grappled foe collapses, helpless 
  and unconscious in a coma-like stupor.
   
  Adrenal Surge (Ex): Twice per day, an 
  encephalon gorger can create an effect on itself 
  identical to a haste spell (caster level 10th).
   
  Encephalon gorgers refer to themselves as 
  Silians, and they make their homes deep beneath 
  the surface world or hidden far away from prying 
  eyes (cloaked by natural occurrences such as fog 
  or mist or hidden by magic). Underground lairs 
  resemble great domed cities, while those on the 
  surface resemble iron fortresses of exquisite 
  craftsmanship. Each lair, regardless of its location, 
  has dozens of slave pits and breeding pits filled 
  with captured, intelligent humanoids (or other 
  creatures). The slaves are maintained by a 
  specialized group of silians called the Breeders. It 
  is their job to tend to food supply of the city at all 
  times and to gauge the relative worth of each and 
  every humanoid used by the gorgers for feeding.
   
  Encephalon gorgers sometimes trade with 
  other races, usually trading for slaves, which 
  are taken to the Breeders. Other slaves are kept 
  by particular encephalon gorgers and assigned 
  menial tasks. Once such a slave has exhausted its 
  usefulness, it is “recycled” in the food pens so long 
  as it isn’t dead. Dead slaves or those that die from 
  excessive feedings are discarded, ground up into a 
  bland paste that is fed to the other slaves.
   
  Little is known of particulars regarding the 
  gorger’s society; such as reproduction, lifespan, 
  aging patterns and so on. A few things that are 
  known come from a group of adventurers that saw 
  one of the iron fortresses and lived to tell about it. 
  They spoke of large vats filled with cranial fluid 
  maintained by the Breeders and of young silian 
  being grown in these vats. They also spoke of the 
  horrid squalor of the breeding pits and the slaves 
  kept in them.
  8
  Eye of the Deep
  Medium Aberration (Aquatic)
  Hit Dice: 10d8+20 (65 hp)
  Initiative: +4
  Speed: 5 ft. (1 square), swim 20 ft. (4 
  squares)
  Armor Class: 15 (+5 natural), touch 10, 
  flat-footed 15
  Base Attack/Grapple: +7/+7
  Attack: Eye rays +7 ranged touch or claw + 
  2 melee (2d4)
  Full Attack: Eye rays +7 ranged touch and 2 
  claws + 2 melee (2d4) and bite +2 melee (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Eye rays, improved grab, 
  stun cone, tear
  Special Qualities: All-around vision, 
  darkvision 60 ft.
  Saves: Fort +7, Ref +3, Will +10
  Abilities: Str 10, Dex 10, Con 14, Int 12, 
  Wis 13, Cha 13
  Skills: Hide +8, Listen +18, Search +18, 
  Spot +22, Survival +1 (+3 following tracks), 
  Swim +10
  Feats: AlertnessB, Great Fortitude, Improved 
  Initiative, Iron Will, Shot on the Run
  Environment: Any aquatic
  Organization: Solitary, pair, or cluster (3-6)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: 11-20 HD (Medium); 21-30 
  HD (Large)
  Level Adjustment: —
   
  Eyes of the deep are found only in the 
  deepest parts of the ocean, though on occasion 
  one moves too close to the shoreline and ends up 
  beaching on the sands. An eye of the deep stranded 
  in this manner dies in 2d4 minutes unless placed 
  back into the water. An eye of the deep is a 5-foot 
  wide orb dominated by a central eye and large 
  serrated mouth. Hundreds of small seaweed-like 
  bristles hang from the bottom of its body (these aid 
  the eye of the deep while swimming). Two large 
  crab-like pincers protrude from its body, and two 
  long, thin eyestalks sprout from the top of its orb. 
  Eyes of the deep speak their own language, Aquan, 
  and Common.
  Combat
   
  An eye of the deep floats slowly through 
  the oceans searching for its prey. It attacks using 
  its eye rays; then it grasps an opponent with its 
  pincer-like claws and subjects the victim to its bite 
  attack.
   
  Eye Rays (Su): Both of an eye of the deep’s 
  small eyes can produce a magical ray once per 
  round as a free action. During a single round, an 
  eye of the deep can aim each eye in any direction, 
  or combine them to create a single effect.
   
  Both of an eye of the deep’s eye rays 
  resemble a spell cast by a 12th-level caster. Each 
  ray has a range of 150 feet and a save DC of 16. 
  The save DCs are Charisma-based. 
   
  Hold Person: Left eye—the target must 
  succeed on a Will save or be affected as though by 
  the spell. An eye of the deep will use this ray early 
  in a fight so as to disable its opponents.
   
  Hold Monster: Right eye—the target must 
  succeed on a Will save or be affected as though by 
  the spell. This is used in the same manner as the 
  hold person ray.
   
  Minor Image: By combining the rays of both 
  eyes, an eye of the deep can replicate the minor 
  image spell. The image appears at the spot where 
  the rays from both eyes intersect.
   
  Improved Grab (Ex): To use this ability, 
  an eye of the deep must hit with a claw attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  tears its opponent.
   
  Stun Cone (Su): Once per round as a 
  standard action, an eye of the deep can produce a 
  stunning ray in a cone 25 feet long from its central 
  eye. Creatures in the area must succeed on a DC 16 
  Fortitude save or be stunned for 2d4 rounds. The 
  save DC is Charisma-based.
   
  Tear (Ex): An eye of the deep automatically 
  hits a held opponent with all its melee attacks each 
  round it maintains the hold.
   
  All-Around Vision (Ex): Eyes of the deep 
  are exceptionally alert and circumspect. Their 
  many eyes give them a +4 racial bonus on Spot 
  and Search checks, and they can’t be flanked.
   
  Skills: An eye of the deep 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.
  
  76
  8 Giant Anemone
  Huge Animal (Aquatic) 
  Hit Dice: 12d8+63 (117 hp) 
  Initiative: +0 
  Speed: 5 ft. (1 square), swim 5 ft. (1 square)
  Armor Class: 12 (-2 size, +4 natural), touch 
  8, flat-footed 12 
  Base Attack/Grapple: +9/+24 
  Attack: Tentacle mass +14 melee (poison) 
  Full Attack: 6 tentacle masses +14 melee 
  (poison) and bite +9 melee (3d8+3) 
  Space/Reach: 15 ft./15 ft. 
  Special Attacks: Improved grab, poison 
  Special Qualities: Blindsight 60 ft., damage 
  reduction 10/slashing 
  Saves: Fort +15, Ref +8, Will +5 
  Abilities: Str 25, Dex 10, Con 20, Int 1, Wis 
  8, Cha 4 
  Skills: Spot +14, Swim +15 
  Feats: Combat Reflexes, Great Fortitude, 
  Iron Will, Power Attack, Toughness 
  Environment: Any aquatic 
  Organization: Solitary or colony (2-12) 
  Challenge Rating: 8 
  Treasure: Standard coins; standard goods; 
  50% items 
  Alignment: Always neutral 
  Advancement: 13-24 HD (Huge); 25-36 
  HD (Gargantuan)
  Level Adjustment: —
   
  The giant sea anemone is a monstrous 
  version of its smaller and more innocuous cousin. 
  Though often mistakenly thought of as a plant, the 
  anemone is a predatory animal. A giant anemone 
  lives on the sea floor and is similar in appearance 
  to an enormous flower. At its base is a slug-like 
  foot, which it uses to grip the sea floor and to move 
  slowly about. The body of the giant anemone is a 
  thick fleshy stalk ending in a colorful mass of long, 
  thin tentacles. At the center of the tentacle mass is 
  the creature’s mouth, with which it both ingests its 
  meals and expels its refuse. 
   
  Each of the anemone’s tentacles is covered 
  with a number of tightly wound filaments, which 
  when contacted, spring out, injecting a paralytic 
  poison into whatever they encounter. 
   
  The anemone rarely leaves behind any 
  treasure that it hasn’t processed through its 
  digestive system. This means that many of the 
  items carried by its prey are destroyed, although 
  gold and gems survive. 
  Combat 
   
  When an anemone senses prey, it reaches 
  out to grab it with its tentacle masses. Each mass 
  contains dozens of individual tentacles, although 
  the anemone can only effectively use 6 masses 
  at once. If a giant anemone hits with a tentacle 
  mass, the victim is immediately subject to both 
  the anemone’s poison and improved grab abilities. 
  Once a hold is obtained on its prey, it is pulled 
  toward the anemone’s mouth to be consumed. 
  The anemone has thick rubbery flesh that can be 
  carved away, but not struck or pierced with any 
  efficiency.
   
  Improved Grab (Ex): To use this ability, an 
  anemone must hit a Large or smaller creature with 
  a tentacle mass attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Poison (Ex): Contact, Fortitude DC 21, 
  initial damage and secondary damage paralyzed 
  for 1d6 rounds (duration is cumulative). The save 
  DC is Constitution-based.
   
  Blindsight (Ex): A giant sea anemone has 
  no visual or auditory organs, but instead detects 
  movements and vibrations in the water around 
  it. This sense, coupled with the creature’s sense 
  of smell and sensitivity to temperature variation 
  combine to allow the anemone to sense all 
  creatures within 60 feet. Beyond that range, it is 
  considered blinded. A sea anemone is invulnerable 
  to gaze attacks, visual effects of spells such as 
  illusions, and other attack forms that rely on sight. 
   
  Skills: An anemone 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.
  8
  Kelp Devil
  Huge Plant (Aquatic)
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 50 ft. (10 
  squares)
  Armor Class: 20 (-2 size, +12 natural), 
  touch 8, flat-footed 20
  Base Attack/Grapple: +6/+26
  Attack: Frond +12 melee (1d6+8 plus 
  charm)
  Full Attack: 6 fronds +12 melee (1d6+8 
  plus charm)
  Face/Reach: 15 ft./10 ft.
  Special Attacks: Charm, improved grab
  Special Qualities: Blindsight 30 ft., 
  immunity to bludgeoning weapons, 
  immunity to electricity, plant traits, 
  resistance to fire 10, underwater 
  concealment
  Saves: Fort +10, Ref +2, Will +3
  Abilities: Str 26, Dex 10, Con 19, Int 5, Wis 
  12, Cha 10
  Skills: Hide +3*, Swim +16
  Feats: Ability Focus (charm), Improved 
  Grapple, Power Attack
  Environment: Temperate and warm aquatic 
  and underground
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment: —
   
  To the casual observer, the kelp devil 
  resembles a large colony of slow moving seaweed 
  about 20 feet in diameter. A closer look reveals six 
  10-foot long pseudopods extending from its body.
  Combat
   
  Kelp devils are patient creatures. They lie 
  perfectly motionless until potential prey moves 
  within 10 feet. Once their prey is within range, they 
  strike quickly with their pseudopods, attempting to 
  grab an opponent. Grappled creatures are dragged 
  underwater and drowned. Slain creatures are 
  devoured by the kelp devil.
   
  Charm (Su): Twice per day, a kelp devil 
  can use this power on any creature hit by a frond 
  attack. A victim must succeed on a DC 16 Will 
  save or be affected as if by charm monster (caster 
  level 12th). The save DC is Charisma-based.
   
  Improved Grab (Ex): To use this ability, a 
  kelp devil must hit an opponent of Large or smaller 
  size with two frond attacks. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity.
   
  Underwater Concealment (Ex): The main 
  body of a kelp devil remains submerged even when 
  attacking. This grants the kelp devil concealment 
  against all attacks (20% miss chance).
   
  Skills: A kelp devil 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.
   
  *A kelp devil has a +15 racial bonus on Hide 
  checks when amid natural seaweed.
  Flora and Fauna
   
  Doldrums: In equatorial regions there are areas that fall between the major wind systems. There, 
  the wind is placid and it can be difficult to catch a sufficient breeze for sailing. These areas are called 
  the doldrums by sailors. Ships may be stranded for weeks in these miserably hot regions, without wind 
  to cool off the crew or move the ship. Vessels in the doldrums are limited to one-tenth their normal sail-
  based movement and the crew suffers a -1 penalty to all Fortitude saves against extreme heat exposure. 
  Unprepared crews often run out of food and water while in this situation and more than a few go mad 
  under the heat of the sun.
  
  77
  8 Lost Sailors
  Medium Undead
  Hit Dice: 8d12 (52 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), swim 40 ft. (8 
  squares)
  Armor Class: 16 (+2 Dex, +4 natural), touch 
  12, flat-footed 14
  Base Attack/Grapple: +4/+12
  Attack: Scimitar +8 melee (1d6+4/18-20) or 
  slam +8 melee (1d4+4)
  Full Attack: Scimitar +8 melee (ld6+4/l8-20) 
  or slam +8 melee (1d4+4)
  Space/Reach: 5 ft./5 ft
  Special Attacks: Drag, drown
   
  This being is dressed like a sailor, but its 
  clothes are worn and tattered. Its eyes are lifeless 
  and his skin is pallid. It smells of saltwater and fresh 
  earth and wields a weathered scimitar.
   
  Lost sailors are a rare form of undead created 
  from seafarers who died far from their beloved ocean. 
  These seafarers could not rest in death and crawl out 
  of their graves to reach the sea. They usually only rise 
  when buried within a handful of miles of the ocean, 
  as they still feel robbed of it in death.
   
  Once they reach the sea, lost sailors remain 
  near the coast. Armed with whatever weapons they 
  were buried with, they lurk in the water just off shore 
  and attack small groups that come near, attempting 
  to drag off one victim to drown in the surf. These 
  undead mariners are nocturnal and spend their days 
  underwater, hidden beneath rocks or in kelp beds. 
  They attack those who stumble upon their daytime 
  hiding places.
   
  The bones of this undead creature are sometimes 
  used to make bone compasses. Doing so reduces the 
  cost of making the bone compass by 500 gp.
  Combat
   
  The lost sailors’ goal in combat is to drown 
  their foes, preferably while they are still conscious 
  enough to struggle. They lie in wait in the water, and 
  then surge forth to attack an unfortunate victim who 
  has wandered by. If possible, the lost sailor merely 
  grapples a victim and drags it into the sea, holding 
  it underwater until it drowns. If the target cannot 
  be grappled, the lost sailor beats the victim into 
  submission and then drowns the person. If more than 
  one target is present, the undead mariner tries to drag 
  them off one at a time, ignoring the others unless 
  someone does significant damage to it in an attack.
   
  Another favored tactic is to ambush people 
  sleeping near the beach and drag them silently 
  into the surf. When setting the ambush the lost 
  Special Qualities: +4 turn resistance, damage 
  reduction 10/slashing, darkvision 60 ft., final 
  burial, undead traits
  Saves: Fort +2, Ref +4, Will +7
  Abilities:  Str 18, Dex 14, Con - , Int 6, Wis 
  12, Cha 3
  Skills: Hide +9, Move Silently +9, Listen +7,  
  Spot +7, Swim +12  (2 at 11)
  Feats: Improved Grapple, Improved TripB, 
  Improved Unarmed Strike, Stealthy
  Environment: Any aquatic 
  Organization: Solitary
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: –
  Level Adjustment: –
  sailor ventures up to 1,000 yards from the sea, but 
  moves no farther. A lost sailor seeking victims in 
  this manner enters settlements and buildings to find 
  them, avoiding lighted areas and striking at remote 
  structures. The creature tries to obtain as many 
  victims as possible when attacking like this, only 
  stopping when the sun rises.
   
  Drag (Ex): A lost sailor can move at its full 
  speed by winning an opposed grapple check.
   
  Drown (Ex): Once a lost sailor drags a victim 
  to the water, it submerges. A victim who remains 
  grappled is unable to breathe and begins drowning. 
   
  Final Burial (Su): If a lost sailor is reduced 
  to 0 hp it turns into a pile of bones and rotted flesh. 
  Unless these remains are buried at sea, the lost sailor 
  reanimates on the next full moon.
   
  Skills: A lost sailor has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always can 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.
   
  Bone Compass: Created from the bones of a 
  sentient being that died at sea, a bone compass warns 
  sailors of approaching deadly peril by pointing 
  away from danger. These look much like ordinary 
  compasses, but the needle is made of a fragment 
  of bone. The bone compass only detects dangers 
  caused by weather, terrain, or sea-dwelling creatures 
  and only detects threats to the ship as a whole. This 
  occurs one minute before the source of danger is 
  encountered (if a creature) or one hour (if the hazard 
  is terrain or weather). The bone compass may not 
  actually help its bearer avoid danger, but at least it 
  provides warning. Despite the obvious value of bone 
  compasses, sailors consider them bad luck because 
  of the grisly nature of their creation.
   
  Faint divination; CL 7th; Craft Wondrous 
  Item, augury; Market Price: 5,000 gp; Weight: 1lb.
  8
  Mud Elemental
  Large Elemental (Earth, Native, Water)
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares), swim 20 ft. (4 
  squares)
  Armor Class: 15 (-1 size, +6 natural), touch 
  9, flat-footed 15
  Base Attack/Grapple: +6/+16
  Attack: Slam +11 melee (2d6+9)
  Full Attack: Slam +11 melee (2d6+9)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Engulf, improved grab, 
  smother
  Special Qualities: Damage reduction 5/—, 
  darkvision 60 ft., elemental traits
  Saves: Fort +10, Ref +2, Will +3
  Abilities: Str 22, Dex 10, Con 18, Int 6, Wis 
  12, Cha 10
  Skills: Hide +7, Listen +4, Move Silently 
  +2, Spot +4, Swim +14
  Feats: Alertness, Power Attack, Stealthy
  Environment: Warm forest and marsh
  Organization: Solitary or swarm (2-12)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: —
   
  A strange fusion of earth and water elemental 
  energies, the mud elemental dwells in damp, wet 
  marshes and jungles. While only dimly intelligent, 
  these creatures have a fundamentally malevolent 
  nature that drives them to lurk in hiding and pounce 
  upon adventurers, travelers, and others who come 
  close to their hiding spots. Mud elementals have 
  no need to eat organic matter. Rather, they hunt 
  simply because they love the feel of a dying 
  creature trapped in their suffocating embrace.
   
  Mud elementals are a deadly threat to 
  most animals and folk, as their ability to remain 
  hidden until they strike allows them to attack from 
  ambush and quickly overwhelm a victim before he 
  can offer any real resistance. Luckily, they lack the 
  intelligence to employ hit and run tactics. Usually, 
  after a few beasts and people go missing along a 
  trail, the local folk send a hunting party to root out 
  and destroy the creature.
  Combat
   
  In battle, the mud elemental relies on surprise 
  and its ability to grab and engulf its opponents. 
  Typically, it hides within a pool of stagnant water 
  or a patch of quicksand located beside a jungle 
  pathway. When a potential victim wanders by, the 
  elemental surges forth to attack. Mud elementals 
  are cowardly, preferring to strike lone travelers or 
  small, seemingly defenseless creatures. They lack 
  the intelligence to deduce a creature’s abilities 
  from its dress and equipment, leading them to 
  attack creatures based exclusively on size. Thus, 
  a mud elemental might allow a cow to pass 
  unmolested while it attacks a heavily armed and 
  armored human.
   
  Engulf (Ex): A mud elemental can attempt 
  to pull a Large or smaller creature into its body by 
  making a successful grapple check. An engulfed 
  creature is surrounded with mud and slime, 
  and is subject to being smothered. An engulfed 
  creature may be freed with a successful Strength 
  check. An engulfed creature can attack the 
  mud elemental with a light slashing or piercing 
  weapon, and cannot cast spells with verbal or 
  somatic components. Creatures trapped within a 
  mud elemental are immediately freed if it dies.
   
  Improved Grab (Ex): To use this ability, 
  a mud elemental must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can engulf its foe in the following round.
   
  Smother (Ex): A creature engulfed within a 
  mud elemental must succeed on a DC 18 Fortitude 
  save or swallow some of the mud elemental’s 
  muddy substance and begin to suffocate (page 32). 
  An opponent that fails its initial Fortitude save can 
  attempt another DC 18 Fortitude save once every 
  2d6 rounds, until it succeeds by coughing out the 
  mud. The save DC is Constitution-based.
   
  Skills: A mud 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.
   
  *Due to the mud and water composition of 
  their physical bodies, mud elementals have a +10 
  circumstance bonus on Hide checks while lurking 
  within mud, water, quicksand, and similar materials.
  
  78
  8
  Nommo
  Medium Monstrous Humanoid (Aquatic, 
  Shapechanger)
  Hit Dice: 10d8 (45 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares) swim 60 ft. (12 
  squares)
  Armor Class: 15 (+5 natural), touch 10, 
  flat-footed 15
  Base Attack/Grapple: +10/+10
  Attack: Unarmed strike +10 (1d3 nonlethal)
  Full Attack: Unarmed strike +10/+5 (1d3 
  nonlethal)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Psionics
  Special Qualities: Amphibious, damage 
  reduction 10/magic and silver, shapechange, 
  spell resistance 20, tremorsense 60 ft.
  Saves: Fort +5, Ref +9, Will +12
  Abilities: Str 11, Dex 11, Con 11, Int 20, 
  Wis 20, Cha 20
  Skills: Bluff +14, Craft (any one) +14, 
  Diplomacy +18, Disguise +13 (+15 acting), 
  Gather Information +14, Intimidate +13, 
  Knowledge (any one) +14, Listen +12, 
  Profession (any one) +14, Search +9, Sense 
  Motive +14, Spot +12
  Feats: AlertnessB, Combat Expertise, Great 
  Fortitude, Improved Disarm, Improved 
  Unarmed Strike, Lightning ReflexesB
  Environment: Warm aquatic
  Organization: Solitary, scouting party (2-
  5), or clan (30-100)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always lawful (good or evil)
  Advancement: By character class
  Level Adjustment: +6
   
  Nommo (“to make one drink”) are intelligent 
  amphibious creatures that can change forms. 
  A nommo’s natural form strongly resembles a 
  marakely, a black-and-white spotted cichlid fish 
  found in the oceans, except that four of a nommo’s 
  fins are elongated into arms and legs. Though 
  amphibious, nommo rarely appear in their natural 
  form while on land, rather using their powers to 
  take the form of a terrestrial humanoid.
   
  Nommo have an affinity for interfering 
  in the workings of other intelligent creatures: 
  some hoping to be revered as gods, some using 
  other races as puppets for other agendas, others 
  disseminating their vast knowledge in an attempt 
  to “raise” inferior races to higher standards.
  Combat
   
  Nommo are weak combatants, and they rely 
  on their psionics to avoid battle. Good nommo are 
  pacifists, while evil nommo prefer to let the lesser 
  minions fight for them
   
  A nommo’s natural weapons, as well as any 
  weapons it wields, are treated as magic weapons 
  for the purpose of overcoming damage reduction.
   
  Psionics (Sp): At will—charm person (DC 
  16), detect thoughts (DC 17), invisibility, mind 
  blank, nondetection, suggestion (DC 18). Effective 
  caster level 18th. The save DCs are Charisma-
  based.
   
  Shapechange (Su): A nommo can assume 
  the shape of any Small or Medium humanoid. This 
  ability functions as the shapechange spell (caster 
  level 18th).
   
  Amphibious (Ex): Although nommo are 
  aquatic, they can survive indefinitely on land.
   
  Tremorsense (Ex): A nommo can sense 
  the location of any submerged creature or object 
  within 60 feet by detecting perturbations in water 
  currents.
  Nommo Society
   
  Good-aligned nommo have black spots and 
  white scales, while evil-aligned nommo have 
  white spots and black scales. They typically live 
  in coral reefs or crystalline cities in large bodies of 
  water.
   
  Both nommo clans send shapechanged 
  ambassadors to other settlements and nations. 
  Humans have no idea of the true nature of these 
  savants, regarding them as only wise-folk. The 
  good nommo teach the values of peace and 
  cooperation, encouraging trade and improved 
  agriculture. The evil nommo teach battle tactics 
  and weaponsmithing techniques, hoping to touch 
  off wars of conquest.
  8
  Pumina Snake
  Gargantuan Animal (Aquatic)
  Hit Dice: 17d8 + 85 (161 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), climb 20 ft. (4 
  squares), swim 30 ft. (6 squares)
  Armor Class: 18 (-4 size, +3 Dex, +9 
  natural), touch 9, flat-footed 15
  Base Attack/Grapple: +12/+35
  Attack: Bite +20 melee (2d6+16/19-20)
  Full Attack: Bite +20 melee (2d6+16/19-
  20)
  Face/Reach: 20 ft./15 ft.
  Special Attacks: Constrict 2d6+16, 
  improved grab, swallow whole
  Special Qualities: Low-light vision, scent
  Saves: Fort +15, Ref +13, Will +6
  Abilities: Str 33, Dex 17, Con 21, Int 2, Wis 
  13, Cha 3
  Skills: Balance +13, Climb +21, Hide +6, 
  Listen +13, Move Silently +5, Spot +13, 
  Swim +21
  Feats: Alertness, Dodge, Improved Critical 
  (bite), Skill Focus (Hide), Stealthy, Weapon 
  Focus (bite)
  Environment: Warm aquatic
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 18-34 HD (Gargantuan), 
  35-51 HD (Colossal)
  Level Adjustment: —
   
  These gargantuan constrictor snakes can 
  grow to lengths exceeding 60 feet. Unlike many 
  animals, pumina (poo-MEE-nah) see humanoids 
  as viable prey.
  Combat
   
  Pumina attack from underwater, wrapping 
  around a target’s legs and dragging the victim 
  beneath the surface to drown.
   
  Constrict (Ex): A pumina snake deals 
  2d6+16 points of damage with a successful 
  grapple check.
   
  Improved Grab (Ex): To use this ability, 
  a pumina snake must hit with its bite attack.  It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Swallow Whole (Ex): A pumina snake can 
  try to swallow a grabbed opponent of Huge or 
  smaller size by making a successful grapple check.  
  The swallowed creature takes 1d10 points of 
  crushing damage plus 1d8 points of acid damage 
  per round from the pumina snake’s digestive 
  secretions.  A swallowed creature can climb out of 
  the stomach with a successful grapple check. This 
  returns it to the pumina’s mouth, where another 
  successful grapple check is needed to get free. A 
  swallowed creature can also cut its way out by 
  using a light slashing or piercing weapon to deal 
  16 points of damage to the pumina snake’s gut 
  (AC 12).  Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out.
   
  A pumina’s stomach can hold up to 1 Huge, 
  2 Large, 4 Medium-size, 8 Small, 16 Tiny, or 32 
  Diminutive creatures.
   
  Skills: Pumina snakes have a +4 racial bonus 
  on Hide, Listen, and Spot checks and a +8 racial 
  bonus on Balance and Climb checks. 
   
  A pumina snake can always choose to take 
  10 on Climb checks, even if rushed or threatened.
   
  A pumina snake 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.
  
  79
  8 Riptide Horror
  Medium Magical Beast (Aquatic)
  Hit Dice: 6d10+30 (63 hp)
  Initiative: +6
  Speed: 20 ft. (4 squares), swim 40 ft. (8 
  squares)
  Armor Class: 20 (+2 Dex, +8 natural), 
  touch 12, flat-footed 18
  Base Attack/Grapple: +6/+7
  Attack: Tentacle +7 melee (1d4+1 plus 
  poison)
  Full Attack: 6 tentacles +7 melee (1d4+1 
  plus poison) and 6 bites +2 melee (1d6)
  Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
  Special Attacks: Improved grab, poison
  Special Qualities: Amphibious, blindsight 
  30 ft, damage reduction 10/piercing or 
  slashing, spider climb, vulnerability to 
  electricity
  Saves: Fort +10, Ref +7, Will +3
  Abilities: Str 13, Dex 15, Con 20, Int 8, Wis 
  8, Cha 8
  Skills: Hide +7*, Listen +3, Swim +9
  Feats: Improved Initiative, Iron Will, Power 
  Attack
  Environment: Temperate marshes
  Organization: Solitary, pair, or colony (2-8)
  Challenge Rating: 8
  Treasure: None
  Alignment: Usually lawful evil
  Advancement: 7-12 HD (Medium); 13-18 
  HD (Large)
  Level Adjustment: —
   
  This 7-foot long creature resembles a 
  grayish-tan tubeworm. Six eyeless heads each 
  bear a maw lined with serrated, inward-curving 
  teeth. Six tentacles protrude from the middle of 
  the monstrosity. Its white underside bears six long 
  grayish-tan tentacles protruding from the middle 
  of its body.
   
  The terrifying riptide horror is a giant, 
  sightless tubeworm found in sea caves or deep 
  within desolate marshes. They are carnivorous 
  creatures and have a voracious appetite that is only 
  sated with meat, preferably that of warm-blooded 
  humanoids or reptiles.
   
  These monsters are opportunistic hunters; 
  i.e., they wait for prey to come to them. Riptide 
  horrors can go several weeks without eating, and 
  sometimes do, but if a meal is readily available, 
  the horror does not hesitate to kill and devour it. 
  Such a meal is placed in a “reserve” stomach-like 
  sac. When the food supply is low, the riptide horror 
  delves into its reserve and draws sustenance from 
  the stored food.
   
  Riptide horrors mate once a year, usually 
  in flooded sea caves. The female crawls into the 
  male’s lair and deposits a sticky, greenish-tan mass 
  of eggs on the wall of the cave. The male fertilizes 
  the eggs and in 4 months, the eggs begin to hatch. 
  Juveniles are excellent swimmers and leave the 
  cave as soon as they hatch. As a riptide horror ages, 
  its body secretes a substance that forms a shell-like 
  carapace on its dorsal side.
  Combat
   
  Riptide horrors prefer to attack from 
  ambush; sitting motionless until potential prey 
  moves within range. Often, they use their spider 
  climb ability to cling to sea cave walls where their 
  unsuspecting prey walks underneath them. Once 
  prey wanders too close, the riptide horror lashes 
  out with its tentacles and attempts to grab its meal. 
  Grabbed foes are subjected to its paralytic poison 
  and are bitten by its razor-sharp teeth.
   
  Improved Grab (Ex): To use this ability, 
  a riptide horror must hit with a tentacle attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold.
   
  Poison (Ex): Contact, Fortitude DC 18; 
  initial damage 1d8 Dex, secondary damage 
  paralysis 1d4 rounds. The save DC is Constitution-
  based.
   
  Amphibious (Ex): Riptide horrors can 
  breathe both air and water with ease.
   
  Spider Climb (Sp): At will, a riptide horror 
  can create an effect identical to a spider climb spell 
  (caster level 6th).
   
  Vulnerability to Electricity (Ex): The 
  riptide horror takes half again as much damage 
  (+50%) as normal from electricity, regardless 
  of whether a save is allowed, or if the save is a 
  success or failure.
   
  Skills: A riptide horror 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.
   
  *A riptide horror receives a +10 racial bonus 
  to Hide checks in murky water.
  8
  Swamp Hellion
  Large Monstrous Humanoid
  Hit Dice: 11d8+47 (96 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares), swim 50 ft. (10 
  squares)
  Armor Class: 22 (-1 size, +4 Dex, +9 
  natural), touch 13, flat-footed 18
  Base Attack/Grapple: +11/+23
  Attack: Claw +18 melee (2d4+8)
  Full Attack: 2 claws +18 melee (2d4+8) 
  and tail slap +16 melee (1d12+4) and bite 
  +16 melee (1d8+4)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Improved grab, piledrive 
  2d6+12
  Special Qualities: Darkvision 60 ft., scent, 
  vulnerability to cold
  Saves: Fort +7, Ref +11, Will +9
  Abilities: Str 26, Dex 18, Con 18, Int 6, Wis 
  14, Cha 7
  Skills: Balance +6, Climb +14, Hide +2*, 
  Jump +18, Listen +4, Move Silently +6, 
  Spot +4, Swim +16
  Feats: Dodge, Endurance, Multiattack, 
  Toughness
  Environment: Temperate marsh
  Organization: Solitary
  Challenge Rating: 8
  Treasure: 50 % coins; 50% goods; standard 
  items
  Alignment: Always neutral evil
  Advancement: 12-22 HD (Large); 23-33 
  HD (Huge)
  Level adjustment: —
   
  Swamp hellions are grotesque reptilian 
  humanoids with a thick, leathery black skin mostly 
  covered in green scales. They stand approximately 
  10 feet tall, not counting their long, backswept 
  horns. Their normal crouching stance, however, 
  tends to make them appear shorter. The swamp 
  hellion’s powerful tail grows to be nearly as 
  long as the creature itself. Swamp hellions are 
  incredibly strong, and lithe. Their movements are 
  swift, graceful, and deadly. Swamp hellions are as 
  at home in the water as on land. Their horns act as 
  a simple foil in the water, reducing drag while the 
  tail provides thrust. 
   
  Swamp hellions make their dens in swamps, 
  marshes, and other wet, temperate climates. They 
  live mostly solitary lives, being too territorial and 
  savage to form family units. Swamp hellions are 
  carnivorous, and eat anything that they can catch 
  and kill. The swamp hellion is a fearsome predator, 
  which does not differentiate between normal prey/
  predator categories normally found in nature. It 
  feeds upon the dire wolf and alligator as readily as 
  the elk or deer.
   
  Swamp hellions do not speak any languages.
  Combat
   
  The swamp hellion attacks in a blur of 
  motion, bursting from cover in a flurry of claws, 
  teeth, and tail-swipes. The swamp hellion makes 
  its way toward the nearest opponent (or if no 
  particular opponent presents itself, the smallest), 
  and attempts to grab hold of him and use its 
  piledrive ability. All swamp hellions fight to the 
  death and have never been known to retreat from 
  combat. Due to their reptilian nature, they are 
  vulnerable to cold-based attacks.
   
  Improved Grab (Ex): To use this ability, a 
  swamp hellion must hit a smaller opponent with its 
  claw attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can execute a 
  piledrive.
   
  Piledrive (Ex): With a successful grapple 
  check, a swamp hellion can leap straight up, 
  carrying its prey into the air. The swamp hellion 
  clings to its opponent, riding it down and landing 
  upon it with the full force of its weight and the 
  fall. The swamp hellion suffers no damage from 
  the fall, but its victim suffers 2d6+12 points of 
  bludgeoning damage from the swamp hellion’s 
  weight crushing it against the ground upon 
  impact. Surface conditions (such as falling on 
  mud or water) mitigate the damage as normal 
  when falling. A swamp hellion cannot perform 
  this maneuver if any creature besides itself and its 
  opponent is involved in the grapple.
   
  Skills: A swamp hellion 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. 
   
  Due to its incredibly powerful legs and tail, 
  a swamp hellion has a +4 racial bonus on Jump 
  checks, and its claws give it a +4 racial bonus on 
  Climb checks. *A swamp hellion has a +8 racial 
  bonus on Hide checks when near trees, bushes, or 
  other thick foliage, due to its coloring.
  
  80
  8
  Vampiric Ooze
  Aquane
  Medium Aberration (Aquatic)
  Hit Dice: 7d8+14 (45 hp)
  Initiative; +7
  Speed: 20 ft. (4 squares), swim 20 ft. 
  Armor Class: 17 (+3 Dex, +4 natura1), touch 
  13, flat-footed 14
  Base Attack/Grapple: +5/+5
  Attack: Shortspear +5 melee (1d6) or 
  shortspear +8 ranged (1d6)
  Large Undead
  Hit Dice: 8d12 (52 hp)
  Initiative: -5
  Speed: 10 ft. (2 squares), climb 10 ft. (2 
  squares)
  Armor Class: 4 (-1 size, -5 Dex), touch 4, 
  flat-footed 4
  Base Attack/Grapple: +4/+10
  Attack: Slam +5 melee (2d4+3 plus energy 
  drain)
  Full Attack: Slam +5 melee (2d4+3 plus 
  energy drain)
  Face/Reach: 10 ft./10 ft.
  Special Attacks: Constrict 2d4+3, create 
  spawn, energy drain, improved grab
  Special Qualities: Amorphous, blindsight 60 
  ft., immunity to polymorphing, split, undead 
  traits, vulnerability to sunlight
  Saves: Fort +2, Ref -3, Will +1
  Abilities: Str 15, Dex 1, Con —, Int —, Wis 
  1, Cha 1
  Skills: Climb +10
  Feats: —
  Environment: Any marsh and underground
  Organization: Solitary or pack (vampiric ooze 
  plus 2-4 zombies)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: —
   
  The vampiric ooze appears as a giant flowing 
  and bubbling mass of mustard-yellow ooze. It can 
  alter its shape so as to appear up to 12 feet long and 
  6 inches thick; it can also compress its body to slip 
  through cracks as small as 1 inch wide. It spends its 
  time slithering along floors, walls, and ceilings, or if 
  above ground, hunting its prey at night.
  Combat
   
  A vampiric ooze attempts to envelop  and 
  constrict  its  prey, dealing negative levels with its 
  slam attack.
   
  Constrict (Ex): A vampiric ooze deals 
  automatic slam and energy drain damage with a 
  successful grapple check.
   
  Create Spawn (Su): Any humanoid slain by 
  a vampiric ooze’s energy drain becomes a zombie 
  in 1d4 rounds. Spawn are under the command of 
  the vampiric ooze that created them and remain 
  enslaved until its death. They do not possess any of 
  the abilities they had in life.
   
  Energy Drain (Su): Living creatures hit by a 
  vampiric ooze’s slam attack gain one negative level. 
  The DC is 14 for the Fortitude save to remove a 
  negative level. The save DC is Constitution-based. 
  For each negative level bestowed, the vampiric ooze 
  gains 5 temporary hit points. A vampiric ooze can 
  use its energy drain ability once per round.
   
  Improved Grab (Ex): To use this ability, a 
  vampiric ooze must hit with its slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict.
   
  Amorphous (Ex): A vampiric ooze is not 
  subject to critical hits. It cannot be flanked.
   
  Split (Ex): Cold and electricity deal no 
  damage to a vampiric ooze. Instead, the creature 
  splits into two identical oozes, each with half of 
  the original’s current hit points (round down). A 
  vampiric ooze with 10 hit points or less cannot be 
  further split and dies if reduced to 0 hit points.
   
  Vulnerability to Sunlight (Ex): Exposing a 
  vampiric ooze to direct sunlight disorients it: It can 
  take only a single move action or attack action and is 
  destroyed utterly in the next round if it cannot escape.
   
  Skills: Vampiric oozes have a +8 racial bonus on 
  Climb checks. A vampiric ooze can always choose to 
  take 10 on Climb checks, even if rushed or threatened.
  Full Attack: Shortspear +5 melee (1d6) or 
  shortspear +8 ranged (1d6)
  Space/Reach: 5 ft./ 5 ft.
  Special Attack: Spell-like abilities, spells, 
  water constriction, water strike 
  Special Qualities: Amphibious, darkvision 60 
  ft., odorless, water barrier
  Saves: Fort +4, Ref +5, Will +8
  9
  Abilities: Str 10, Dex 16, Con 14, Int l8, Wis 
  l7, Cha 14
  Skills: Concentration +9, Craft (alchemy) +12, 
  Craft (trapmaking) +7, Intimidate +6, Jump -6, 
  Knowledge (arcana) +9, Knowledge (nature) 
  +9, Search +9, Spellcraft +9, Spot +8
  Feats: Brew PotionB, Craft WandB, Craft 
  Wondrous ItemB, Improved Initiative, Iron 
  Will, Silent Spell
   
  This creature appears roughly humanoid in 
  shape, but its bulbous, conical head and long wiry 
  limbs give it an alien quality. Its skin is pale blue 
  and hairless, and it looks at you with suspicion 
  in its watery, pupilless eyes. It wears a belt with 
  flasks of liquid in a myriad of colors.
   
  Aquanes are intelligent creatures agile in 
  water and on land. Many seek out the aquane, 
  renown for their research, magical abilities and 
  their mastery over item creation. Unfortunately, 
  the only thing the aquane are more renown for 
  than their esoteric knowledge is their suspicion and 
  dislike of creatures other than aquanes. Aquane 
  lairs are usually found near coastlines. Aquanes 
  speak Aquan, Common, and the languages of two 
  races that live along the coasts they frequent.
  Combat
   
  Aquanes tend to shy away from combat, 
  preferring to use their magic to allow them to 
  escape unharmed.  If forced to fight, an aquane will 
  rely on its magical abilities and items, and will only 
  resort to fighting with weapons if all its magical 
  options are negated or rendered ineffective. 
   
  Spell-Like Abilities: At will–control water 
  (DC 18), water walk. 1/day–horrid wilting (single 
  target only, DC 20).  Caster level 9th.  The save 
  DCs are Charisma-based.
   
  Spells: An aquane casts arcane spells as a 9th-
  level sorcerer.  The save DCs are Charisma-based.
   
  Typical Sorcerer Spells Known (6/7/7/6/4 
  per day; save DC 12 + spell level): 0—acid splash, 
  arcane mark, detect magic, ghost sound, mage 
  hand, mending, ray of frost, read magic; 1st—
  disguise self, expeditious retreat, obscuring mist, 
  mage armor, shield; 2nd—acid arrow, eagle’s 
  splendor, fog cloud, mirror image; 3rd—dispel 
  magic, 
  displacement, 
  heroism; 
  4th—greater 
  invisibility, solid fog.
   
  Odorless (Ex): Aquanes have no natural odor 
  and therefore cannot be detected or tracked by scent.
   
  Water Constriction (Su): Once an hour 
  while underwater, aquanes can manipulate water 
  in an area to condense into an extremely dense 
  ball, crushing whatever may be within it. This 
  affects a 5-foot-radius sphere. Creatures in the 
  area must make a DC 15 Reflex save or take 4d10 
  points of damage. Those that fail their saves must 
  make a DC 15 Fortitude save or become nauseous 
  for 1d4 rounds, and have the air forced out of their 
  lungs (and thus make checks to avoid drowning). 
  The save DC is Charisma-based.
   
  Water Strike (Su): At will, an aquane can 
  maniuplate a body of water within 30 ft. to form 
  a pseudopod which it can use to strike opponents. 
  Controlling the pseudopod requires concentration. 
  The aquane may make one ranged attack per round 
  (+8 attack bonus) with the pseudopod to deal 2d8 
  points of bludgeoning damage. The pseudopod has 
  a reach of up to 15 feet. If used out of water, the 
  limb can move within the confines of the liquid 
  from which it sprang, but cannot move out on its 
  own. Underwater, the limb looks like an eel and 
  can move at a swim speed of 30 ft. 
   
  Amphibious (Ex): Although aquanes are 
  aquatic, they can survive indefinitely on land.
   
  Water Barrier (Su): Once an hour while 
  underwater, aquanes can manipulate the waters 
  around them to harden into a dense screen that 
  greatly restricts passage but not vision. The barrier 
  can have any shape, but its maximum dimensions 
  are 20x20x20 ft. It cannot be moved once created 
  and lasts for 1d10+10 minutes. Anyone trying to 
  pass through it must succeed on a DC 15 Swim 
  check. It affords half cover against ranged attacks 
  passing through it. The aquane may dismiss the 
  water barrier as a free action. The check DC is 
  Charisma-based.
   
  Skills: An aquane 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.
   
  Aquane Characters: An aquane’s favored 
  class is sorcerer. Its sorcerer levels stack with its base 
  spellcasting ability for the purpose of determining 
  spells known, spells per day, and other effects 
  dependent on caster level. An aquane character 
  likewise uses the sum of its racial spellcasting levels 
  and appropriate class levels to determine the abilities 
  of its familiar, though it cannot acquire a familiar 
  until it takes at least one level in the sorcerer class.
  Environment: Temperate or warm 
  aquatic
  Organization: Solitary or cabal (2-8)
  Challenge Rating: 9
  Alignment: Usually neutral evil 
  Treasure: Double standard plus 200% potions
  Advancement: By character class
  Level Adjustment: —
  
  81
  Blind Lasher
  9
  Large Magical Beast
  Hit Dice: 8d10+40 (84 hp)
  Initiative: +3
  Speed: Swim 60 ft.  (12 squares)
  Armor Class: 18 (-1 size, +3 Dex, +6 natural), 
  touch 12, flat footed 15
  Base Attack/Grapple: +8/+27
  Attack: Tentacle +15 melee (1d6+7 plus 1d6 
  electricity)
  Full Attack: 4 tentacles +15 melee (1d6+7 plus 
  1d6 electricity)
  Space/Reach: 10 ft../l0 ft.
  Special Attacks: Grapple swarm, lightning burst
  Special Qualities: Blind, blindsight 60 ft., devour 
  magic, magic sense, magic weapon resistance, 
  pressure dependence, resistance to cold 20 and 
  electricity 20, spell-like abilities, spell resistance 20
  Saves: Fort +11, Ref +9, Will +5
  Abilities: Str 24, Dex 16, Con 20, Int 5, Wis 12, 
  Cha 7
  Skills: Hide +6*, Listen +3, Spot +7, Swim +15*
  Feats: Alertness, Improved GrappleB, Iron Will, 
  Weapon Focus (tentacle)
  Environment: Any aquatic
  Organization: Solitary or pair
  Challenge Rating: 9
  Treasure: Standard goods, standard coins, no 
  items
  Alignment: Always neutral evil
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment:  –
   
  The blind lasher resembles a large, grey-mottled 
  octopus. Found in the deepest reaches of the ocean, its 
  largest features are the huge, white eyes on either side 
  of its body. Four of its tentacles are more developed 
  than the others, delivering a nasty shock to those who 
  get too close. Lashers feed on magical energy, which 
  they drain from spells cast on them, magic items, or 
  the flesh of creatures with supernatural, spell-like or 
  spellcasting abilities. They live as long as 800 years, 
  though few survive to be that old because of their 
  difficulties in finding sustenance.
  Combat
   
  A lasher prefers to grapple with its foes, 
  using its many arms to render prey immobile while 
  shocking them into submission with a lightning touch. 
  It attacks individuals from ambush, going after a 
  group only if driven to starvation. When fighting 
  multiple opponents, the creature separates one target 
  from its fellows, grappling with a flurry of tentacles 
  before concentrating on the next target. Once there 
  are no further threats, it takes all the magical items 
  or creatures with magical powers back to its lair to 
  dine on them m a secure location. Creatures taken by 
  a blind lasher usually only have an hour or two to live 
  at most, making rescue attempt difficult.
   
  Devour Magic (Su): These creatures absorb 
  magical energy from objects they come into contact 
  with. To do so, the blind lasher must first suppress 
  the item’s arcane power with its dispel magic ability 
  and then spend a full round action to absorb the item’s 
  magic. At the end of this action, the creature must 
  make another dispel check against the item. If this 
  succeeds, the item’s magic is devoured and it is now 
  a normal, nonmagical object.  If the check fails, the 
  magic is not devoured, but the creature may try again 
  next round if the item is still under the effects of dispel 
  magic. The blind lasher generally only devours magic 
  items when any obvious threats have been eliminated.
   
  To absorb the magical abilities of creatures, 
  the blind lasher must first succeed on a melee attack 
  against its target. When struck, the target must make 
  a DC 19 Will save. If this fails, the target loses one 
  of its spell slots or one use of a spell-like ability, 
  starting first with the highest-level spells or abilities. 
  These lost spell slots or spell-like abilities return after 
  8 hours of rest. The blind lasher generally makes 
  an attack against any creature that damaged it with 
  magic, using its devour magic ability to neutralize the 
  threat. The save DC is Constitution-based.
   
  Grapple Swarm (Ex): Because of their many 
  arms, blind lashers are excellent grapplers. They gain 
  a +4 bonus to all grapple checks in addition to their 
  bonus from the Improved Grapple feat.
   
  Lightning Burst (Su): Any creature hit with 
  the lasher’s tentacle attack also suffers 1d6 points of 
  electricity damage. Any creature grappling with the 
  lasher takes 2d6 points of electricity damage each 
  round. This damage bursts outward in a 10-foot radius, 
  damaging all nearby creatures unless a DC 19 Reflex 
  save is made. The save DC is Constitution-based.
   
  Blind (Ex): Blind lashers are blind (but have 
  the blindsight special quality). They have immunity to 
  gaze attacks, visual effects, illusions, and other attack 
  forms that rely on sight. 
   
  Blindsight (Ex): A blind lasher can ascertain 
  prey by vibration within 60 feet.
   
  Magic Sense (Su): Using its finely tuned 
  magic-detecting senses, the blind lasher receives a 
  +4 bonus to any Spot checks against creatures with 
  supernatural, spell-like, or spellcasting abilities.
   
  Magic Weapon Resistance (Su): When 
  attacked with weapons that have an enhancement 
  bonus, the bonus is not added to the attack or damage 
  rolls, as the blind lasher’s innate anti-magic abilities 
  turn the weapon’s magic aside.
   
  Pressure Dependence (Ex): Blind lashers are 
  immune to the effects of pressure at the ocean depths. 
  They take 1d6 points of damage each round they are 
  at a depth of less than 1,000 feet. 
   
  Spell-Like Abilities: At will--detect magic. 
  Caster level 8th.
  9
  Cuttershark 
  Huge Animal (Aquatic) 
  Hit Dice: 10d8+50 (95 hp) 
  Initiative: +7
  Speed: Swim 60 ft. (12 squares) 
  Armor Class: 17 (-2 size, +3 Dex, +6 natural), 
  touch 11, flat-footed 14 
  Base Attack/Grapple: +7/+25 
  Attack: Bite +15 melee (2d8+15)
  Full Attack: Bite +15 melee (2d8+15)
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Erupt, improved grab, swallow 
  whole 
  Special Qualities: Blindsense, keen scent, 
  resistance to cold 10 
  Saves: Fort +14, Ref +10, Will +6 
  Abilities: Str 30, Dex 16, Con 21, Int 2, Wis 13, 
  Cha 5 
  Skills: Listen +15, Spot +9, Swim +19 
  Feats: Alertness, Great Fortitude, Improved 
  Initiative, Iron Will 
  Environment: Aquatic 
  Organization: Solitary or pack (2-7)
  Challenge Rating: 9 
  Treasure: 50% coins; 50% goods; 50% items 
  Alignment: Always neutral 
  Advancement: 11-20 HD (Huge); 21-30 HD 
  (Gargantuan) 
  Level Adjustment: —
   
  The cuttershark is an enormous white shark 
  that makes its home under oceanic ice shelves and 
  in frozen lakes. It has developed a thick, sharp, bony 
  head that it uses to break through ice to get to prey 
  above. The cuttershark has an excellent sense of 
  hearing, and can easily detect creatures moving on 
  the ice. These beasts are hungry and ferocious, and 
  have been known to gorge themselves, sometimes 
  sinking and devouring entire camps.
   
  The cuttershark has no lair, and therefore 
  keeps no treasure. A number of indigestible items 
  tend to build up in its belly though. Anyone cutting 
  one open may discover a reasonable quantity of 
  wealth. 
  Combat
   
  A cuttershark cruises through water underneath 
  the ice, listening for sounds on the surface. If it hears 
  creatures moving above, it erupts through the ice to 
  attack. A cuttershark never seems to lose its appetite, 
  and even when its belly is full, it continues to attack 
  until all surface movement ceases and all creatures 
  in the water have been shredded. Tiny and smaller 
  creatures are generally ignored. 
   
  Erupt (Ex): A cuttershark can break through 
  up to 5 feet of ice when approaching an opponent 
  as part of a charge. The shark breaks the ice 
  regardless of whether its attack hits. In addition, 
  anyone (including the chosen victim) standing on 
  ice within a 10-foot radius of where the shark erupts 
  must succeed on a DC 25 Reflex save or fall into the 
  water. Such water is generally an extreme cold, and 
  characters immersed are subject to the normal rules 
  for exposure to such temperatures. The save DC is 
  Strength-based.
   
  Improved Grab (Ex): To use this ability, a 
  cuttershark must hit a Large or smaller opponent 
  with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can try to swallow its foe in 
  the following round.
   
  Swallow Whole (Ex): A cuttershark can try 
  to swallow a grabbed opponent of up to one size 
  smaller than itself by making a successful grapple 
  check. Once inside, the opponent takes 2d6+10 
  points of bludgeoning damage plus 1d8 points of 
  acid damage per round. A swallowed creature can 
  cut its way out using a light slashing or piercing 
  weapon by dealing 20 points of damage to the 
  shark’s digestive tract (AC 13). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out.
   
  A Huge cuttershark’s gullet can hold 2 Large, 
  8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 
  Fine or smaller opponents.
   
  Blindsense (Ex): A cuttershark can locate 
  creatures underwater within a 30-foot radius. 
  This ability only works when the cuttershark is 
  underwater.
   
  Keen Scent (Ex): A cuttershark can notice 
  creatures by scent in a 180-foot radius and detect 
  blood in the water at ranges of up to a mile.
   
  Skills: A cuttershark has a +6 racial bonus on 
  Listen checks. A cuttershark 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.
   
  Skills: A blind lasher has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always can 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. *Because of their coloration 
  and ability to shift hue, blind lashers receive 
  a +4 circumstance bonus to Hide checks when lurking 
  on the ocean floor.
  
  82
  9
  Fisherman
  Large Outsider (Aquatic, Evil, Native)
  Hit Dice: 15d8+45 (112 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), swim 30 ft. (6 
  squares)
  Armor Class: 14 (-1 size, +2 Dex, +3 natural), 
  touch 11, flat-footed 12
  Base Attack/Grapple: +15/+24
  Attack: Gaff +19 melee (1d6+5/19-20/x3) or 
  net +16 ranged touch (entangle) 
  Full Attack: Gaff +17/+12/+7 melee (1d4+5/
  19-20/x3) and gaff +17 melee (1d4+2/19-20/
  x3) or net +16 ranged touch (entangle) 
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Fear aura, soul cage
  Special Qualities: Darkvision 60 ft., 
  deathwatch, sea sense
  Saves: Fort +12, Ref +11, Will +14
  Abilities: Str 20, Dex 15, Con 16, Int 15, Wis 
  16, Cha 14
  Skills: Bluff +12, Climb +14, Craft (soul cage) 
  +20, Diplomacy +14, Disguise +2 (+4 acting), 
  Escape Artist +18, Gather Information +16, 
  Intimidate +22, Jump +9, Knowledge (local) 
  +20, Listen +17, Search +20, Sense Motive 
  +12, Spot +18, Survival +15 (+17 following 
  tracks), Swim +20, Use Rope +2 (+4 bindings)
  Feats: Athletic, Combat Expertise, Exotic 
  Weapon Proficiency (gaff)B, Exotic Weapon 
  Proficiency (net), Improved Critical (gaff), Iron 
  Will, Two-Weapon Fighting 
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: 16-30 HD (Large), 31-45 HD 
  (Huge)
  Level Adjustment: —
   
  A fisherman is a humanoid reaching up to ten 
  feet tall, clad in the garb of a mundane fisherman. Its 
  eyes glow with an eerie blue light, and its grizzled 
  face is usually trimmed with a gnarled beard in 
  which dwell small crabs, fish and shrimps. All 
  fishermen seem to be male; no female of the species 
  has ever been witnessed by any sailor. They are 
  powerful creatures that enjoy tormenting seafarers 
  and work hard to collect the souls of those who die 
  at the hands of the sea. At the bottom of the ocean 
  they may be found tending to devices called soul 
  cages that look for all the world like ordinary lobster 
  traps, though they are used to imprison the spirits of 
  the drowned. The territory of a fisherman can extend 
  over a dozen miles from its lair.
   
  An individual fisherman may tend to as many 
  as 3d6 soul cages, each containing the incarcerated 
  spirits of 1d6 unfortunate sailors, all of which have 
  met their deaths through storm, shipwreck or some 
  other maritime disaster. The fisherman always 
  leaves those slain by intentional violence to wander 
  the depths. They are very competitive with others 
  of their kind but occasionally will swap souls to 
  enhance their own collections. Fishermen are also 
  fond of games and gambling and should they be 
  offered a fair chance of odds, may find a wager 
  impossible to resist. In this way, it may be possible 
  to bargain for the release of a soul of a companion or 
  loved one.
  Combat
   
  Although they do not often engage in melee 
  combat, many have found to their own detriment 
  that fishermen are quite skilled. Fighting with a wide 
  variety of maritime tools and weapons, fishermen 
  favor gaff hooks and nets to ensnare and slay those 
  who intrude upon their habitat. When a fisherman 
  detects a great storm at sea or is otherwise aware that 
  sailors are meeting watery deaths, it will rise to the 
  surface in order to start collecting as many souls as 
  it can.
   
  A fisherman’s natural weapons, as well as any 
  weapons it wields, are treated as evil-aligned for the 
  purpose of overcoming damage reduction.
   
  Fear Aura (Su): A fisherman radiates a 60-
  foot-radius fear aura as a free action. A creature in 
  the area must succeed on a DC 19 Will save or be 
  affected as though by a fear spell (caster level 15th). 
  A creature that successfully saves cannot be affected 
  again by the same fisherman’s aura for 24 hours. The 
  save DC is Charisma-based.
   
  Soul Cage (Su): By simply constructing a 
  lobster cage out of the debris that floats to the bottom 
  of the ocean, a fisherman may craft a soul cage. The 
  soul cage is a magical construction that, through its 
  crafting, has been enchanted with a trap the soul 
  spell (caster level 15th). This allows the cage to 
  function as either version of the spell, and can affect 
  as many creatures as the fisherman has Hit Dice. 
  When the fisherman is using the cage as a part of a 
  spell completion, affected creatures must succeed on 
  a DC 19 Will save to avoid being affected. The magic 
  of a soul cage will only function for a fisherman and 
  the souls remain trapped for as long as the fisherman 
  wishes and remains in the material world. Only upon 
  the death of the fisherman may the trapped souls be 
  released. The save DC is Charisma-based.
   
  Deathwatch (Su): This ability functions like 
  the deathwatch spell (caster level 15th), except that 
  it is always active and the fisherman always knows 
  how near death all creatures within range are. The 
  9
  range of a fisherman’s deathwatch is one mile per 
  Hit Die, allowing it to sense the life state of any 
  creature within its territory. This ability can be 
  negated as normal, but the fisherman can reactivate 
  it at any time as a free action.
   
  Sea Sense (Su): As a free action, a fisherman 
  can determine with 100% accuracy the weather 
  conditions (sky, temperature, precipitation) above 
  the sea in an area equal to 10 times its Wisdom 
  modifier in miles centered on itself.
   
  Skills: A fisherman has a +8 racial bonus on 
  any Swim check to perform some special action 
  Giant Snapping Turtle
  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.
   
  Gaff: The gaff is little more than a 6-inch-long, 
  barbed fishhook affixed in a perpendicular fashion to 
  a wooden, bone, or steel rod roughly 4 inches long 
  and no more than an inch in circumference. A gaff 
  is a light exotic weapon that deals 1d4 (Medium) of 
  piercing damage on a hit with a critical range of x3. 
  Cost: 2 gp. Weight: 1 lb.
  Gargantuan Animal (Aquatic)
  Hit Dice: 10d8+70 (115 hp)
  Initiative: -2
  Speed: 10 ft. (2 squares), swim 20 ft. (4 
  squares)
  Armor Class: 20 (-4 size, -2 Dex, +16 
  natural), touch 4, flat-footed 20
  Base Attack/Grapple: +7/+30
  Attack: Bite +15 melee (2d8+16/19-20)
  Full Attack: Bite +15 melee (2d8+16/19-
  20)
  Face/Reach: 20 ft./15 ft.
  Special Attacks: Improved grab, swallow 
  whole
  Special Qualities: Amphibious, darkvision 
  60 ft., low-light vision
  Saves: Fort +16, Ref +5, Will +2
  Abilities: Str 32, Dex 6, Con 25, Int 1, Wis 
  8, Cha 8
  Skills: Swim +32
  Feats: Great Fortitude, Improved Critical 
  (bite), Power Attack, Weapon Focus (bite)
  Environment: Any aquatic
  Organization: Solitary or band (2-4)
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Gargantuan); 
  21-30 HD (Colossal)
  Level Adjustment: —
   
  Giant snapping turtles are very large and 
  very aggressive versions of their smaller cousins. 
  They are found in large lakes, rivers, and inland 
  seas. The average giant snapping turtle is 20 feet 
  in diameter, but they can grow to a diameter of 75 
  feet.
  Combat
   
  A giant snapping turtle lurks near the shore 
  or on the bottom of a body of water, where it 
  remains motionless and hidden in its shell. When 
  prey passes near, it shoots its neck out and bites.
   
  Improved Grab (Ex): To use this ability, a 
  giant snapping turtle must hit with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can try to swallow the foe in the following round.
   
  Swallow Whole (Ex): A giant snapping turtle 
  can try to swallow a grabbed opponent of Huge or 
  smaller size by making a successful grapple check. 
  The swallowed creature takes 2d8+16 points of 
  crushing damage plus 2d8 points of acid damage 
  per round from the giant snapping turtle’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 giant snapping turtle’s gut 
  (AC 18). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out.
   
  The giant snapping turtle’s interior can hold 
  two Huge, four Large, eight Medium-size, or 
  sixteen Small or smaller opponents.
   
  Skills: A giant snapping turtle 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.
  
  83
  9 Lightmaw
  Large Magical Beast (Aquatic)
  Hit Dice: 8dl0+32 (76 hp)
  Initiative: +2
  Speed: Swim 70 ft. (14 squares)
  Armor Class: 16 (-1 size, +2 Dex, +5 natural), 
  touch 11, flat footed 14
  Base Attack/Grapple: +8/+16
  Attack: Bite +11 melee (2d6+6 plus 1d4 
  Wisdom drain)
  Full Attack: Bite +11 melee (2d6+6 plus 1d4 
  Wisdom drain)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Enchanting light, Wisdom 
  drain
  Special Qualities: Darkvision 60 ft., 
  illumination, low-light vision, pressure 
  dependence, resistance to cold 20
   
  This large, bulbous fish has a round body and 
  thick, pale, mottled white skin. It has three sets of 
  small fins on its sides. Its mouth takes up a full third 
  of its length and is filled with jagged teeth. From 
  within its maw, it generates a soft, luminescent glow.
   
  Lightmaws are known throughout the deep 
  water regions as tempters and tricksters. They feed 
  on the minds of other beings, draining the willpower 
  from their prey as they consume its flesh. Although 
  they can eat non-sentient beings, they prefer to feast 
  on the minds of sentient creatures.
   
  They are capable hunters and can slay 
  many creatures with little difficulty, but prefer to 
  acquire their meals through more creative means. 
  Lightmaws offer knowledge, secrets, or treasure 
  to those who will let them dine on others’ will. 
  Unfortunately, these predators never give a fair 
  deal if they can help it. They craft agreements 
  with exacting wordings then ignore the spirit of the 
  agreement and honor only its precise letter. From 
  such arrangements, they have earned a terrible 
  reputation as liars, cheats, and murderers, but the 
  needy or desperate still sometimes seek them out.
   
  Lightmaws speak Elven and Aquan.
  Combat
   
  Despite their powerful jaws and thick hide, 
  lightmaws avoid direct confrontation. They consider 
  violence the means of the unintelligent to solve 
  problems, although they will not allow themselves 
  to be bested by someone who uses such a base 
  means of conflict resolution. Fleeing a fight is a sure 
  path to a poor reputation among other lightmaws.
   
  When fighting, they use their confusion  
  light to disorient enemies before closing in to 
  bite. Biting a target precludes the use of the light, 
  Saves: Fort +10, Ref +8, Will +7
  Abilities: Str 18, Dex 14, Con 19, Int 14, Wis 
  16, Cha 16
  Skills: Bluff +14, Diplomacy +7, Disguise +3 
  (+5 acting), Gather Information +5, Intimidate 
  +9, Knowledge (arcana) +4, Knowledge (local) 
  +8, Knowledge (nature) +9, Sense Motive 
  +8, Spot +9, Survival +3 (+5 in aboveground 
  natural environments), Swim +19 
  Feats: Improved Natural Attack (bite), Iron 
  Will, Persuasive
  Environment: Any aquatic
  Organization: Solitary or school (2-6)
  Challenge Rating: 9
  Treasure: None
  Alignment: Always lawful evil
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: +4
  so a lightmaw makes sure its confusion light has 
  achieved maximum effect first  If a lightmaw gets 
  the better of a fight, it allows its victim to surrender 
  if that opponent allows its willpower to be drained in 
  exchange for its life.
   
  Enchanting Light (Su): At will, as a full-
  round action that does not provoke an attack of 
  opportunity, a lightmaw can open its mouth and 
  project a 30-foot cone of supernatural light. The 
  lightmaw can choose one of the following spell 
  effects every time it uses this light: hypnotism (DC 
  14), daze monster (DC 15), confusion (DC 17), 
  or crushing despair (DC 17). The save DCs are 
  Charisma-based. All creatures caught in the cone 
  that fail their saves are subject to the spell effect 
  selected (caster level 8th). As a standard action, the 
  lightmaw can keep its mouth open and its targets 
  bathed in the confusion light.
   
  Wisdom Drain (Su): Any creature bit by the 
  lightmaw must make a DC 17 Will save or take 1d4 
  points of Wisdom damage. If the target willingly lets 
  the lightmaw bite it, this is instead Wisdom drain. 
  The save DC is Wisdom-based.
   
  Illumination (Ex): The lightmaw can project a 
  30-foot cone of light from its mouth as a free action.
   
  Pressure Dependence (Ex): Lightmaws 
  are immune to the effects of pressure at the ocean 
  depths. They take 1d6 points of damage each round 
  they are at a depth of less than 1,000 feet, slowly 
  exploding due to pressure loss.
   
  Skills: A lightmaw has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always can 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.
  9
  Malamari
  Huge Outsider (Aquatic, Evil, 
  Extraplanar)
  Hit Dice: 10d8+100 (145 hp)
  Initiative: +7
  Speed: Swim 80 ft (16 squares), fly 90 ft 
  (good) (18 squares)
  Armor Class: 21 (-2 size, +3 Dex, +10 
  natural), touch 11, flat-footed 18
  Base Attack/Grapple: +10/+27
  Attack: Bite +17 melee (1d10+9)
  Full Attack: 3 bites +17 melee (1d10+9)
  Space/Reach: 15 ft./15 ft.
  Special Attack: Rend 1d10+13 or 2d10+18, 
  spell-like abilities
  Special Qualities: Amphibious, damage 
  reduction 10/magic, elemental threshold, 
  enhanced vision, resistance to cold 10 and 
  fire 10, spell resistance 20 
  Saves: Fort +17, Ref +10, Will +10
  Abilities: Str 28, Dex 16, Con 30, Int 14, 
  Wis 16, Cha l4
  Skills: Bluff +15, Concentration +23, 
  Diplomacy +4, Disguise +2 (+4 acting), 
  Hide +10, Intimidate +17, Listen +16, 
  Knowledge (the planes) +15, Move Silently 
  +18, Spot +16, Swim +31, Survival +16  
  (+18 on other planes)
  Feats: Combat Reflexes, Improved 
  Initiative, Power Attack, Stealthy
  Environment: Elemental Plane of Water
  Organization: Solitary
  Challenge Rating: 9
  Alignment: Always neutral evil
  Treasure: None
  Advancement: 11-20 HD (Huge); 21-30 
  HD (Gargantuan)
  Level Adjustment:  +7
   
  This enormous creature is vaguely squid-
  like, except that it has only three tentacles, each 
  ending in a toothy maw.  An opalescent eye the 
  size of a human fist bears a mischievous glint.
   
  Malamaris are unusual creatures that stalk 
  large bodies of water. Shaped like cephalopods, 
  malamaris have a flexible body stalk with one 
  fist-sized, opalescent eye that grants enhanced 
  vision. They have three tentacles used in hunting 
  and defense, each ending in a toothy mouth. Their 
  coloration varies from a pale blue to a deep sea 
  green. As for temperament, malamaris delight in 
  causing mischief and the thrill of the hunt.
   
  Malamaris speak Auran, but can communicate 
  with any creature using their tongues ability.
  Combat
   
  A malamari’s natural weapons, as well as 
  any weapons it wields, are treated as evil-aligned 
  and magic for the purpose of overcoming damage 
  reduction.
   
  Rend (Ex): If a malamari hits with two bite 
  attacks, it latches onto the opponent’s body and 
  tears the flesh. This attack automatically deals an 
  additional 1d10+13 points of damage. If it hits 
  with three bite attacks on the same opponent, 
  it instead deals additional 2d10+18 points of 
  damage.
   
  Spell-like Abilities: At will—tongues, true 
  seeing. 3/day— silence (DC 14), sleet storm, slow 
  (DC 15).  Caster level 10th. The save DCs are 
  Charisma-based.
   
  Elemental Threshold (Su): As a free action 
  at the start of their turn, malamaris can shift into 
  or out of a special state that borders between the 
  material plane and the Elemental Plane of Water. 
  When in the threshold, their appearance becomes 
  slightly transparent and incorporeal. While in this 
  state, malamaris follow all the normal rules for an 
  incorporeal creature. 
   
  The following changes are in effect as long 
  as the malamari is shifted into the elemental 
  threshold: Spd fly 90 ft. (perfect); AC 13 (touch 
  10, flat-footed 10); Grp -; Atk +18 melee (1d10, 
  incorporeal touch); Full Atk +18 melee (1d10, 3 
  incorporeal touches); SV Fort +17, Will +12; Str -; 
  Swim +22. Because it has no Strength score in this 
  form, it cannot use its Power Attack feat. It also 
  cannot use its rend ability.
   
  Enhanced Vision (Ex): Malamaris have 
  darkvision to a range of 120 feet. They can see 
  through fog and similar obscurements, both 
  magical and mundane.
   
  Skills: A malamari 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.
  
  84
  Mammoth Slug
  9
  Gargantuan Vermin
  Hit Dice: 16d8+112 (184 hp)
  Initiative: -4
  Speed: 20 ft. (4 squares)
  Armor Class: 6 (-4 size, -4 Dex, +4 
  natural), touch 2, flat-footed 6
  Base Attack/Grapple: +12/+34
  Attack: Bite +18 melee (3d6+15)
  Full Attack: Bite +18 melee (3d6+15)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Smothering slime, squash
  Special Qualities: Damage reduction 5/—, 
  darkvision 60 ft., vermin traits
  Saves: Fort +17, Ref +1, Will +3
  Abilities: Str 30, Dex 3, Con 25, Int —, Wis 
  6, Cha 10
  Skills: —
  Feats: —
  Environment: Any temperate and warm 
  land
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 17-32 HD (Gargantuan); 
  33-48 HD (Colossal)
  Level Adjustment: —
   
  A slug the size of a barn slowly oozes 
  forward.
  Combat
   
  Mammoth slugs are not predators. When 
  attacked, they crush their enemies under their 
  gigantic bodies if they can and do their best to flee 
  if they cannot. A mammoth slug bites reflexively at 
  any creature foolish enough to approach its rasping 
  mouthparts, but it is unlikely to go out of its way to 
  use a bite attack.
   
  Smothering Slime (Ex): A breathing 
  opponent being squashed by a mammoth slug is 
  also subject to its foul secretions. Any victim of 
  the mammoth slug’s squash attack must succeed 
  on a DC 25 Fortitude save or have its throat and 
  lungs filled with slime and begin to suffocate (see 
  Suffocation rules in the DMG). An opponent that 
  fails its initial Fortitude save can attempt another 
  DC 25 Fortitude save once every 2d6 rounds, until 
  it succeeds by coughing out the slime. The save 
  DC is Constitution-based.
   
  Squash (Ex): As a standard action during its 
  turn each round, a mammoth slug can use its mass 
  to squash opponents at least one size category 
  smaller than itself by moving forward at its normal 
  speed. A squash attack affects as many creatures 
  as can fit under the mammoth slug’s body. A 
  squash attack deals 2d6+15 points of bludgeoning 
  damage. Squashed opponents can attempt attacks 
  of opportunity, but these take a –4 penalty. If they 
  do not make attacks of opportunity, squashed 
  opponents can attempt DC 28 Reflex saves to 
  take half damage. A successful saving throw 
  indicates that the target has been pushed back or 
  aside (target’s choice) as the mammoth slug moves 
  forward. The save DC is Strength-based.
  Flora and Fauna
   
  Mermaids Kiss: Mermaid’s kiss is algae common to tidal pools and calm coastal waters. It is green 
  in color and has a consistency similar to that of wet cotton. Slimy in the extreme, it is eaten by a small 
  number of fish, birds, and plankton. It quickly spreads to fill any tidal pool it occupies, forcing out other 
  plants and sometimes interfering with the life cycles of shellfish. Most people find the algae to be an 
  annoyance, but those knowledgeable in its uses consider it highly valuable.
   
  Several aquatic races use mermaids kiss in making bandages. Treating a wound with this special 
  material gives a +2 bonus to Heal checks, and the natural healing rate of the person treated is doubled for 
  24 hours. Collecting mermaid’s kiss is easy but time consuming, requiring six hours and a Survival or 
  Profession (herbalist) check (DC 15) to find enough algae to make a stew or a bandage. Market value for 
  mermaid’s kiss is 20 gp per application.
  9
  Reef Golem
  Large Construct (Aquatic)
  Hit Dice: 12d10+30 (96 hp)
  Initiative: +2
  Speed: Swim 50 ft. (10 squares)
  Armor Class: 26 (-1 size, +2 Dex, +15 
  natural), touch 11, flat-footed 24
  Base Attack/Grapple: +9/+20
  Attack: Slam +15 melee (2d8+10 plus 
  wounding)
  Full Attack: Slam +15 melee (2d8+10 plus 
  wounding)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Bleeding wound
  Special Qualities: Construct traits, damage 
  reduction 5/adamantine, darkvision 60 ft., 
  fast healing 2, immunity to magic, low-light 
  vision
  Saves: Fort +4, Ref +6, Will +4
  Abilities: Str 25, Dex 15, Con —, Int —, 
  Wis 11, Cha 1
  Skills: Swim +15
  Feats: Swim-By AttackB (see below)
  Environment: Any aquatic
  Organization: Solitary or pair
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Large); 25-36 
  HD (Huge)
  Level Adjustment: —
   
  The great fishlike shape actually appears to be 
  a statue or sculpture in the form of a sea creature, 
  complete with sweeping fins and a sharp, toothy 
  mouth. It is crafted of polished, shining pinkish 
  material, but it moves with the natural grace of a 
  true sea creature.
  Combat
   
  A reef golem’s attacks always take full 
  advantage of its speed and maneuverability. 
  Mindless, it fights to the death, attacking foes in the 
  most direct and unswerving manner possible.
   
  Bleeding Wound (Ex): When a reef golem 
  strikes an opponent, tiny shards of coral remain in 
  the wound, causing a persistent wound. An injured 
  creature loses 1 additional hit point each round. 
  Multiple wounds result in cumulative hit point loss 
  from bleeding. The continuing hit point loss can 
  be stopped by a successful DC 15 Heal check (per 
  wound), a cure spell, or a heal spell. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points.
   
  Fast Healing (Ex): A reef golem heals only 
  when immersed in water.
   
  Immunity to Magic (Ex): A reef golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and 
  effects function differently against the creature, as 
  noted below.
   
  Antilife shell repels the golem as if it were an 
  animal.
   
  Dominate animal causes a reef golem to 
  be dazed for 2d4 rounds, with no saving throw. 
  Additionally, the reef golem takes a -2 penalty to 
  AC, and loses its Dexterity bonus to AC.
   
  Hold animal causes a reef golem to be dazed 
  for 1d4+1 rounds, with no saving throw.
   
  Skills: A reef golem 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.
  Construction
   
  The body of a reef golem entails two years 
  of careful attention to a single colony of coral, 
  requiring a DC 17 Craft (sculpting) or a DC 17 
  Knowledge (nature) check.
   
  CL 12th; Craft Construct (see MM, Chapter 
  6), awaken, dominate animal, summon nature’s ally 
  VII, creator must be at least 12th level and able to 
  cast druid spells; Price 34,000 gp; Cost 18,000 gp+ 
  1,260 XP.
  Swim-By Attack [General]
   
  Prerequisite: Swim speed.
   
  Benefit: When swimming, the creature can 
  take a move action and another standard action at 
  any point during the move. The creature cannot take 
  a second move action during a round when it makes 
  a swim-by attack.
   
  Normal: Without this feat, the creature takes a 
  standard action either before or after its move.
  
  85
  9
  War Whale
  Huge Animal
  Hit Dice: 12d8+72 (126 hp)
  Initiative: +2
  Speed: Swim 50 ft. (10 squares)
  Armor Class: 20 (-2 size, +2 Dex, +6 natural, +4 
  scale barding), touch 10, flat-footed 18
  Base Attack/Grapple: +9/+25
  Attack: Bite +15 melee (2d6+12/19-20)
  Full Attack: Bite +15 melee (2d6+12/19-20)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Improved grapple, rage, ram 
  (2d8+12), shake.
  Special  Qualities: Battle training, blindsight 120 
  ft., hold breath, low-light vision, resistance to cold 
  10, whale song
  Saves: Fort +14, Ref +10, Will +6
  Abilities: Str 27, Dex 15, Con 22, Int 2, Wis 14, 
  Cha 8
  Skills: Listen +13*, Spot +13*, Swim +18 
  Feats: Alertness, Diehard, Endurance, Improved 
  Critical (bite), Run
  Environment: Any aquatic 
  Organization: Squad (6-11) or pod (12-50)
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Huge), 25-36 HD 
  (Gargantuan)
  Level Adjustment:  -
   
  War whales are killer whales trained as war 
  mounts, raised from birth to carry orcam warriors into 
  battle (page 11). Bred for strength and intelligence, 
  they are kept in special training groups for most 
  of their young lives. Warriors and whales grow up 
  together, learning pod defense, and are willing to 
  sacrifice their lives for the good of the whole. Once a 
  training group reaches adolescence it is ready to take 
  its place among the pod’s defenders, and returns to 
  live among the rest of the community.
   
  War whales spend most of their time near 
  their pod, alternately patrolling with their orcam 
  partner, resting, and seeing to the other needs of the 
  community. When a threat is sighted, all the war 
  whales gather together, match up with their riders, and 
  head out to face the threat.  If for some reason a rider 
  is incapacitated, the whale fights as long as possible 
  by itself, dying if necessary to defend the pod.
  Combat
   
  War whales follow their riders’ commands 
  during combat. Riders typically direct their mounts to 
  bite or ram opponents as the situation demands. If the 
  whale has no rider, its reaction depends on its distance 
  from the pod. If attacked far from its fellows, it tries to 
  return to its group, but if attacked near its pod the whale 
  immediately gives a warning call and fights back.
   
  If possible before entering combat, whales take 
  a deep breath to maximize the time they can remain 
  submerged. A group of mounted orcam warriors 
  all surfacing in tandem before submerging is an 
  intimidating sight indeed.
   
  Battle Training (Ex): All war whales are 
  trained to attack in tandem with their riders. The rider 
  directs them and each whale fights in such a way that 
  their companions can also attack if they make a DC 5 
  Ride check. A battle-trained war whale also comes if 
  it hears its name called through whale song.
   
  Blindsight (Ex): War whales can “see” by 
  emitting high-frequency sounds, inaudible to most 
  other creatures, that allow them to locate objects and 
  creatures within 120 feet. A silence spell negates this 
  and forces the whale to rely on its vision, which is 
  approximately as good as a human’s.
   
  Hold Breath (Ex): A war whale can hold 
  its breath for a number of rounds equal to 8x its 
  Constitution score before it risks drowning.
   
  Rage (Ex): Three times per day, a war whale 
  can enter a state of fierce rage that lasts 11 rounds. The 
  following changes are in effect as long as it rages: AC 
  18 (touch 8, flat-footed 16); hp increased by 24; Atk 
  +19 melee (2d6+15/19-20, bite); Full Atk +19 melee 
  (2d6+15/19-20, bite); SV Fort +16, Will +8; Str 31, 
  Con 26; Swim +20. At the end of his rage, the war 
  whale is fatigued for the remainder of the encounter. A 
  war whale can end its rage early.
   
  When in a rage, the creature still obeys its 
  rider’s commands, but any Ride checks have their DCs 
  increased by 10. A war whale can enter a rage 3/day.
   
  Ram (Ex): When making a charge attack, the 
  war whale may choose to ram the target. This does 
  2d8+12 damage and acts as a Bull Rush attack on the 
  target but does not provoke an attack of opportunity.
   
  Shake (Ex): If a war whale confirms a critical 
  hit with its bite attack against a Medium or smaller 
  target, it can shake the target instead of dealing 
  extra damage. If it chooses to shake, the whale may 
  immediately make a free grapple attempt against the 
  target without provoking attacks of opportunity. If 
  successful, the target is grappled and takes the war 
  whale’s bite damage each round it remains grappled. 
  The whale’s rider may attack the shake victim with a 
  +2 circumstance bonus to its attack rolls.
   
  Whale Song (Ex): War whales can be trained 
  to use whale song to communicate over vast distances 
  underwater. They can communicate with other whales 
  up to 100 miles away, or orcam up to 5 miles distant, 
  but can only convey the most basic of information in 
  this manner.
   
  Skills: War whales have a +8 racial bonus on 
  any Swim checks. War whales can always choose 
  to take 10 on a Swim check, even if distracted or 
  endangered. They can use the run action while 
  swimming, provided they swim in a straight line.  
  *War whales have a +4 racial bonus to Spot and 
  Listen checks. These bonuses are lost if its blindsight 
  is negated.
  10
  Cephalarcane
  Large Magical Beast (Aquatic)
  Hit Dice: 7d10+21 (59 hp)
  Initiative: +1
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 24 (-1 size, +1 Dex, +14 
  natural), touch 10, flat-footed 23
  Base Attack/Grapple: +7/+14
  Attack: Tentacle +9 melee (1d6+3)
  Full Attack: 8 tentacles +9 melee (1d6+3)
  Space/Reach: 10 ft./5 ft. (40 ft. with tentacles)
  Special Attacks: Constrict 1d6+4, improved 
  grab, spells
  Special Qualities: Darkvision 60 ft., ink 
  cloud, jet, low-light vision
  Saves: Fort +8, Ref +6, Will +5
  Abilities: Str 17, Dex 12, Con 16, Int 14, Wis 
  17, Cha 13
  Skills: Diplomacy +7, Hide +3*, Knowledge 
  (arcana) +10, Knowledge (nature) +7, 
  Spellcraft +9 (+11 scrolls), Spot +8, Use 
  Magic Device +10 (+12 scrolls), Survival +3 
  (+5 natural environments), Swim +11
  Feats: Blind-Fight, Enlarge Spell, Leadership, 
  plus one (bonus) item creation feat 
  Environment: Temperate and warm aquatic 
  Organization: Solitary
  Challenge Rating: 10
  Treasure: Triple standard
  Alignment: Always lawful evil
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
   
  The squid is roughly 12 feet long, with inky 
  black skin and eight grasping tentacles. Most 
  startling, however, is that the beast is adorned with 
  all manner of treasure; bracelets, rings and necklaces 
  glitter in the murky depths.
  Combat
   
  Cephalarcane are usually reluctant to enter 
  combat, using their followers to take care of such 
  matters while they stay back and offer magical 
  support. They often employ sharkmen (page  78) 
  for their muscle, while the cephalarcane watches 
  nearby underwater. When forced into combat, a 
  cephalarcane attempts to strangle victims with its 
  powerful arms.
   
  Constrict (Ex): A cephalarcane deals ld6+4 
  points of damage with a successful grapple check.
   
  Improved Grab (Ex): To use this ability, a 
  cephalarcane must hit with a tentacle attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict.
   
  Spells: A cephalarcane casts spells as an 8th-
  level druid. The save DCs are Wisdom-based.
   
  Typical Druid Spells Prepared (6/5/4/4/2; save 
  DC 13 + spell level): 0—create water (x2), detect 
  magic, know direction, read magic, resistance; 1st—
  cure light wounds, entangle, faerie fire, obscuring 
  mist, speak with animals; 2nd—bear’s endurance, 
  bull’s strength, chill metal, warp wood; 3rd—greater 
  magic fang, poison, protection from energy, summon 
  nature’s ally III; 4th—control water, dispel magic.
   
  Ink Cloud (Ex): A cephalarcane can emit a 
  cloud of jet-black ink in a 30-foot spread once every 
  three hours as a free action. The cloud provides total 
  concealment, which the cephalarcane normally uses 
  to escape a fight that is going badly. Creatures within 
  the cloud are considered to be in darkness.
   
  Jet (Ex): A cephalarcane can jet backward 
  once per round as a full-round action at a speed of 
  300 feet. It must move in a straight line, but does not 
  provoke attacks of opportunity while jetting.
   
  Skills: A cephalarcane has a +4 racial bonus 
  on Use Magic Device checks. 
   
  A cephalarcane 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.
   
  *A cephalarcane has a +12 racial bonus on 
  Hide checks in low-light or darkened conditions.
  Training a War Whale
   
  Training a war whale requires six weeks of work 
  and a successful DC 20 Handle Animal check.  Riding 
  a war whale requires an exotic saddle. A war whale can 
  fight while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check.
   
  A trained war whale is worth 5,000 gp to most 
  aquatic races, but they are very rarely for sale. Some 
  unscrupulous merchants try to raid orcam pods to 
  capture whales for market, but keeping them 
  against their will is not an easy task. Those few 
  orcam who turn their back on their people can make a 
  fortune training these battle mounts for others.
   
  Carrying Capacity: A light load for a war 
  whale is up to 400 pounds, a medium load, 401-801 
  pounds, a heavy load is 800-1,200 pounds. A war 
  whale can drag 6,000 pounds.
  
  86
  10 Dragonship
  Gargantuan Construct
  Hit Dice: 20d10+60 (170 hp)
  Initiative: -3
  Speed: Swim 40 ft. (8 squares)
  Armor Class: 23 (-4 size, -3 Dex, +20 
  natural), touch 3, flat-footed 23
  Base Attack: +15/+36
  Attack: Bite +20 melee (3d6+9)
  Full Attack: Bite +20 melee (3d6+9) and 4 
  slams + 15 melee (2d6+4)
  Space/Reach: 20 ft/15 ft.
  Special Attacks: Breath weapon
  Special Qualities: Construct traits, damage 
  reduction 15/adamantine, darkvision 60 ft., 
  low-light vision, navigate, vulnerability to 
  fire, winds
  Saves: Fort +6, Ref +3, Will +6
  Abilities: Str 28, Dex 4, Con —, Int —, Wis 
  10, Cha 10
  Skills: Swim +17
  Feats: —
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
   
  This automaton appears as a massive wooden 
  longship.
   
  A dragonship is an animated sailing 
  vessel—identical to a longship in every way (see 
  the PHB) except that it is only 40 feet long. It has a 
  standard square-rigged sail, and 10 oars (5 on each 
  side). The front of the ship sports a great wooden 
  dragon-like figurehead. Using its oars or its ability 
  to generate winds on its own, a dragonship is rarely 
  at the mercy of the weather. It has a near perfect 
  knowledge of local sea charts and navigation 
  routes. Its primary function is as a transport that 
  needs no crew; it can be told one’s destination and 
  it will sail there by the quickest route possible.
   
  As a sailing vessel, a dragonship has a crew 
  of 30 and can carry up to 35 tons of cargo. Its speed 
  is that of a normal longship.
  Combat
   
  Although generally used as a warship, a 
  dragonship’s primary function is that of a sailing 
  vessel. A dragonship is not particularly adept at 
  combat and it cannot maneuver to defend itself if 
  it is beached; in such cases it relies on its crew for 
  defense. A dragonship bites and breathes fire with 
  its dragon-like head, and can use up to four oars to 
  slap at foes that approach from the flanks.
   
  Breath Weapon (Su): Three times per day, 
  a dragonship can belch forth a gout of fire in a 30-
  foot line that deals 10d6 points of fire damage. A 
  successful DC 20 Reflex save halves the damage. 
  The save DC is Constitution-based.
   
  Navigate (Ex): A captain merely has to 
  whisper into the ear of the dragon-head and make 
  a Profession (sailor) check (DC 15) to get the 
  dragonship to understand its course. A dragonship 
  never gets lost on an ocean voyage, and has a 50% 
  chance of automatically being aware of any safe 
  coastline, seaside towns and villages, and hidden 
  ocean dangers such as reefs and sandbars (it only 
  knows of such dangers if they are in the volume of 
  sea charts used in its creation).
   
  Winds (Su): At will, a dragonship can cause 
  winds to fill its sails. This operates as the control 
  winds spell (caster level 10th) with the restriction 
  that it can only increase the wind’s force for the 
  purposes of propulsion. The winds are generated 
  from a point beyond and slightly above the 
  dragonship’s stern. A dragonship cannot use these 
  winds to attack; their sole purpose is propulsion.
   
  Skills: A dragonship 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.
  Construction
   
  A dragonship’s body is a constructed similar 
  to a normal longship fitted with a dragon-head 
  mounted on the bow. The ship costs 10,000 gp 
  and the figurehead costs 1,000 gp. Also required 
  is a volume of sea charts and maps (total value 
  at least 1,000 gp), to be burned in the mouth 
  of the dragonship’s head upon completion 
  of its construction. Consumed in the fire, the 
  distilled knowledge of the sea charts provides 
  the dragonship with its ability to navigate. 
  Assembling the body requires a successful Craft 
  (ship¬building) check (DC 20).
   
  Caster level 16th; Craft Construct (see the 
  MM), fireball, geas/quest, limited wish, liveoak, 
  polyrnorph any object, caster must be at least 16th 
  level; Price 99,200 gp; Cost 60,800 gp + 3,520 XP.
  10
  Sand Sifter
  Large Magical Beast (Aquatic)
  Hit Dice: 10d10+40 (95 hp)
  Initiative: +0
  Speed: Swim 20 ft. (4 squares)
  Armor Class: 17 (-1 size, +8 natural), touch 9, 
  flat-footed 17
  Base Attack/Grapple: +10/+20
  Attack: Tentacle +17 melee (1d6+6 plus 
  poison)
  Full Attack: 4 tentacles +17 melee (1d6+6 
  plus poison) and bite +15 melee (2d6+3)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Constrict 1d8+6, engulf, 
  improved grab, poison
  Special Qualities: Blindsight 20 ft., 
  darkvision 60 ft., fast healing 5, low-
  light vision
  Saves: Fort +11, Ref +7, Will +3
  Abilities: Str 22, Dex 10, Con 19, Int 5, Wis 
  10, Cha 10
  Skills: Hide -1*, Listen +7, Move Silently +8, 
  Spot +7, Swim +14
  Feats: Alertness, Multiattack, Weapon Focus 
  (bite), Weapon Focus (tentacles)
  Environment: Any aquatic 
  Organization; Solitary or pack (4-10)
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 11-20 HD (Huge); 21-30 
  (Gargantuan)
  Level Adjustment: –
   
  Sand sifters are large, flat creatures that lurk 
  near the ocean floor in coastal regions. Using their 
  tentacles, they bury themselves in the sediments 
  found on the seabed. They then wait for creatures 
  to pass over them, bursting forth from their hiding 
  places to engulf a victim within reach. Once 
  engulfed, the prey is slowly eaten by the sand 
  sifters’ large, tooth-filled maws. These creatures are 
  common threats in regions where aquatic races have 
  settled, preferring the brain matter of intelligent 
  beings to other meals.
   
  Averaging 10 feet across, sand sifters are only 
  a few inches thick through most of their body. Only 
  in the central region around the mouth is the creature 
  thicker, reaching a depth of 2 feet. Because of this, 
  sand sifters often hide in small depressions in order 
  to conceal their bulk. They are normally brown or 
  gray in color, depending on the hue of the local 
  sediment. Its skin is hard and granular, feeling much 
  like hard packed sand.
   
  Sifters have few natural predators. Their 
  meat is considered vile, but the poison spines are 
  harvested by some enterprising orcam and other 
  aquatic races. One sand sifter can provide 10 doses 
  of poison if harvested properly, requiring a DC 25 
  Survival check. Some orcam (page 11) also use a 
  diluted dose of the poison as a euphoric drug.
   
  Sifters sometimes group together in packs, 
  marking out a hunting area about a square mile in 
  size. Such regions quickly earn bad reputations as 
  people go missing in them.
  Combat
   
  Sand sifters wait to ambush their prey, bursting 
  forth from below when prey comes within reach. The 
  sifter tries to engulf the a creature while attacking 
  both the target and any other nearby creatures with 
  its tentacles. The creature normally fights to the 
  death, but if it engulfs and slays one creature of 
  Small size or larger it will stop trying to eat others, 
  instead only attacking in self-defense. Sand sifters 
  will attack large groups, rarely noticing when they 
  are surrounded by a great number of beings.
   
  Although these creatures sometimes roam in 
  packs, they do not help each other in combat. Sand 
  sifters usually settle at least 100 feet apart from each 
  other, making it impossible for each creature to 
  know what befalls its fellows.
   
  Constrict (Ex): A sand sifter deals 1d8+6 
  points of damage with a successful grapple check.
   
  Engulf (Ex): Once the sifter has a target 
  grappled with a tentacle, a second successful grapple 
  check means it engulfs the victim by wrapping its 
  body around the prey. Attacks that hit an engulfing 
  sand sifter deal half damage to the monster and half 
  damage to the trapped victim. Engulfed victims 
  begin to suffocate on the following round.
   
  Improved Grab (Ex): To use this ability, 
  a sand sifter must hit a Large or smaller creature 
  with its tentacle attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it grapples the opponent and can constrict.  A sifter 
  also gains a +4 bonus on its attack rolls with its bite 
  attack against grappled opponents.
   
  Poison (Ex): Injury, Fortitude DC 19, initial 
  damage 1d4 Dex, secondary damage 1 Dex. The 
  save DC is Constitution-based.
   
  Skills: Sand sifters have a +8 racial bonus 
  on Move Silently checks. A sand sifter has a +8 
  racial bonus on any Swim check to perform some 
  special action or avoid a hazard. It can always 
  can 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. *Sand sifters have a +12 racial bonus on Hide 
  checks when swimming near the bottom of an 
  ocean, lake, or other body of water.
  
  87
  10
  Sanguine Stalker
  Large Aberration
  Hit Dice: 12d8+60 (114 hp)
  Initiative: +11
  Speed: 60 ft. (12 squares)
  Armor Class: 26 (-1 size, +7 Dex, +10 
  natural), touch 16, flat-footed 19
  Base Attack/Grapple: +9/+19
  Attack: Razor +14 melee (2d6+6) or slam 
  +14 melee (1d6+6)
  Full Attack: 4 razors +14 melee (2d6+6) or 
  slam +14 melee (1d6+6)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Bleeding wounds, blood 
  fire
  Special Qualities: Darkvision 60 ft., scent
  Saves: Fort +9, Ref +11, Will +7
  Abilities: Str 22, Dex 25, Con 20, Int 13, 
  Wis 8, Cha 8
  Skills: Hide +10, Listen +12, Jump +18, 
  Spot +11, Survival +12
  Feats: Dodge, Improved Initiative, Mobility, 
  Spring Attack, Track
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 13-24 HD (Huge)
  Level Adjustment: —
   
  Standing well over nine feet tall, the 
  gaunt figure rises from the ground, showing its 
  perpetually exposed flesh and four scythe-like 
  arms.
  Combat
   
  Sanguine stalkers are drawn to blood, and 
  they can smell fresh gore from up to two miles 
  away. A sanguine stalker is a ferocious fighter that 
  leaps into battle fearlessly and wounds all possible 
  opponents with its scythe-like bladed arms. It will 
  then use its blood fire attack to incapacitate its 
  foes and slam anyone who remains standing with 
  its spiked exoskeleton. Sanguine stalkers never 
  retreat from combat.
   
  Bleeding Wound (Ex): A sanguine stalker 
  that hits a living creature with all four of its razor 
  attacks in the same round causes a persistent 
  wound. An injured creature loses 1d4 additional 
  hit points each round. Multiple wounds caused 
  by hitting again with all four razor attacks result 
  in cumulative hit point loss from bleeding. The 
  bleeding can be stopped by a DC 15 Heal check 
  or the application of a cure spell or a heal spell. 
  A successful Heal check automatically stops the 
  continuing hit point loss as well as restoring hit 
  points.
   
  Blood Fire (Su): Once per day, a sanguine 
  stalker may cause its essence to inflict creatures it 
  has wounded to burn with agonizing pain. When 
  the blood fire has been invoked, any opponent that 
  has been hit by a sanguine stalker’s razors within 
  the past hour and not yet fully healed from it must 
  succeed on a DC 21 Fortitude save or be stricken 
  with racking pain and stunned for 1d6 rounds.  The 
  save DC is Constitution-based.
  Flora and Fauna
   
  Angler Lizard: Angler lizards are similar in appearance to geckos, but larger. Not including the 
  long semi-prehensile tail, the largest angler lizards are around three feet long, but the average size is 
  around 1.5 feet. These lizards have long, barbed tongues that magically glow at the tip. They also have 
  wide-toed feet (they’re arboreal during the day) and can magically walk on water. At night, the angler 
  lizards descend from the trees and spread out over the shallow parts of lakes and ponds. They flick their 
  tongues out over the water like fireflies and eat what fish come to the surface. Occasionally an angler 
  lizard catches something too big and loses part of its tongue, but it will quickly regenerate. Angler lizards 
  are magically dependent animals that require magic, air, water, and food to survive. They are only found 
  along wooded waterways, lakes, and marshes.
  10
  Treell
  Huge Plant
  Hit Dice: 8d8+48 (84 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 23 (-2 size, +1 Dex, +14 
  natural), touch 9, flat-footed 22
  Base Attack/Grapple: +6/+23
  Attack: Slam +13 melee (2d6+9)
  Full Attack: 2 slams +13 melee (2d6+9)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Animate trees, constrict 
  1d6+13, double damage against objects, 
  entangle, improved grab, trample 2d6+13
  Special Qualities: Damage reduction 
  10/slashing, low-light vision, plant traits, 
  vulnerability to fire
  Saves: Fort +12, Ref +3, Will +6
  Abilities: Str 29, Dex 12, Con 23, Int 14, 
  Wis 15, Cha 12
  Skills: Bluff +6, Diplomacy +5, Disguise +6 
  (+8 acting), Hide +-2*, Intimidate +3, Listen 
  +10, Move Silently +6, Sense Motive +8, 
  Spot +10, Survival +8
  Feats: Alertness, Iron Will, Power Attack
  Environment: Warm forest and marsh
  Organization: Solitary or grove (4-7)
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment: +5
   
  Treells blend in well with most trees, though 
  their dark brown bark sometimes distinguishes 
  them from their normal brethren. Masses of gangly 
  vines bearing prickly ivy leaves cover them. The 
  vines measure three to four inches in diameter and 
  stretch as long as 20 feet. Treells stand 15 to 30 feet 
  tall and possess thick, barrel-like trunks. Based on 
  their physiology and abilities, many sages believe 
  that they are treant/assassin vine hybrids. This 
  theory, however, remains speculative.
   
  Treells speak the language of treants, plus 
  Common and Sylvan.
  Combat
   
  Treells prefer to study potential foes 
  before 
  attacking. 
  They 
  frequently 
  ambush 
  unsuspecting interlopers by suddenly charging 
  from a well-concealed position, or they rely on 
  stealth, wrapping their incredibly strong vines 
  around unwary prey unwittingly stumbling into 
  their range. If sorely pressed, treells animate 
  trees as reinforcements. Treells savagely attack 
  any creatures that they consider forest jungle 
  despoilers.
   
  Animate Trees (Sp): A treell can animate 
  trees within 180 feet at will, controlling up to two 
  trees at a time. It takes 1 full round for a normal 
  tree to uproot itself. Thereafter moves at a speed 
  of 10 feet and fights as a treell in all respects. 
  Animated trees lose their ability to move if the 
  treell that animated them is incapacitated or moves 
  out of range. The ability is otherwise similar to 
  liveoak (caster level 12th). Animated trees have 
  the same vulnerability to fire that a treell has.
   
  Constrict (Ex): A treell deals 1d6+13 points 
  of damage with a successful grapple check.
   
  Double Damage against Objects (Ex): A 
  treell or animated tree that makes a full attack 
  against an object or structure deals double 
  damage.
   
  Entangle (Su): A treell can animate plants 
  within 30 feet of itself as a free action (Ref DC 16). 
  The effect lasts until the treell dies or decides to 
  end it (also a free action). The save DC is Wisdom-
  based. The ability is otherwise similar to entangle 
  (caster level 7th).
   
  Improved Grab (Ex): To use this ability, 
  a treell must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict.
   
  Trample (Ex): Reflex half DC 23. The save 
  DC is Strength-based.
   
  Skills: *A treell has a +16 racial bonus on 
  Hide checks made in forested areas.
  
  88
  11 Blood Naga
  Large Aberration (Extraplanar, 
  Incorporeal)
  Hit Dice: 10d8+30 (75 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 14 (-1 size, +2 Dex, +3 
  deflection), touch 14, flat-footed 12, or 16 
  (-1 size, +2 Dex, +5 natural), touch 11, flat-
  footed 14
  Base Attack/Grapple: +7/— (+14)
  Attack: —, or bite +9 melee (2d6+4 plus 
  poison) 
  Full Attack: —, or bite +9 melee (2d6+4 
  plus poison) 
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Blood-mist, poison, spells
  Special Qualities: Darkvision 60 ft, 
  incorporeal traits, low-light vision, 
  manifestation
  Saves: Fort +6, Ref +7, Will +10
  Abilities: Str 16, Dex 15, Con 17, Int 14, 
  Wis 16, Cha 17
  Skills: Concentration +12, Diplomacy+7, 
  Intimidate +8, Listen +15, Sense Motive +8, 
  Spellcraft +12, Spot+15
  Feats: Alertness, Combat Casting, Eschew 
  MaterialsB, Lightning Reflexes, Spell Focus 
  (any one school)
  Environment: Ethereal Plane (warm marsh)
  Organization: Solitary or nest (2-4)
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 11-20 HD (Large); 21-30 
  HD (Huge)
  Level Adjustment: —
   
  A reddish mist resembling a gout of blood 
  suspended in water surrounds you.
  Combat
   
  Blood nagas hunt by isolating and attacking 
  a single victim with their blood-mist and ravaging 
  their victim with poison and spells once it reaches 
  the Ethereal Plane. These nagas tend to favor 
  intelligent prey.
   
  A blood naga cannot use its bite attack 
  against material opponents, and its poison can 
  affect only ethereal or incorporeal creatures.
   
  Blood-Mist (Su): After manifesting on the 
  material plane, a blood naga can attempt to draw 
  material targets onto the Ethereal Plane with its 
  blood-mist. To do so, it moves over them, covering 
  as many targets of Large size or smaller with 
  its blood-mist as it can. These targets can make 
  attacks of opportunity against the blood naga, but 
  it is incorporeal. The blood naga can then make 
  use of its blood-mist ability as a standard action. 
  Creatures covered by its blood-mist must succeed 
  on a DC 18 Fortitude saving throw or be drawn into 
  the Ethereal Plane. Such a creature is enveloped 
  within the blood-mist until it is brought to the 
  Ethereal Plane, where it appears 5 feet away from 
  the blood naga. The save DC is Charisma-based.
   
  Creatures drawn onto the Ethereal Plane 
  function as if under the effects of etherealness and 
  possess all the items they were carrying on the 
  Material Plane. They can attack and be attacked by 
  the blood naga normally. Returning a victim to the 
  Material Plane requires a plane shift or similarly 
  powerful magic.
   
  Poison (Ex): Injury, Fortitude DC 18, initial 
  and secondary damage 1d8 Con. The save DC is 
  Constitution-based.
   
  Spells: A blood naga casts spells as an 8th-
  level sorcerer. The save DCs are Charisma-based.
   
  Typical sorcerer spells known (6/7/7/6/3; 
  save DC 13 + spell level): 0—arcane mark, 
  dancing lights, detect magic, detect poison, daze, 
  disrupt undead, ray of frost, resistance; 1st—
  Magic missile, protection from good, shield, true 
  strike; 2nd—Acid arrow, see invisibility, shatter, 
  summon monster II; 3rd—hold person, lightning 
  bolt; 4th— lesser globe of invulnerability. 
   
  Because of the blood naga’s Spell Focus feat, 
  the save DC of all spells from any one school is 14 
  + spell level.
   
  Manifestation (Su): A blood naga dwells 
  on the Ethereal Plane. As an ethereal creature, 
  it cannot affect or be affected by anything in the 
  material world (except that it can be targeted by 
  force effects and abjurations that originate on the 
  Material Plane). A blood naga can manifest itself 
  as an incorporeal cloud that looks like roiling red 
  vapor, which occupies the same space that the 
  blood naga does on the Ethereal Plane. When a 
  11
  Crimson Moth
  Huge Vermin
  Hit Dice: 16d8+80 (152 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), fly 60 ft. (average) 
  (12 squares)
  Armor Class: 20 (-2 size, +2 Dex, +10 
  natural), touch 10, flat-footed 20
  Base Attack/Grapple: +12/+28
  Attack: Slam +18 melee (1d10+8)
  Full Attack: 2 slams +18 melee (1d10+8)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Blood drain, improved 
  grab, lightning wings, pounce
  Special Qualities: All-around vision, damage 
  reduction 10/bludgeoning, darkvision 60 ft., 
  fast healing 5, uncanny dodge
  Saves: Fort +15, Ref +7, Will +6
  Abilities: Str 26, Dex 15, Con 20, Int —, 
  Wis 13, Cha 5
  Skills: —
  Feats: Flyby AttackB
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 11
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 17-32 HD (Huge); 33-48 
  HD (Gargantuan)
  Level Adjustment: —
   
  Crimson moths are blood-eating insects 
  that grow to enormous heights. Their blood thirst 
  drives them to attack the living and dead alike, 
  laying waste with little warning. Crimson moths 
  nest in remote places, and their cocoons are sought 
  after, said to have the strength of steel.
  Combat
   
  Like all vermin, crimson moths have no 
  intelligence. This means they fight by instinct 
  alone. Natural predators, crimson moths stalk their 
  prey and then pounce. A crimson moth tries to pin 
  a foes and then draw out its blood, draining the 
  opponent of precious vitae through its proboscis. If 
  opposition is too stiff, they break off from combat 
  and fly away in search of easier prey.
   
  Blood Drain (Ex): A crimson moth can drain 
  blood from a living victim by making a successful 
  grapple check. It if pins the foe, it drains blood, 
  dealing 1d6 points of Constitution damage each 
  round the pin is maintained.
   
  Improved Grab (Ex): To use this ability, a 
  crimson moth must hit with both slam attacks. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can drain blood.
   
  Lightning Wings (Sp): A crimson moth’s 
  wings generate electricity during flight. Once 
  per minute, a crimson moth can discharge a wild 
  surge of electrical power that functions as a chain 
  lightning spell (caster level 16th, save DC 13). 
  The save DC is Charisma-based.
   
  Pounce (Ex): If a crimson moth charges a 
  foe, it can make a full attack.
   
  All-Around Vision (Ex): A crimson moth’s 
  many eyes give it a +2 racial bonus on Spot and 
  Search checks, and it can’t be flanked.
   
  Uncanny Dodge (Ex): The compound 
  eyes of a crimson moth allow it to see in every 
  direction, and its antennae provide a heightened 
  sense of smell. Thus, a crimson moth retains its 
  Dexterity bonus to AC when flat-footed.
  blood naga manifests, it partly enters the Material 
  Plane and becomes visible but incorporeal on 
  the Material Plane. A manifested blood naga 
  cannot harm material opponents except by using 
  its blood-mist ability. A manifested blood naga 
  remains partially on the Ethereal Plane, where it 
  is not incorporeal. A manifested blood naga 
  can be attacked by opponents on either the 
  Material Plane or the Ethereal Plane. The blood 
  naga’s incorporeality helps protect it from foes 
  on the Material Plane, but not foes on the Ethereal 
  Plane.
  
  89
  11 Juhivai
  Huge Aberration (Aquatic, Psionic)
  Hit Dice: 14d8+70 (133 hp)
  Initiative: +1
  Speed: Swim 50 ft. (10 squares)
  Armor Class: 17 (-2 size, +1 Dex, +8 
  natural), touch 9, flat-footed 16
  Base Attack/Grapple: +10/+21
  Attack: Bite +11 melee (2d6+3)
  Full Attack: Bite +11 melee (2d6+3) and 4 
  tentacles +6 melee (1d8+1)
  Space/Reach: 15 ft./10 ft. (75 ft. with 
  tentacles)
  Special Attacks: Improved grab, psi-like 
  abilities, swallow whole
  Special Qualities: Darkvision 60 ft., heat 
  sensor, low-light vision
  Saves: Fort +9, Ref +5, Will +11
  Abilities: Str 16, Dex 13, Con 20, Int 19, 
  Wis 11, Cha 10
  Skills: Hide +10, Jump +20, Knowledge 
  (psionics) +21, Listen +17, Search +21, 
  Spot +17, Survival +0 (+2 following tracks), 
  Swim +11
  Feats: Iron Will, Psionic Fist, Quicken 
  Power, Rapid Metabolism, Unavoidable 
  Strike
  Environment: Any aquatic
  Organization: Solitary, pair, school (3-5), 
  pack (6-10)
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 15-28 HD (Huge); 29-42 
  HD (Gargantuan)
  Level Adjustment: —
   
  A juhivai is a fierce predator found along the 
  coastlines of large freshwater lakes. It looks like a 
  cross between a fish and a shark, with extremely 
  long tentacles sprouting from a ring around its 
  neck. A mouth full of sharp teeth and a thick hide 
  deter many a local fisherman from entering the 
  water when a juhivai is spotted nearby.
  Combat
   
  A juhivai normally waits near the water’s 
  edge for suitable prey to pass by, often using its 
  psionic powers to lure potential prey close. When a 
  promising target approaches, the juhivai launches 
  itself upward and attempts to grab the target with 
  its tentacles and pull it beneath the surface.
   
  Improved Grab (Ex): To use this ability, 
  a juhivai must hit an opponent up to one size 
  category smaller than itself with its tentacle attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can try to swallow the foe in the following round.
   
  Psi-Like Abilities: At will—control body 
  (Huge or smaller*; DC 14), control light, danger 
  sense (plus improved uncanny dodge*), detect 
  psionics, mental barrier (7 rounds*), psionic blast 
  (4 rounds*, DC 13), synesthete, ubiquitous vision; 
  3/day—attraction (+9 bonus, DC 16*), aversion 
  (+4 hours, DC 16*), burst, chameleon, concussion 
  blast (5d6*, DC 12), disable (14 HD, range 
  45, DC 16*), distract (DC 11), energy current 
  (electricity only; 11d6 damage, DC 18*), escape 
  detection, mass cloud mind (DC 18); 1/day—body 
  adjustment (heals 4d12 hp*), ectoplasmic cocoon 
  (DC 16*), ego whip (3d4 Cha, DC 16*), empty 
  mind (+7 bonus*), psionic true seeing. Manifester 
  level 11th. The save DCs are Charisma-based.
   
  *Includes augmentation for the juhivai’s 
  manifester level.
   
  Swallow Whole (Ex): A juhivai can swallow 
  a grabbed opponent up to one size category smaller 
  than itself by making a successful grapple check. 
  The swallowed creature takes 4d6+3 points of 
  slashing damage per round from the rows of teeth 
  that line the juhivai’s gullet. A swallowed creature 
  can try to cut its way out by using a light slashing 
  or piercing weapon to deal 30 points of damage to 
  the gullet (AC 14). Once the creature exits, another 
  swallowed opponent must cut its own way out. 
   
  A Huge juhavai’s gullet can hold 2 Large, 
  8 Medium, 32 Small, or 128 Tiny or smaller 
  opponents.
   
  Heat Sensor (Su): While underwater, the 
  juhivai can detect the body heat of any Medium 
  or larger creature from a distance of up to 500 feet. 
  This ability operates continuously.
   
  Skills: A juhivai 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 
  Swim checks, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  11
  Marshlight
  Gargantuan Ooze (Aquatic)
  Hit Dice: 12d10+84 (150 hp)
  Initiative: -5
  Speed: 20 ft. (4 squares), swim 20 ft. (4 
  squares)
  Armor Class: 1 (-4 size, -5 Dex), touch 1, 
  flat-footed 1
  Base Attack/Grapple: +9/+32
  Attack: Slam +16 melee (4d6+16 plus 
  poison)
  Full Attack: Slam +16 melee (4d6+16 plus 
  poison)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Improved grab, incendiary 
  burst, poison, swamp gas
  Special Qualities: Blindsight 60 ft., 
  boglike, create swamplights, immunity to 
  fire, ooze traits
  Saves: Fort +11, Ref -1, Will -1
  Abilities: Str 33, Dex 1, Con 24, Int —, Wis 
  1, Cha 1
  Skills: Swim +19
  Feats: —
  Environment: Any marsh
  Organization: Solitary
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Gargantuan); 
  19-36 HD (Colossal)
  Level Adjustment: —
   
  A number of small glowing lights begin 
  to bob and weave through the air over the vast 
  swampy pool.
  Combat
   
  An attacking marshlight might be mistaken 
  for an elemental, rising as a shapeless mass that 
  resembles an animate composite of water, muck, 
  and decomposing vegetable matter. It attacks with 
  devastating slams, and is also capable of emitting 
  dangerous swamp gasses.
   
  Marshlights rarely retreat from combat, 
  being mindless and voracious.
   
  Improved Grab (Ex): To use this ability, the 
  marshlight must hit with a slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and poisons its 
  opponent each round.
   
  Incendiary Burst (Ex): Seven times per 
  day, as a free action once per round, a marshlight 
  can cause one of its swamplights to explode. The 
  resulting 50-foot burst deals 7d6 points of fire 
  damage to any creature within the area (Reflex DC 
  23 half). The save DC is Constitution-based.
   
  Poison (Ex): Contact, Fortitude DC 23, 
  initial damage 1d4 Str, secondary damage 1d6 Str. 
  The save DC is Constitution-based.
   
  Swamp Gas (Ex): At will, as a standard 
  action, a marshlight can release a cloud of swamp 
  gas similar in effect to a stinking cloud spell (DC 
  23, caster level 12th). Twice per day, it can make 
  this cloud similar to a cloudkill spell (DC 23, 
  caster level 6th). In each case, the range of the gas 
  cloud is 30 feet, but it otherwise functions as the 
  appropriate spell. The save DCs are Constitution-
  based.
   
  Boglike (Ex): A motionless marshlight so 
  closely resembles a stretch of boggy ground that it 
  takes a DC 20 Spot check to notice one.  A creature 
  that fails to notice a marshlight and walks into it is 
  automatically hit with a melee attack for slam and 
  poison damage.
   
  Create Swamplights (Su): At will, a 
  marshlight can create swamplights, small hovering 
  spheres of light similar to those made by a dancing 
  lights spell (caster level is equal to the marshlight’s 
  HD). The swamplights resemble the lights of the 
  spell, and a marshlight has the same limits on how 
  many it may create at one time.
   
  Skills: A marshlight 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.
  
  90
  11 Mokele M’bembe
  Gargantuan Animal (Aquatic)
  Hit Dice: 24d8+171 (279 hp)
  Initiative: -1
  Speed: 40 ft. (8 squares), swim 10 ft. (2 
  squares)
  Armor Class: 13 (-4 size, -1 Dex, +8 
  natural), touch 5, flat-footed 13
  Base Attack/Grapple: +18/+42
  Attack: Horn +26 melee (2d8+12) or stamp 
  +26 melee (1d8+12) or tail slap +26 melee 
  (1d8+12)
  Full Attack: Horn +26 melee (2d8+12) and 
  2 stamps +21 melee (1d8+6) and tail slap 
  +21 melee (1d8+6)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Capsize, poison, trample 
  2d6+18
  Special Qualities: Low-light vision
  Saves: Fort +23, Ref +13, Will +8
  Abilities: Str 34, Dex 9, Con 24, Int 1, Wis 
  10, Cha 12
  Skills: Diplomacy +3, Listen +10, Jump 
  +16, Spot +11, Sense Motive +10, Swim 
  +35
  Feats: Ability Focus (poison), Alertness, 
  Awesome Blow, Diehard, Endurance, Great 
  Fortitude, Improved Bull Rush, Power 
  Attack, Toughness
  Environment: Warm aquatic, forest, and 
  swamp
  Organization: Solitary or pair
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral
  Advancement: 25-48 HD (Gargantuan); 
  49-72 HD (Colossal)
  Level Adjustment: —
   
  The mokele m’bembe (moh-KEH-leh m-
  BEHM-beh) is a dinosaur closely related to the 
  apatosaurus (brontosaurus). A mokele m’bembe 
  is over 40 feet long, with a long neck and tail, 
  leathery dark-brown skin, and a red horn jutting 
  from the center of its head. Mokele m’bembe live 
  in swamps and rivers, spending much time in the 
  water, and feeding on trees, fruit, water plants, 
  and shrubs. Except during mating season, these 
  creatures are exclusively solitary.
  Combat
   
  The mokele m’bembe attacks large creatures 
  such as hippos, elephants, and the like, but it 
  ignores most smaller creatures. It finds humanoids 
  irritating, and usually submerges to hide and avoid 
  them. Being a rather stupid creature, the mokele 
  m’bembe cannot tell the difference between a boat 
  and a large animal, and attempts to capsize any 
  boat it encounters.
   
  A mokele m’bembe’s flesh is covered in 
  poisonous secretions which affect any creature 
  biting into it.
   
  Capsize 
  (Ex): 
  A 
  submerged 
  mokele 
  m’bembe that surfaces under a boat or ship less 
  than 20 feet long capsizes the vessel every time. It 
  has a 75% chance to capsize a vessel from 20 to 60 
  feet long and a 50% chance to capsize one over 60 
  feet long.
   
  Poison (Ex): Injested, Fortitude DC 31, 
  initial damage 1d6 Con, secondary damage 2d6 
  Con. The save DC is Constitution-based.
   
  Trample (Ex): Reflex half DC 34.  The save 
  DC is Strength-based.
   
  Skills: A mokele m’bembe 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.
  12
  Giant Bog Turtle
  Huge Magical Beast
  Hit Dice: 15d10+78 (160 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 40 ft. (8 
  squares)
  Armor Class: 26 (-2 size, +18 natural), touch 
  8, flat-footed 26
  Base Attack/Grapple: +15/+35
  Attack: Bite+26 melee (3d8+18)
  Full Attack: Bite+26 melee (3d8+18)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Capsize, current, improved 
  grab, swallow whole
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +14, Ref +9, Will +6
  Abilities: Str 34, Dex 10, Con 21, Int 2, Wis 
  12, Cha 10
  Skills: Listen +9, Spot +9, Swim +24 
  Feats: Alertness, Endurance, Improved Natural 
  Attack (bite), Power Attack, Toughness, 
  Weapon Focus (bite)
  Environment: Temperate or warm marshes
  Organization: Solitary
  Challenge Rating: 12
  Treasure: None
  Alignment: Always neutral
  Advancement: 16-30 HD (Huge); 31-45 HD 
  (Gargantuan)
  Level Adjustment: —
   
  This giant turtle has a brownish green 
  carapace mottled with black splotches. Its head, 
  neck, and limbs are dark green and leathery. Its 
  eyes are pale yellow.
   
  Giant bog turtles are aggressive omnivores 
  that make their lairs deep in desolate swamps, bogs, 
  and marshlands. Their diet consists mainly of large 
  insects, vermin, plants, berries, and aquatic varieties 
  of the aforementioned things. Some, prefer a diet of 
  meat to plants, and feed mainly on marsh animals 
  such as alligators, crocodiles, and the occasional 
  adventurer. Bog turtles are diurnal creatures and 
  spend the nighttime hours sleeping in their lairs.
   
  Giant bog turtles are solitary creatures; 
  rarely is more than one ever encountered. Mating 
  season is the only exception and it is short (one 
  month during the spring). The female lays a clutch 
  consisting of 1d3 +3 eggs. The eggs are buried in 
  swamp mud and hidden from predators. The female 
  stays near the eggs at all times except when eating 
  or hunting. Gestation lasts about 3 months before 
  the eggs hatch. Newborn bog turtles grow rapidly 
  and are self-sufficient within one year. Young reach 
  maturity around four years of age.
   
  A giant bog turtle is about 20 feet long, but 
  can reach lengths of 50 feet.
  Combat
   
  A giant bog turtle lies silently, drawn into its 
  shell waiting for prey to pass near. At a distance 
  greater than 30 feet, its shell resembles a large 
  mound of earth or foliage and is often mistaken for 
  such. Once prey moves within range, the giant bog 
  turtle snaps its head out and attempts to swallow a 
  foe. In deep water, it opens its mouth and draws in 
  water, plants, rocks, and swimmers.
   
  Capsize (Ex): A submerged giant bog turtle 
  that surfaces under a boat or ship less than 20 feet 
  long capsizes the vessel 95% of the time. It has a 
  50% chance to capsize a vessel from 20 to 60 feet 
  long, and a 20% chance to capsize one over 60 feet 
  long.
   
  Current (Ex): As a full round action, a giant 
  bog turtle can induce a strong rush of water that 
  lasts for 5 rounds and pulls all creatures and objects 
  within a 100-foot cone toward its mouth at the rate 
  of 20 feet per round. Creatures can attempt a DC 
  29 Swim check to resist. A swimming creature 
  cannot take 10 on its Swim check. The check DC is 
  Strength-based.
   
  Improved Grab (Ex): To use this ability, a 
  giant bog turtle must hit an opponent with its bite 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and 
  can swallow the foe in die next round.
   
  Swallow Whole (Ex): A giant bog turtle can 
  try to swallow a grabbed opponent of a smaller size 
  than itself by making a successful grapple check. 
  Once inside, die opponent takes 3d8+18 points of 
  crushing damage and 8 points of acid damage from 
  the turtle’s digestive juices. A swallowed creature 
  can cut its way out using claws or a light slashing 
  or piercing weapon to deal 25 points of damage to 
  the turtle’s interior (AC 17). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out.
   
  A Huge bog turtle’s interior can hold 2 
  Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 
  Fine opponents.
   
  Skills: A giant bog turtle 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.
  
  91
  12 Giant Sea Slug
  Gargantuan Vermin (Aquatic)
  Hit Dice: 15d8+99 (166 hp)
  Initiative: +0
  Speed: Swim 50 ft. (10 squares)
  Armor Class: 19 (-4 size, +13 natural); 
  touch 6, flat-footed 19
  Base Attack/Grapple: +11/+36
  Attack: Bite +19 melee (2d8+16)
  Full Attack: Bite +19 melee (2d8+16)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Capsize, gulp, paralysis
  Special Qualities: Darkvision 60 ft., hold 
  breath, vermin traits
  Saves: Fort +15, Ref +5,Will +5
  Abilities: Str 32, Dex 10, Con 22, Int 1, Wis 
  10, Cha 1
  Skills: Listen +9, Swim +28
  Feats: Cleave, Power Attack, Toughness 
  (x3), Weapon Focus (bite)
  Environment: Temperate aquatic
  Organization: Solitary
  Challenge Rating: 12
  Treasure: None
  Alignment: Always neutral
  Advancement: 16-32 HD (Gargantuan); 
  33+ HD (Colossal)
  Level Adjustment: —
   
  This beast looks like a giant slug with 
  serrated teeth and nine sets of gills along the sides 
  of its body near its head.
   
  Spending a large portion of its life crawling 
  across the floors of lakes and seas, the giant sea 
  slug is rarely encountered, save by accident or 
  happenstance. Stories are told of these great 
  monsters surfacing beneath ships, tipping them 
  over, and then feasting on the survivors. There 
  is little truth to these stories. (Most of the stories 
  that speak of these creatures attacking ships are the 
  result of a giant sea slug surfacing for air beneath a 
  ship that happened to be in the way.)
   
  Giant sea slugs are docile creatures, feeding 
  or kelp, seaweed, and coral.
   
  A giant sea slug is about 30 feet long. It is 
  variable in color: some are gray or greenish-blue; 
  others are white mottled with yellow or brown; 
  and still others are gray mottled red or yellow. It 
  has a large set of antennae that it uses for sight and 
  navigation.
  Combat
   
  Giant sea slugs are non-aggressive creatures. 
  Most encounters with giant sea slugs occur when 
  they surface beneath a ship or boat and capsize it. 
  Giant sea slugs may inadvertently swallow sailors 
  or swimmers who are in the water when it opens its 
  mouth.
   
  Capsize (Ex): A giant sea slug has a 100% 
  chance of capsizing boats under 20 feet long, a 
  75% chance of capsizing a boat from 20 to 60 feet 
  long, and a 50% chance of capsizing a boat over 60 
  feet long.
   
  Gulp (Ex): A giant sea slug can try to 
  swallow an opponent up to two sizes smaller than 
  itself by making a bite attack. Once inside, the 
  opponent takes 2d8 + 16 points of bludgeoning 
  damage plus 8 points of acid damage per round 
  from the sea slug’s digestive juices. A swallowed 
  creature can cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of 
  damage to the sea slug’s stomach (AC 16). Once 
  a creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out.
   
  A Gargantuan sea slug’s interior can hold 
  2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 
  Diminutive or smaller creatures.
   
  Paralysis (Ex): A giant sea slug’s dorsal 
  side is covered with thread-like cilia that deliver 
  a paralytic poison to creatures touching them. 
  Creatures attacking a giant sea slug unarmed or 
  with natural weapons must succeed on a DC 23 
  Fortitude save or become paralyzed for 6 rounds. 
  The save DC is Constitution-based.
   
  Amphibious (Ex): Although giant sea slugs 
  are aquatic, they can survive indefinitely on land.
   
  Skills: A giant sea slug 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.
  12
  Lesser Sea Giant
  Huge Giant (Aquatic)
  Hit Dice: 17d8+102 (178 hp)
  Initiative: +1
  Speed: 50 ft. (10 squares), swim 40 ft. (8 
  squares)
  Armor Class: 21 (-2 size, +1 Dex, +12 
  natural), touch 9, flat-footed 20
  Base Attack/Grapple: +12/+33
  Attack: Gargantuan trident +24/+19/+14 
  melee (4d6+13) or slam +23 melee (1d6+13) 
  or Gargantuan trident +12 ranged (4d6+13) 
  Full Attack: Gargantuan trident +24/+19/
  +14 melee (4d6+13) or 2 slams +23 melee 
  (1d6+13) or Gargantuan trident +12 ranged 
  (4d6+13)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Shape water, spell-like 
  abilities
  Special Qualities: Darkvision 60 ft., freedom 
  of movement, oversized weapon, rock 
  catching, water breathing
  Saves: Fort +16, Ref +6, Will +7
  Abilities: Str 37, Dex 13, Con 23, Int 14, Wis 
  14, Cha 14
  Skills: Concentration +19, Intimidate +15, 
  Jump +34, Listen +16, Spot +16, Swim +34
  Feats: Cleave, Combat Expertise, Great 
  Cleave, Power Attack, Improved Sunder, 
  Weapon Focus (trident)
  Environment: Any aquatic
  Organization: Solitary or family (2-4 plus 1 
  non-combatant, plus 1 sorcerer or cleric of 6th-
  9th level, plus 2-8 large sharks)
  Challenge Rating: 12
  Treasure: Standard coins; double goods; 
  standard items
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: —
   
  The depths of the ocean hold many secrets: 
  sunken ships, lost civilizations, fantastic beasts of 
  immense size and profound evil. One such secret 
  that recently surfaced is the lesser sea giant. Lesser 
  sea giants are approximately 20 feet tall, green-
  skinned, and have white hair streaked with green. 
  Males tend to wear their hair and beards braided, 
  and members of both sexes favor bangles of shells, 
  bits of coral, and other adornments. Lesser sea giants 
  live hermetic lifestyles, staking out a territory and 
  sharing that territory with only natural animals. All 
  other creatures are either killed or chased away. One 
  creature that a lesser sea giant will always attack 
  on sight is a storm giant; there is an ancient hatred 
  between these two races that goes back millennia.
  Combat
   
  Lesser sea giants attack using their spell-like 
  abilities, shape water ability and trident. If unarmed, 
  they can attack with their fists. They do not hurl 
  rocks as other giants. Their outsized tridents have a 
  range increment of 20 feet.
   
  Shape Water (Su): Once per day, a lesser sea 
  giant can form a volume of water into the shape of a 
  20-foot long arm ending in a clenched fist (AC 20, 
  hp 80). The lesser sea giant may use this fist to make 
  a ranged attack with a maximum range of 20 feet, 
  and deal 1d8+13 points of damage as a slam. Any 
  creature struck by this fist must succeed on a DC 
  20 Fortitude save or be stunned for 1 round. The 
  save DC is Charisma-based. The arm remains for 
  17 rounds and the lesser sea giant does not need to 
  concentrate to maintain the arm. The fist loses shape 
  if it reaches 0 hit points, the duration expires, or the 
  lesser sea giant dies or wills the effect to end.
   
  Spell-Like Abilities: 2/day—control water 
  (DC 16); 1/day—control winds. Caster level 17th. 
  The save DCs are Charisma-based.
   
  Freedom of Movement (Su): Lesser sea 
  giants continuously benefit from freedom of 
  movement as the spell (caster level 17th).
   
  Oversized Weapon (Ex): A lesser sea giant 
  wields a great, one-handed trident (big enough for 
  Gargantuan creatures) without penalty.
   
  Rock Catching (Ex): A lesser sea giant can 
  catch Small, Medium, or Large rocks (or projectiles 
  of similar shape). Once per round, a lesser sea giant 
  that would normally be hit by a rock can make a 
  Reflex save to catch it as a free action. The DC is 
  15 for a Small rock, 20 for a Medium one, and 25 
  for a Large one. (If the projectile provides a magical 
  bonus on attack rolls, the DC increases by that 
  amount.) The lesser sea giant must be ready for and 
  aware of the attack in order to make a rock catching 
  attempt.
   
  Water Breathing (Ex): A lesser sea giant 
  can breathe underwater indefinitely and can freely 
  use its spell-like abilities and other abilities while 
  submerged.
   
  Skills: A lesser sea giant 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.
  
  92
  Russet Diver
  12
  Huge Humanoid (Aquatic)
  Hit Dice: 15d8+60 (127 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), swim 70 ft. (14 
  squares)
  Armor Class: 17 (-2 size, -1 Dex, +10 
  natural), touch 7, flat-footed 17
  Base Attack/Grapple: +11/+29
  Attack: Claw +19 melee (1d10+10) or 
  harpoon +19 melee (2d6+10/19-20) or 
  harpoon +8 ranged (2d6+10/19-20)
  Full Attack: 2 claws +19 melee (1d10+10) 
  and bite +17 melee (bite 2d6+5) or harpoon 
  +19 melee (2d6+10/19-20) or harpoon +8 
  ranged (2d6+10/19-20)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Rend
  Special Qualities: Blood strength, 
  damage reduction 10/piercing or slashing, 
  regeneration 5, resistance to cold 10, voice 
  of the sea, water dependent 
  Saves: Fort +9, Ref +8, Will +4
  Abilities: Str 30, Dex 8, Con 18, Int 6, Wis 
  8, Cha 11
  Skills: Listen +5, Move Silently +5, Spot 
  +5, Swim +18
  Feats: Cleave, Greater Cleave, Improved 
  Critical (harpoon), Improved Initiative, 
  Multiattack, Power Attack
  Environment: Cold aquatic
  Organization: Solitary or pair
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement Range: By character class
  Level Adjustment: +4
   
  Russet divers are an ancient breed of 
  fishmen. Although they are not as intelligent as 
  other humanoids, they are fierce fighters, both 
  in hand to hand combat and with their mighty 
  harpoons. They have tails rather than feet, but their 
  arms end in claws, allowing them to rip their prey 
  to pieces. Russet divers are named after the burnt 
  red coloration of their scales.
  Combat
   
  The russet diver is not particularly intelligent 
  or cunning. It enters battle with a rage born of its 
  tainted blood, usually hurling its harpoon and then 
  closing to melee with its opponents.
   
  Blood Strength (Su): Once per day, as a 
  free action, the russet diver may give itself a +10 
  enhancement bonus to Strength for 2d4 rounds. 
   
  Rend (Ex): If a russet diver hits with both 
  claw attacks, it latches onto the opponent’s body 
  and tears the flesh.  This attack automatically deals 
  an additional 2d10+15 points of damage.
   
  Regeneration (Ex): Fire and acid cause 
  normal damage. The russet divers may regenerate 
  lost body parts in 2d4 hours.
   
  Voice of the Sea (Su): The russet diver is 
  able to communicate with all aquatic creatures at 
  will. They use this ability to command various 
  undersea animals to do their bidding. Some are 
  brought to bear as weapons of war, while most are 
  domesticated as food sources.
   
  Water Dependent (Ex): A russet diver can 
  survive out of the water for 1 hour per 1 point of 
  Constitution (after that, refer to the drowning rules 
  on page 33).
   
  Skills: A russet diver 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.
  Harpoon
   
  A harpoon is a ranged weapon (ranged 
  increment 20 ft.) that deals 2d6 (Huge) of piercing
  damage on a hit with a critical range of x2. Cost: 
  64 gp. Weight: 14 lbs.
  13
  Firetide Hunter
  Huge Magical Beast (Aquatic)
  Hit Dice: 18d10+54 (153 hp)
  Initiative: +6
  Speed: Swim 80 ft. (16 squares)
  Armor Class: 24 (-2 size, +2 Dex, +14 
  natural), touch 10, flat-footed 22
  Base Attack/Grapple: +18/+32
  Attack: Bite +23 melee (2d6+6) or spines +22 
  melee (2d6+6 plus 1d6 fire)
  Full Attack: Bite +23 melee (2d6+6) or spines 
  +22 melee (2d6+6 plus 1d6 fire)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Improved grab, rage, scald, 
  swallow whole
  Special Qualities: Blindsense 90 ft., 
  darkvision 60 ft., immunity to fire, keen scent, 
  low-light vision
  Saves: Fort +16, Ref +13, Will +9
  Abilities: Str 23, Dex 15, Con 17, Int 1, Wis 
  12, Cha 2
  Skills: Listen +13, Spot +14, Swim +14, 
  Survival +1*
  Feats: Alertness, Great Fortitude, Improved 
  Initiative, Iron Will, Power Attack, Swim-By 
  Attack (spines only), Weapon Focus (bite)
  Environment: Any aquatic
  Organization: Solitary, pair, or school (3-6)
  Challenge Rating: 13
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 19-36 HD (Huge); 37-54 HD 
  (Gargantuan)
  Level Adjustment: —
   
  With an explosion of foam a mighty shark’s 
  fin breaks the water’s surface. The water around it 
  surges like a tidal wave as it speeds toward you. An 
  intense heat precedes it, the water bubbling around 
  the great fin.
  Combat
   
  Firetide 
  hunters 
  are 
  voracious 
  feeders, 
  viciously attacking any creature that comes 
  near. Against foes that show an ability to defend 
  themselves, they try repeated passes raking with 
  their spines and using the Swim-By Attack feat, 
  likely also using Power Attack if the first two or 
  three attacks hit. They are also known for attacking 
  small ships, crushing hulls with their powerful bite 
  or piercing them with their scalding spines.
   
  Improved Grab (Ex): To use this ability, 
  a firetide hunter must hit with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and can 
  try to swallow the foe the following round.
   
  Rage (Ex): Whenever a firetide hunter takes 
  damage or when any living creature within 360 
  feet of it takes slashing or piercing damage, the 
  firetide hunter flies into a berserk rage, attacking 
  the nearest creature madly until it or its opponent is 
  dead. A raging firetide hunter gains +4 Strength, +4 
  Constitution, and -2 AC. The firetide hunter cannot 
  end its rage voluntarily, though the rage never lasts 
  longer than the duration of the encounter.
   
  Scald (Su): The water within 5 feet of a firetide 
  hunter is constantly scalding hot. All creatures in this 
  area take 1d6 points of fire damage per round (Fort 
  DC 22 half).  The save DC is Constitution-based.
   
  Swallow Whole (Ex): A firetide hunter can try 
  to swallow a grabbed opponent of a smaller size than 
  itself by making a successful grapple check. The 
  swallowed creature takes 2d6+6 points of crushing 
  damage plus 3 points of acid damage and 3d6 points 
  of fire damage per round from the firetide hunter’s 
  digestive system. A swallowed creature can cut its 
  way out by using a light slashing or piercing weapon 
  to deal 20 points of damage to the firetide hunter’s 
  gut (AC 17). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out.
   
  A Huge firetide hunter’s interior can hold 1 
  Large, 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, 
  or 512 Fine opponents.
   
  Keen Scent (Ex): A firetide hunter can notice 
  creatures by scent in a 360-foot radius and detect 
  blood in the water at ranges of up to 3 miles.
   
  Skills: A firetide hunter 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.
   
  *A firetide hunter tracking a creature by scent 
  while underwater has a +10 racial bonus on Survival 
  checks.
  Swim-By Attack [General]
   
  Prerequisite: Swim speed.
   
  Benefit: When swimming, the creature can 
  take a move action and another standard action at 
  any point during the move. The creature cannot take 
  a second move action during a round when it makes 
  a swim-by attack.
   
  Normal: Without this feat, the creature takes a 
  standard action either before or after its move.
  
  93
  Froghemoth
  13
  Huge Aberration
  Hit Dice: 16d8+80 (152 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), swim 30 ft. (6 
  squares)
  Armor Class: 16 (-2 size, +1 Dex, +7 
  natural), touch 9, flat-footed 15
  Base Attack/Grapple: +12/+24
  Attack: Tentacle +14 melee (1d6+4)
  Full Attack: 4 tentacles +14 melee (1d6+4) 
  and tongue +12 melee (1d6+2) and bite +12 
  melee (4d6+2/19-20)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Improved grab, swallow 
  whole
  Special Qualities: Darkvision 60 ft., 
  resistance to fire 10, slowed by electricity
  Saves: Fort +12, Ref +6, Will +11
  Abilities: Str 19, Dex 13, Con 20, Int 2, Wis 
  12, Cha 11
  Skills: Hide -2*, Listen +10, Spot +10, 
  Swim +12
  Feats: Alertness, Cleave, Great Fortitude, 
  Improved Critical (bite), Multiattack, Power 
  Attack
  Environment: Temperate and warm marsh
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 17-32 HD (Huge); 33-48 
  HD (Gargantuan)
  Level Adjustment: —
   
  The froghemoth is a weird aberration that 
  dwells in marshes and swamps. It appears as a 
  huge frog-like creature with 4 large tentacles in 
  place of its front legs; a 10-foot long tongue; and 
  a single, retractable eyestalk on top of its head. 
  Its underbelly is yellow, its body green, and its 
  tentacles and upper legs are mottled green.
  Combat
   
  The froghemoth attacks using its tentacles 
  and tongue to grab opponents. Grabbed opponents 
  are shoved into the froghemoth’s mouth.
   
  Improved Grab (Ex): To use this ability, 
  a froghemoth must hit with its tongue attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold 
  and can attempt to swallow the opponent in the 
  following round. A froghemoth that successfully 
  swallows an opponent can use its Cleave feat to 
  grab another opponent with its tongue in the same 
  round.
   
  Swallow Whole (Ex): A froghemoth can 
  try to swallow a grabbed opponent of Medium 
  or smaller size by making a successful grapple 
  check. The swallowed creature takes 2d8+4 
  points of crushing damage plus 1d8 points of 
  acid damage per round from the froghemoth’s 
  gizzard. A swallowed creature can climb out 
  of the froghemoth’s stomach with a successful 
  grapple check. This returns it to the froghemoth’s 
  mouth, where another successful grapple check 
  is needed to get free. A swallowed creature can 
  also cut its way out by using a light slashing or 
  piercing weapon to deal 20 points of damage to the 
  froghemoth’s stomach (AC 13).  Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out.
   
  The froghemoth’s stomach can hold two 
  Medium-size, four Small, eight Tiny, sixteen 
  Diminutive, or thirty-two Fine or smaller 
  opponents.
   
  Slowed by Electricity (Ex): A froghemoth 
  takes no damage from electricity, but an electrical 
  attack instead slows a froghemoth, as the spell, for 
  one round.
   
  Skills: A froghemoth 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.
   
  *A froghemoth has a +12 racial bonus to 
  Hide checks when in marshlands.
  13
  Plesiogigan
  Huge Monstrous Humanoid
  Hit Dice: 19d8+95 (180 hp)
  Initiative: +6
  Speed: 20 ft. (4 squares), swim 50 ft. (10 
  squares)
  Armor Class: 22 (-2 size, +2 Dex, +12 
  natural), touch 10, flat-footed 20
  Base Attack/Grapple: +19/+41
  Attack: Gargantuan trident +31 melee 
  (4d6+14/19-20) or bite +31 melee (2d8+14)
  Full Attack: Gargantuan trident +31/+26/
  +21/+16 melee (4d6+14/19-20) and bite +26 
  melee (2d8+7) or Gargantuan trident +19 
  ranged (4d6+14/19-20)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Darkvision 60 ft., 
  freedom of movement, immunity to 
  electricity, oversized weapon, water 
  breathing
  Saves: Fort +11, Ref +13, Will +12
  Abilities: Str 39, Dex 14, Con 21, Int 11, 
  Wis 13, Cha 11
  Skills: Concentration +13, Hide +6, 
  Intimidate +8, Listen +9, Spot +9
  Feats: Cleave, Combat Reflexes, Great 
  Cleave, Improved Critical (trident), 
  Improved Initiative, Improved Sunder, 
  Power Attack
  Environment: Warm aquatic
  Organization: Solitary or family (2-4)
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: —
   
  A plesiogigan is the magical merging of a 
  storm giant and an elasmosaurus. The creature 
  has a centaur-like build, with a humanoid upper 
  torso grafted onto the body of a beast, in this case 
  a flippered aquatic predator. Some elasmosaurus 
  traits have crept over onto the storm giant half of 
  the plesiogigan as well, notably the sharp, pointed 
  teeth and the grayish-green skin coloration. 
  Plesiogigans have long, flowing gray or green 
  hair; beards are common on the males. The first 
  plesiogigans were self-created by storm giant 
  wizards dabbling in crossbreeding experiments, 
  seeking to explore the limits of transmutation 
  magic. The results speak for themselves: 
  plesiogigans enjoy a mastery of the oceans rivaled 
  only by storm giants and their fierce enemies, the 
  sea giants.
   
  Plesiogigans frequently make their lairs in 
  deep aquatic trenches, often many miles below the 
  ocean’s surface. They are generally on good terms 
  with storm giants and attack sea giants on sight. 
   
  Plesiogigans speak Giant. Many of them 
  choose to become clerics or barbarians.
  Combat
   
  Plesiogigans wield Gargantuan tridents in 
  battle but prefer using them as melee weapons 
  rather than hurling them. They tend toward 
  savageness in battle, often ripping into enemies 
  with their sharp teeth. On the ocean’s surface, 
  plesiogigans put their spell-like abilities to good 
  use, especially against enemy surface ships.
   
  Spell-Like Abilities (Su): 2/day—control 
  weather. Caster level 20th. 1/day—call lightning 
  (DC 13), chain lightning (DC 16). Caster level 
  15th. The save DCs are Charisma-based.
   
  Freedom of Movement (Su): A plesiogigan 
  continuously benefits from freedom of movement 
  as the spell (caster level 15th). 
   
  Oversized Weapon (Ex): A plesiogigan 
  wields a great, one-handed trident (big enough for 
  Gargantuan creatures) without penalty.
   
  Water Breathing (Ex): A plesiogigan can 
  breathe underwater indefinitely and can freely 
  use its spell-like abilities and other abilities while 
  submerged.
   
  Skills: A plesiogigan 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.
  
  94
  14
  Morgathrell
  Gargantuan Magical Beast (Aquatic)
  Hit Dice: 24d10+216 (348 hp)
  Initiative: -3
  Speed: Swim 40 ft. (8 squares)
  Armor Class: 19 (-4 size, -3 Dex, +16 
  natural), touch 3, flat-footed 19
  Base Attack/Grapple: +24/+48
  Attack: Tentacle rake +32 melee (2d8+12)
  Full Attack: 2 tentacle rakes +32 melee 
  (2d8+12)
  Space/Reach: 20 ft./15 ft. (200 ft. with 
  tentacles)
  Special Attacks: Capsize, improved grab, 
  swallow whole
  Special Qualities: Blindsight 300 ft.
  Saves: Fort +22, Ref +11, Will +7
  Abilities: Str 35, Dex 4, Con 26, Int 1, Wis 
  9, Cha 5
  Skills: Hide +0*, Listen +6, Swim +25
  Feats: Endurance, Toughness (x8)
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 14
  Treasure: Triple standard
  Alignment: Always neutral
  Advancement: 25-48 HD (Gargantuan); 
  49-72 HD (Colossal)
  Level Adjustment: —
   
  Morgathrells are massive sea creatures that 
  anchor themselves to the ocean floor and prey on 
  whales and ships.
   
  A morgathrell resembles an enormous gray 
  and black worm 20 feet in diameter, 60 feet 
  long, and weighing over 30 tons. Two tentacles, 
  hundreds of feet long and covered in bony spines 
  emerge from a morgathrell’s sides. A morgathrell’s 
  three-pronged mouth can stretch open to almost 
  twice the width of its body, revealing numbers of 
  enormous, jagged white teeth.
   
  A morgathrell spends most of its life asleep, 
  half its body buried in the ocean floor, developing a 
  covering of silt and plants. This natural camouflage 
  allows a morgathrell to avoid frightening potential 
  meals. When a moving target of sufficient size 
  does approach a morgathrell, the creature rises up, 
  whipping its tentacles through the water and trying 
  to drag its prey to its mouth. Vast fortunes have 
  been found within the bellies of morgathrells: the 
  former cargos of devoured ships.
  Combat
   
  Morgathrells focus on one opponent at a 
  time, doing everything they can to devour their 
  enemies and never realizing the possibility of 
  defeat.
   
  Capsize (Ex): A submerged morgathrell 
  that surfaces under a boat or ship less than 20 feet 
  long capsizes the vessel 95% of the time. It has a 
  50% chance to capsize a vessel from 20 to 60 feet 
  long and a 20% chance to capsize one over 60 feet 
  long.
   
  Improved Grab (Ex): To use this ability, a 
  morgathrell must hit with a tentacle rake attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can transfer a grabbed opponent to its mouth on its 
  next turn, swallowing the creature.
   
  Swallow Whole (Ex): A morgathrell 
  can transfer a grabbed Huge or smaller victim 
  from a tentacle to its mouth as a move action, 
  automatically swallowing the creature. Once 
  inside, the opponent takes 4d8+12 points 
  of bludgeoning damage per round from the 
  morgathrell’s gizzard. A swallowed creature can 
  cut its way out by using a light slashing or piercing 
  weapon to deal 40 points of damage to the gizzard 
  (AC 18). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out.
   
  A Gargantuan morgathrell’s interior can hold 
  2 Huge, 8 Large, 32 Medium, 128 Small, or 512 
  Tiny or smaller opponents.
   
  Blindsight (Ex): Morgathrells can sense 
  all foes within 300 feet by water vibrations. 
  Beyond that range, they are considered blinded. 
  Morgathrells are invulnerable to gaze attacks, 
  visual effects of spells such as illusions, and other 
  attack forms that rely on sight.
   
  Skills: A morgathrell 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.
   
  *A morgathrell’s accumulation of earth and 
  sea life over its body grants it a +16 circumstance 
  bonus on Hide checks underwater.
  14
  Narwhale
  Large Magical Beast (Aquatic)
  Hit Dice: 11d10+66 (126 hp)
  Initiative: +2
  Speed: Swim 50 ft. (10 squares)
  Armor Class: 21 (-1 size, +2 Dex, +10 
  natural), touch 11, flat-footed 19
  Base Attack/Grapple: +11/+22
  Attack: Gore +21 melee (2d6+14)
  Full Attack: Gore +21 melee (2d6+14)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Purifying touch, skewer
  Special Qualities: Blindsight 120 ft., 
  damage reduction 15/magic, darkvision 
  60 ft., hold breath, immunities, low-light 
  vision, magic circle against evil, resistance 
  to cold 30, sea lore, spell-like abilities, spell 
  resistance 20, whale song, wild empathy
  Saves: Fort +13, Ref +9, Will +9
  Abilities: Str 24, Dex 14, Con 22, Int 16, 
  Wis 23, Cha 22
  Skills: Heal +16, Knowledge (arcana) +13, 
  Knowledge (nature) +13, Listen +15*, 
  Spellcraft +15, Spot +15*, Survival +10 
  (+12 in aboveground natural environments), 
  Swim +15  
  Feats: Cleave, Endurance, Improved 
  Natural Attack (gore), Power Attack
  Environment: Temperate and cold aquatic  
  Organization: Solitary or pair
  Challenge Rating: 14
  Treasure: Standard
  Alignment: Always neutral good
  Advancement: By character class
  Level Adjustment:  –
   
  Narwhales are large mottled white or gray 
  whales with a single bone horn several feet in 
  length protruding from their forehead. Narwhales 
  are well known for their magical powers and 
  wisdom among healers, mystics, and teachers of 
  the seas. Found in the colder regions of the ocean, 
  they show themselves rarely, appearing  to aid 
  those who seek knowledge and guidance or to put 
  down those who seek to do harm. 
   
  Although they are powerful warriors, these 
  creatures prefer the role of advisor and are always 
  ready to help others with knowledge or advice. They 
  are renowned for helping heroes complete quests 
  through counsel and are riddle masters with few 
  peers under the waves. Many rulers of aquatic realms 
  are said to seek their council in times of strife.
   
  Narwhale horns are a potent ingredient when 
  making healing items. A single horn can reduce 
  the cost of such magic items by 3,000 gp, even 
  completely eliminating the cost if the item costs 
  less than that. This spurs many less-respectable 
  creatures to seek out narwhales in the hope of 
  harvesting their horns. Narwhales speak Aquan, 
  Elven, Orcam and usually Common. They can also 
  communicate using their whale song ability.
  Combat
   
  If attacked by a superior force, a narwhale 
  flees and seeks help, only fighting if given no 
  other choice. If it thinks it can defeat the force, 
  the narwhale fights alone and flees only as a last 
  resort. These creatures have allies at their sides 
  when possible, especially when taking offensive 
  action. Their allies’ are typically orcam, tritons, 
  war whales other animals of the sea. Narwhales 
  attack with their horns and use their spell-like 
  abilities to keep themselves protected and healed.
   
  A narwhale horn is a +4 magic weapon (as 
  indicated in stat block). It functions as a +4 spear 
  if removed from the creature. The horn’s magic 
  fades with time after removal, losing 1 point of 
  enhancement bonus per month until the magic is 
  gone. The horn also loses its purifying touch power 
  over time if removed from the narwhale, becoming 
  inert after four months; any magical items to be 
  created with the horn as an ingredient must be 
  made before its powers fade.
   
  Purifying Touch (Su): The narwhales horn 
  is charged with positive energy, making it a very 
  potent weapon against undead. If the narwhale 
  strikes an undead creature with its horn attack, the 
  undead takes double damage.
   
  Skewer (Ex): When a narwhale makes a 
  charge attack using its horn, the threat range of the 
  horn increases to 19-20 and deals triple damage.
   
  Blindsight (Ex): Narwhales can “see” by 
  emitting high-frequency sounds, inaudible to most 
  other creatures, that allow them to locate objects and 
  creatures within 120 feet. A silence spell negates this 
  and forces the narwhale to rely on its vision, which 
  is approximately as good as a human’s.
   
  Hold Breath (Ex): A narwhale can hold its 
  breath for a number of minutes equal to its 10 x its 
  Constitution score before it risks drowning.
   
  Immunities (Ex): Narwhales have immunity 
  against poison, charm effects, disease, and all 
  forms of compulsion.
   
  Magic Circle against Evil (Su): This ability 
  continuously duplicates the effect of the spell. A 
  
  95
  14
  Orb Beast
  Huge Aberration
  Hit Dice: 11d8+55 (104 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares), swim 20 ft. (4 
  squares)
  Armor Class: 24 (-2 size, +1 Dex, +15 
  natural), touch 9, flat-footed 23
  Base Attack/Grapple: +8/+24
  Attack: 10 eye rays +7 ranged touch or bite 
  +9 melee (3d6+8)
  Full Attack: 10 eye rays +7 ranged touch 
  and bite +9 melee (3d6+8)
  Space/Reach: 15 ft./10 ft. (5 ft. with bite)
  Special Attacks: Eye rays
  Special Qualities: All-around vision, 
  blindsense 30 ft., darkvision 60 ft., fast 
  healing 15, low-light vision
  Saves: Fort +10, Ref +4, Will +8
  Abilities: Str 26, Dex 13, Con 21, Int 12, 
  Wis 12, Cha 15
  Skills: Listen +19, Search +19, Spot +19, 
  Survival +1 (+3 following tracks), Swim 
  +16
  Feats: Alertness, Great Fortitude, Improved 
  Initiative, Shot on the Run
  Environment: Warm marsh or underground
  Organization: Solitary
  Challenge Rating: 14
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 12-22 HD (Huge); 23-33 
  HD (Gargantuan)
  Level Adjustment: —
   
  This monster is no hydra, although it bears a 
  superficial resemblance to one. Instead of snake-
  like heads however, it has many long necks, each 
  ending in an enormous alien eye that oozes with a 
  yellowish fluid. The eyes periodically emit flashes 
  of light and magical energy.
  Combat
   
  Orb 
  beasts 
  are 
  viciously 
  territorial, 
  normally attacking any creature that “invades” 
  their terrain. They are intelligent enough not 
  to assault an invader who appears mightier 
  than they are; similarly, if weaker intruders are 
  capable of communicating with them and skilled 
  at diplomacy, orb beasts may be found willing to 
  allow them to pass in exchange for a bribe of great 
  riches or a potent magic item.
   
  When they do engage in combat, orb beasts 
  prefer to remain at a distance and use their eye 
  rays, but they have no compunction about biting 
  an opponent who comes close enough. They 
  sometimes use their telekinesis power to drag 
  opponents (particularly held opponents) into their 
  maw.
   
  Orb beasts can attack as a standard action 
  with all of their eye rays at no penalty, even if they 
  take a move action during the round; if an orb beast 
  takes no move, it may bite and use all of its eye 
  rays as a full attack action.
  narwhale cannot suppress this ability. If 
  this ability is negated, it can be resumed as 
  a free action.
   
  Sea Lore (Ex): Because of their many allies, 
  narwhales are well informed of everything that 
  happens in the oceans of the world. This ability 
  functions like the bard’s bardic knowledge class 
  feature, except that it only applies to oceans of the 
  world. When making sea lore checks the narwhale 
  has a +14 bonus.
   
  Spell-Like Abilities: A narwhale can use 
  detect evil at will as a free action. It can use cure 
  light wounds 5 times per day, cure moderate 
  wounds 3 times a day, cure serious wounds once 
  a day, remove curse once a day, cure disease once 
  a day, and restoration once a day  (all caster level 
  10th) by touching the target of the spell with its 
  horn. Once per day it can use neutralize poison 
  (DC 21, caster level 10th) with a touch of its horn. 
  The save DC is Charisma-based.
   
  Whale Song (Ex): Narwhales use whale 
  song to communicate over vast distances 
  underwater. They can communicate up to 100 
  miles away with other whales in this manner, but 
  can convey only basic information in that manner. 
  They can also use whale calls to communicate with 
  orcam up to five miles away.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class ability, except that a 
  narwhale has a +6 racial bonus on the check.
   
  Skills: *Narwhales have a +4 racial bonus 
  to Spot and Listen checks. These bonuses are lost 
  if its blindsight is negated. Narwhales also have a 
  +8 racial bonus on any Swim checks. They can 
  always choose to take 10 on a Swim check, even 
  if distracted or endangered. They can use the run 
  action while swimming, provided movement is in 
  a straight line.
  14
   
  A normal orb beast can be killed only by 
  slaying the body. However, to reduce its offensive 
  capabilities, it is generally necessary to cut off 
  its eye stalks. To sever a stalk, an opponent must 
  make a successful sunder attempt with a slashing 
  weapon. (The player should declare where the 
  attack is aimed before making the attack roll.) 
  Making a sunder attempt provokes an attack of 
  opportunity unless the attacker has the Improved 
  Sunder feat. An opponent can strike at an orb 
  beast’s eye stalks from any position in which he 
  could strike at the orb beast itself, since the stalks 
  writhe and whip about in combat.
   
  Each of an orb beast’s eye stalks has hit 
  points equal to the creature’s full normal hit point 
  total divided by 10. Thus, an average orb beast 
  has 104 hp, so a single blow dealing 10 or more 
  points of damage severs an eye stalk (104 /10 = 
  10.4, rounded down to 10). Losing an eye stalk 
  deals no damage to the orb beast’s body. A natural 
  reflex seals the stalk shut to prevent further blood 
  loss. The orb beast can no longer use the eye ray 
  associated with that particular head, but suffers no 
  other penalties.
   
  Each time an eye stalk is severed, a new eye 
  springs from the stump in 1d4 rounds. To prevent 
  a severed eye stalk from growing back, at least 5 
  points of acid or fire damage must be dealt to the 
  stump (a touch attack to hit) before the new eye 
  appears. A flaming weapon (or similar effect) deals 
  its energy damage to the stump in the same blow 
  that severs the stalk. Fire or acid damage from an 
  area effect (such as a fireball) may burn multiple 
  stumps in addition to dealing damage to the orb 
  beast’s body. A severed eye stalk that has been 
  cauterized by acid or fire still regrows in about a 
  month.
   
  An orb beast’s body can be slain just like any 
  other creature’s, but orb beasts possess fast healing 
  and, like hydras, are difficult foes to slay in this 
  manner. Any attack that is not (or cannot be) an 
  attempt to sunder an eye stalk affects the body. For 
  example, area effects deal damage to the body, not 
  to the eye stalks. Targeted magical effects cannot 
  sever an eye stalk (and thus must be directed at the 
  body) unless they deal slashing damage and could 
  be used to make a sunder attempt.
   
  Spells such as finger of death and slay living 
  kill an orb beast outright if they succeed.
   
  Eye Rays (Su): Each of the orb beast’s 10 
  eyes can produce a magical ray once per round, 
  even when the orb beast is attacking physically or 
  moving. The necks of the orb beast are long and 
  flexible enough to allow it to aim any of its 
  eyes in any direction except directly beneath 
  its body.
   
  Each eye ray resembles a spell cast by a 13th-
  level sorcerer; all rays have a range of 150 feet and 
  a save DC of 17. The save DCs are Charisma-
  based.
   
  Charm Monster: As spell, Will negates. 
  Orb beasts use this ray to confuse the opposition, 
  usually employing it early in a fight.
   
  Charm Person: As spell, Will negates. Orb 
  beasts use this ray in the same manner as the charm 
  monster ray.
   
  Disintegrate: As spell, Fortitude partial. The 
  orb beast uses this ray on any foe it considers a 
  serious threat.
   
  Fear: As spell, except that it targets one 
  creature (Will negates). Orb beasts like to use this 
  early in the fight against creatures which look to 
  have a low Will save. 
   
  Finger of Death: As spell, Fortitude partial. 
  Orb beasts use this ray to eliminate dangerous foes 
  quickly.
   
  Flesh 
  to 
  Stone: 
  As 
  spell, 
  Fortitude 
  negates. Orb beasts like to aim this ray at enemy 
  spellcasters.
   
  Inflict Moderate Wounds: This works as the 
  spell, but at range (Will half).
   
  Sleep: This works like the spell, except that 
  it affects one creature with any number of Hit Dice 
  (Will negates).
   
  Slow: This works like the spell, except that it 
  affects one creature (Will negates).
   
  Telekinesis: As spell, Will negates. Orb 
  beasts like to use this ray to disarm physicall 
  powerful creatures or against spellcasters, drawing 
  them into the orb beast’s maw.
   
  All-Around Vision (Ex): Orb beasts are 
  exceptionally alert and circumspect. They can’t be 
  flanked.
   
  Fast Healing (Ex): Each round, an orb beast 
  heals a number of hit points equal to 10 + 1/2 its 
  Hit Dice.
   
  Skills: An orb beast has a +4 racial bonus on 
  Spot and Search checks, and a +2 racial bonus on 
  Listen checks due to its multiple eyes.
   
  An orb beast 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.
  
  96
  15 Blackwater Slough
  Huge Ooze
  Hit Dice: 12d10+36 (102 hp)
  Initiative: -1
  Speed: 5 ft. (1 square), swim 10 ft. (2 
  squares)
  Armor Class: 11 (-2 size, -5 Dex, +8 
  natural), touch 3, flat-footed 11
  Base Attack/Grapple: +9/+12
  Attack: —
  Full Attack: —
  Space/Reach: 15 ft./0 ft.
  Special Attacks: Frigid aura, spell-like 
  abilities
  Special Qualities: Damage reduction 
  15/bludgeoning and magic, darkvision 60 
  ft., low-light vision, immunity to cold, ooze 
  traits, shadow servant, spell resistance 27, 
  telepathy 200 ft.
  Saves: Fort +7, Ref +1, Will +6
  Abilities: Str 1, Dex 1, Con 17, Int 24, Wis 
  10, Cha 22
  Skills: Bluff +19, Concentration +14, 
  Diplomacy +21, Disguise +6 (+8 acting), 
  Intimidate +21, Knowledge (any three) +18, 
  Listen +11, Search +18, Sense Motive +11, 
  Spellcraft +18, Spot +11, Survival +0 (+2 
  following tracks), Swim +6
  Feats: Combat Casting, Improved 
  InitiativeB, Iron Will, Lightning Reflexes, 
  Persuasive
  Environment: Cold marshes and 
  underground
  Organization: Solitary
  Challenge Rating: 15
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 13-24 HD (Huge); 25-36 
  HD (Gargantuan); 37-48 HD (Colossal)
  Level Adjustment: —
   
  Blackwater sloughs are frozen sheets of 
  black fluid with strange white and yellow eyes 
  occasionally bobbing into view. Fabled as the 
  tainted runoff from a lake that contains an evil 
  ancient race, blackwater slough do not die of 
  natural causes and are extremely patient to see 
  their plans come to fruition. They plot and connive, 
  arranging the downfall of both good and evil 
  through manipulation, illusions, and bargains with 
  glory-seekers. Sloughs pit good and evil beings 
  against one another, hoping all are destroyed.
   
  Blackwater sloughs move slowly, rippling 
  and flowing toward their destinations. Most make 
  their homes in marshes or damp caverns, seeping 
  through cracks in the earth and remaining in 
  one place as long as possible. Those who must 
  travel prefer to do so in water, where they can 
  let themselves be carried by currents. They smell 
  strongly of mildew, but frequently disguise their 
  scent through magic.
  Combat 
   
  Direct combat is a last resort for blackwater 
  sloughs; they prefer arranging the deaths of their 
  enemies from afar. When pressed into battle, 
  however, they are formidable. Often forewarned of 
  their opponents’ approach, sloughs fill their homes 
  with illusory walls and screens to confuse their foes. 
  Once this is done, creatures summoned with shadow 
  conjuration provide distracting (and occasionally 
  dangerous) fodder, and are easily replaced when 
  killed. Attacks with greater shadow evocation, 
  horrid wilting, and shades come next, with maze 
  reserved for use against particularly dangerous 
  individuals (such as creatures with true seeing). 
   
  A blackwater slough’s natural weapons, as 
  well as any weapons it wields, are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction.
   
  Frigid Aura (Su): Once per round, as a 
  free action, a blackwater slough can create an 
  aura of intense cold in a 30-foot radius burst. Any 
  creature within this area must succeed on a DC 19 
  Fortitude save or take 1d6 points of cold damage. 
  Those damaged by the cold must also succeed on a 
  DC 19 Will save or be affected as by a slow spell 
  (caster level 14th) for 1d4 rounds. The save DCs 
  are Constitution-based.
   
  Spell-Like Abilities: At will—arcane sight, 
  control water (DC 22), dancing lights, detect 
  scrying, dream, false vision, ghost sound (DC 
  16), hypnotic pattern (DC 18), illusory script (DC 
  19), illusory wall (DC 20), misdirection (DC 18), 
  persistent image (DC 21), prying eyes, shadow 
  conjuration (DC 20), hideous laughter (DC 18), 
  ventriloquism (DC 17); 3/day—black tentacles, 
  greater shadow evocation (DC 24), mirage arcana 
  15
  (DC 21), nightmare (DC 21), phantasmal killer 
  (DC 20), rainbow pattern (DC 20), scrying (DC 
  20), shades (DC 25); 1/day—horrid wilting (DC 
  24), maze, screen (DC 24). Caster level 14th. The 
  save DCs are Charisma-based. These abilities can 
  only be used through the blackwater slough’s 
  shadow servant.
   
  Shadow Servant (Su): As a full-round 
  action, a blackwater slough can create a shadowy 
  humanoid servant. This ability is identical to a 
  project image spell (caster level 14th), with the 
  following exceptions: a shadow servant does 
  not mimic the appearance of the slough, has an 
  unlimited duration, and does not allow a 
  Will save to disbelieve. The slough can 
  only use its spell-like abilities through the shadow 
  servant. A successful dispel magic spell cast on the 
  shadow servant destroys it, after which the slough 
  may not create another for 5 rounds.
   
  Skills: A blackwater slough 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.
  Flora and Fauna
   
  Mangrove Swamps: Coastal wetlands found in tropical and sub-tropical regions. They are often 
  found in estuaries and protected tidal bays. Mangrove swamps are where salt and freshwater intermingle 
  with the tide. The basis of mangrove swamps is the mangrove tree, whose aerial roots allow them to 
  flourish in the shallow brackish waters. These trees hold the soil down and create an ecosystem for salt-
  loving plants, algae, bacteria, filter feeders, wading birds, fish, and crocodiles. Mangrove swamps also act 
  as nurseries for big sea-faring fish like sharks and tarpons. They diminish shoreline erosion, reducing the 
  negative effects of heavy surf and incoming storms.
  
  97
  Sea Giant
  Gargantuan Giant (Aquatic)
  Hit Dice: 32d8+32 (176 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), swim 60 ft. (12 
  squares)
  Armor Class: 28 (-4 size, +2 Dex, +15 
  natural, +5 conch-shell armor), touch 8, 
  flat-footed 26
  Base Attack/Grapple: +24/+55
  Attack: Trident +40 melee (3d6+19/19-20) 
  or trident +20 ranged (3d6+19/19-20) or net 
  +20 ranged (entangle)
  Full Attacks: Trident +40/+35/+30/+25 
  melee (3d6+19/19-20) or trident +38/+33/
  +28/+23 melee (3d6+19/19-20) and net 
  +21/+16/+11 ranged (entangle) or trident 
  +23/+18/+13/+8 ranged (3d6+19/19-20) or 
  trident +21/+16/+11/+6 ranged (3d6+19/19-
  20) and net +21/+16/+11 ranged (entangle)
  Space/Reach: 20 ft./20 ft.
  Special Attacks: Net fighting, rock 
  throwing, siren song
  Special Qualities: Amphibious, 
  dehydration, low-light vision, rock catching
  Saves: Fort +19, Ref +12, Will +10
  Abilities: Str 48, Dex 15, Con 13, Int 11, 
  Wis 10, Cha 12
  Skills: Climb +24, Intimidate +16, Jump 
  +28, Listen +15*, Move Silently +17*, 
  Spot+15*, Swim +27
  Feats: Awesome Blow, Greater Two-
  Weapon Fighting B, Improved Bull Rush, 
  Improved Critical (trident), Improved Two-
  Weapon Fighting B, Point Blank Shot, Power 
  Attack, Precise Shot, Quick Draw, Rapid 
  Shot, Two-Weapon Fighting, Weapon Focus 
  (net), Weapon Focus (trident)
  Environment: Any aquatic
  Organization: Solitary, pair, family (2-4 
  plus 50% non-combatants) or tribe (21-30 
  led by a 3rd-5th level ranger, plus a druid 
  or cleric of 2nd-4th level, plus 35% non-
  combatants, plus either 2-12 sharks, 1-2 
  giant squid, or 2-4 orcas, plus 25% chance 
  of one kraken, plus 50% chance of 2-12 sea 
  lions, plus 30% chance of 1-4 humans)
  Challenge Rating: 15
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: —
   
  Sea giants are distant, imposing, and often 
  silent in demeanor. Most prefer to have little to 
  do with non-aquatic creatures unless absolutely 
  necessary. On the rare occasions that they have 
  business with sailing vessels or land-dwellers, sea 
  giants will rise slowly out from the waves, silent 
  and staring down to ensure such folk have every 
  opportunity to see just how terrifying they are. 
  Sea giants make certain all parties concerned treat 
  the occasion with sufficient gravity before they 
  commence any negotiation.
   
  Sea giants are huge, with blue-green skin, 
  bright green eyes and brown seaweed for hair. 
  Indeed their whole bodies are often draped with 
  weeds. Their skin sometimes resembles fish-
  scales, but just as often is more like sea-adapted 
  mammalian skin such as that of a dolphin or whale.
   
  Sea giants stand some 32 to 35 feet tall, 
  but are of normal human proportions rather than 
  having the broad and savage build of some of 
  the other giants. They typically weigh 40,000 to 
  50,000 pounds. A sea giant can live to be up to 
  1,200 years old.
   
  Sea giants do not usually carry bags, but tie 
  larger items directly to their belts with lengths 
  of tough seaweed. A sea giant going hunting or 
  fishing will use his net to drag back anything he 
  catches. Sea giants usually carry at least four or 
  five tridents, often clutching the extra weapons 
  under their left arms. Most sea giants prefer to 
  leave the bulk of their treasure in their lairs, 
  carrying only items they expect to be useful on 
  the particular trip they are taking. This usually 
  includes any magic items they have and are able to 
  use, since such items are generally highly portable 
  and potentially lifesaving.
  Combat
   
  Sea giants armed for war carry tridents and 
  nets, although this is also the typical gear of a sea 
  giant going hunting and fishing for his supper. They 
  wear a variety of armors made from the natural 
  products of the sea. Most prefer to entangle their 
  opponents with nets before either moving in to 
  finish them off with their tridents or dragging them 
  off to a suitable prison. When throwing tridents at 
  15
  enemies, a sea giant may very well use all of them 
  in the same round, firing one after another in rapid 
  succession. They sometimes collect huge boulders 
  off the seabed to hurl when fighting surface vessels 
  or attacking coastal regions. A sea giant throw 
  rocks above the surface, but thrown rocks are not 
  effective weapons at all underwater, as the drag 
  of the water slows them down almost as soon as 
  they are hurled. Here the giants make use of their 
  massive tridents, which are designed to be hurled 
  underwater.
   
  Female sea giants often look to passing 
  vessels for new husbands, luring sailors into the 
  water. Though their shipmates may assume them 
  drowned, such sailors often find their enormous 
  new “wives” to be more pleasant company than 
  the often harsh captains and mates they once 
  served under. These sea giantesses, often known 
  as “wave maidens,” usually do not bear obvious 
  weaponry such as the tridents and nets carried by 
  sea giants of either sex when they go to war. Some 
  may instead play sweet tunes on harps, lyres, or 
  conch-horns, enhancing their seductive song, or 
  carry combs and mirrors with which to beautify 
  them. Female sea giants are notorious for their 
  seductive singing and sensual dances, with which 
  they lure sailors down into their watery homes, 
  perhaps being partially responsible for some of the 
  legends of sirens.
   
  Net Fighting (Ex): A sea giant wields a huge 
  net that can be thrown up to maximum range of 
  40 feet, and has a 40-foot-long trailing rope used 
  to control whatever is caught within. A sea giant 
  may use a properly folded net as a shield instead of 
  throwing it, gaining a +2 shield bonus to AC. A sea 
  giant may fold a net ready for use as a full-round 
  action. A sea giant has weapon familiarity with the 
  net as a racial ability, and uses a net as if it were a 
  light weapon.
   
  Rock Throwing (Ex): The range increment 
  is 200 feet for a sea giant’s thrown rocks. It uses 
  both hands when throwing a rock.
   
  Siren Song (Sp): By singing for a full round, 
  a female sea giant can produce an effect similar 
  to a dominate person spell targeting any male 
  humanoid, monstrous humanoid, or giant within 
  60 feet. The DC for the Will save is 27, but the 
  DC increases by +1 for each week that has passed 
  since the target last saw a female of his own 
  species. If the target fails the saving throw, 
  he is also affected as if by a water breathing spell 
  for as long as he remains within 60 feet of the sea 
  giant. This is a sonic, mind-affecting effect. The 
  save DC is Charisma-based.
   
  Amphibious (Ex): Sea giants can breathe 
  both air and water with equal facility, and are at 
  home in both salt and fresh water. However, they 
  are poorly adapted for life on land and begin to 
  dehydrate if traveling ashore.
   
  Dehydration (Ex): A sea giant that spends 
  more than one hour out of water begins to 
  dehydrate. For every hour after the first that a 
  sea giant spends on land, it suffers 2d10 points of 
  nonlethal damage. The sea giant can only recover 
  this nonlethal damage while submersed in water. If 
  a sea giant is rendered unconscious in this way, it 
  will begin to suffer 2d10 points of lethal damage 
  every hour until it is submerged again.
   
  Rock Catching (Ex): A sea giant can catch 
  Small, Medium, or Large rocks (or projectiles 
  of similar shape). Once per round, a sea giant 
  that would normally be hit by a rock can make a 
  Reflex save to catch it as a free action. The DC 
  is 15 for a Small rock, 20 for a Medium one, and 
  25 for a Large one. (If the projectile provides a 
  magical bonus on attack rolls, the DC increases 
  by that amount.) The sea giant must be ready for 
  and aware of the attack in order to make a rock 
  catching attempt.
   
  Sea Giant’s Trident: A sea giant uses a 
  special trident that is exceptionally aerodynamic 
  and hydrodynamic, and is designed to be hurled 
  for especially long distances. When thrown 
  through the air, these massive tridents have a range 
  increment of 50 feet, and when thrown underwater 
  they have a range of 25 feet.
   
  Skills: A sea giant 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. 
   
  *A sea giant has a +8 circumstance bonus on 
  all Listen, Move Silently and Spot checks while in 
  an aquatic environment.
  15
  
  98
  16 Kalavij
  Gargantuan Aberration (Aquatic, Psionic)
  Hit Dice: 20d8+144 (234 hp)
  Initiative: +6
  Speed: 25 ft. (5 squares), swim 75 ft. (15 
  squares)
  Armor Class: 20 (-4 size, +2 Dex, +12 
  natural), touch 8, flat-footed 18
  Base Attack/Grapple: +15/+43
  Attack: Tentacle +24 melee (2d8+12)
  Full Attack: 10 tentacles +24 melee (2d8+12)
  Space/Reach: 20 ft./15 ft. (100 ft. with 
  tentacles)
  Special Attacks: Ghost ship, improved grab, 
  psi-like abilities, sonic blast
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +13, Ref +8, Will +12
  Abilities: Str 35, Dex 14, Con 24, Int 8, Wis 
  11, Cha 17
  Skills: Diplomacy +5, Sense Motive +12, Spot 
  +12, Swim +20
  Feats: Improved Grapple, Improved Initiative, 
  Power Attack, Psionic Body, Psionic Fist, 
  Quicken Power, Weapon Focus (tentacle)
  Environment: Any aquatic
  Organization: Solitary
  Challenge Rating: 16
  Treasure: Triple standard
  Alignment: Often chaotic neutral
  Advancement: 21-40 HD (Gargantuan)
  Level Adjustment: —
   
  A kalavij is a black-scaled fish-shaped monster 
  with ten 100 foot-long tentacles. It lives on the ocean 
  floor near the coastline, rarely deeper than 100 feet. 
  A kalavij never surfaces, but it uses psionic abilities 
  to create illusions to draw its prey near.
   
  Not only is the kalavij massive (some say 
  hundreds of thousand pounds), it is also ancient, 
  rumored to live hundreds of years. Being long-lived, 
  the kalavij has a vast memory, including which ships 
  are more effective at attracting curious prey.
  Combat
   
  The kalavij uses a psionically-created illusion 
  to convince its victims that they have found an 
  abandoned ship. This ploy enables it to snare both 
  greedy looters looking for treasure and those wishing 
  to offer assistance to survivors. Once it has its victims 
  within its grasp, it pulls them to the ocean floor to 
  devour them. A kalavij has difficulty maneuvering 
  its tentacles close to its body, so it attempts to hold 
  struggling captives at a distance until they drown. 
  When fighting foes within 50 feet of its body, the 
  kalavij takes a -2 penalty on all melee attacks.
   
  Ghost Ship (Sp): Once per day, a kalavij can 
  use psionics to disguise its tentacles as an abandoned 
  vessel. This ability functions like the mirage arcana 
  spell, except as follows. The illusion disguises the 
  tentacles completely and is remarkably detailed, 
  even to the appearance of crates, bundles of rope, 
  and cargo on the decks. Anyone who sees this ghost 
  ship must succeed on a DC 23 Will save or succumb 
  to an uncontrollable urge to board it. The rationale 
  for such a boarding varies with the character, but it 
  may be as simple as greed or as altruistic as a desire 
  to search for survivors and render aid. A character 
  that interacts with the ship in any way also receives 
  a DC 23 Will save to realize it is unreal. Once the 
  “ship” is boarded, the kalavij will try to seize the 
  hapless victims and drag them down to the ocean 
  floor, where it devours them at its leisure. This is 
  a psionic, mind-affecting effect.  The save DCs are 
  Charisma-based.
   
  Improved Grab (Ex): To use this ability, a 
  kalavij must hit with its tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and deals 
  automatic tentacle damage each round.
   
  Psi-Like Abilities: At will—detect psionics, 
  ego whip (2d4, DC 16*), empty mind (+5 Will 
  saves*), know direction & location, painful strike; 
  3/day—concussion blast (three targets*), inflict pain 
  (three targets, DC 17*); 1/day—aura alteration, 
  id insinuation (three targets, DC 17*), intellect 
  fortress, psionic suggestion (three targets, DC 15*), 
  psychic crush (DC 14**), thought shield (power 
  resistance 17, 5 rounds). Manifester level 7th. The 
  save DCs are Charisma-based.
   
  *Includes augmentation for the kalavij’s 
  manifester level. **Includes the inherent +4 save 
  adjustment described in the power.
   
  Sonic Blast (Su): Twice per day, a kalavij use 
  can use a sonic blast to stun its prey. This effect is 
  a 50-foot-radius burst centered on the kalavij. Any 
  creature within this area must succeed on a DC 27 
  Reflex save or be stunned for 1d6 rounds. A kalavij 
  typically saves this attack for use against any threat 
  that moves close to its body. It uses the time that 
  its victim is stunned to back away and resume its 
  tentacle attacks. This is a sonic, mind-affecting 
  effect. The save DC is Constitution-based.
   
  Skills: A kalavij 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.
  16
  Lau
  Gargantuan Aberration
  Hit Dice: 15d8+105 (172 hp)
  Initiative: +5
  Speed: 50 ft. (10 squares)
  Armor Class: 19 (-4 size, + 1 Dex, +12 
  natural), touch 7, flat-footed 18
  Base Attack/Grapple: +11/+33
  Attack: Tentacle +17 melee (1d8+10)
  Full Attack: 6 tentacles +17 melee 
  (1d8+10) and bite + 12 melee (4d6+5) + 
  poison
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Improved grab, paralyzing 
  gaze, poison, spines, swallow whole
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +12, Ref +8, Will +11
  Abilities: Str 30, Dex 12, Con 24, Int 15, 
  Wis 15, Cha 17
  Skills: Bluff +13, Diplomacy +5, Disguise 
  +3 (+5 acting), Hide +9, Intimidate +17, 
  Jump +18, Listen +14, Move Silently +10, 
  Search +15, Spot +14, Survival +2 (+4 
  following tracks), Swim +16
  Feats: Alertness, Improved Initiative, 
  Lightning Reflexes, Persuasive, Power 
  Attack, Stealthy
  Environment: Warm swamp
  Organization: Solitary
  Challenge Rating: 16
  Treasure: 10% coins, 50% goods, 50% 
  magic
  Alignment: Always neutral
  Advancement: 16-30 HD (Gargantuan), 
  31-45 HD (Colossal)
  Level Adjustment: —
   
  From a distance, the lau simply appears 
  to be a gigantic hooded snake, between 40 and 
  100 feet in length, with alternating brown and 
  yellow stripes. On closer inspection, however, its 
  appearance becomes even more striking. Its scales 
  are intermixed with tufts of wiry needle-like hairs, 
  the “hood” is actually a writhing mass of grasping 
  tentacles, and its eyes flash with a malevolent 
  yellow light. It is said that the rumbling hiss of 
  the lau can be mistaken for a herd of grazing 
  elephants.
   
  Despite being extremely intelligent, lau 
  cannot speak, though they can understand both 
  Common and Draconic.
  Combat
   
  The lau attacks by lashing out at foes with 
  its tentacles, and biting with its huge fangs. It 
  immediately attempts to swallow any creature 
  struck by one or more of its tentacles.
   
  Improved Grab (Ex): To use this ability, 
  a lau must hit a Large or smaller opponent with 
  a tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can attempt to swallow its 
  foe whole in the following round.
   
  Paralyzing Gaze (Su): Paralysis for 2d4 
  rounds, 30 feet, Fortitude DC 20 negates. The save 
  DC is Charisma-based.
   
  Poison (Ex): Injury, Fortitude DC 24, initial 
  and secondary damage 1d4 Dex. The save DC is 
  Constitution-based.
   
  Spines (Ex): Anyone attacking a lau in melee 
  combat must succeed on a DC 18 Reflex save or 
  suffer 1d4 points of damage from contact with 
  the creature’s spines, as well as being poisoned 
  by the spines. Weapons with reach can attack the 
  creature from a distance and do not subject the 
  wielder to damage from the spines.  The save DC 
  is Dexterity-based.
   
  Swallow Whole (Ex): A lau can try to 
  swallow a grabbed opponent of Large or smaller 
  size by making a successful grapple check. 
  The swallowed creature takes 2d8+10 points of 
  crushing damage plus 1d10 points of acid damage 
  per round from the lau’s gizzard. A swallowed 
  creature can climb out of the stomach with a 
  successful grapple check. This returns it to the lau’s 
  mouth, where another successful grapple check is 
  needed to get free. A swallowed creature can also 
  cut its way out by using a light slashing or piercing 
  weapon to deal 25 points of damage to the lau’s gut 
  (AC 16). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out.
   
  A lau’s stomach can hold up to 1 Huge, 2 
  Large, 4 Medium, 8 Small, or 16 Tiny creatures.
  
  99
  16 Stinging Grappler
  Huge Magical Beast (Aquatic)
  Hit Dice: 14d10+56 (133 hp)
  Initiative: +6
  Speed: Swim 60 ft. (12 squares)
  Armor Class: 20 (+2 Dex, +10 natural, -2 
  size), touch 10, flat-footed 18
  Base Attack/Grapple: +14/+31
  Attack: Stinger tentacle +21 melee (ld8+9/
  l9-20 plus poison)
  Full Attack: 8 stinger tentacles +21 melee 
  (1d8+9/19-20 plus poison) and bite +19 
  melee (2d6+4)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Stingers, poison ink
  Special Qualities: Aboleth controlled, 
  camouflage, poisonous flesh, pressure 
  resistance, spell resistance 22, spell-like 
  abilities
  Saves: Fort +13, Ref +11, Will +8
  Abilities: Str 28, Dex 15, Con 18, Int 6, Wis 
  14, Cha 8
  Skills: Hide +9, Spot +8, Swim +24
  Feats: Combat Reflexes, Improved Critical 
  (stinger tentacles), Improved Initiative, Iron 
  Will, Multiattack
  Environment: Any aquatic 
  Organization: Solitary
  Challenge Rating: 16
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 15-20 HD (Gargantuan); 
  21-42 HD (colossal)
  Level Adjustment:  –
   
  Common to sargasso regions, the stinging 
  grappler is thought to be a mutated cousin of the 
  octopus. This creature has 16 tentacles (twice as 
  many as the octopus) plus bony armor plating and 
  stingers, making it substantially different from its 
  cephalopod relative. The top of the grappler is 
  usually dark grey or black, while the bottom is 
  light gray. This enables it to camouflage itself if 
  seen from above or below.
   
  A group of aboleth sorcerers seeking 
  domination of the seas desired a powerful servant 
  through which they could fight various aquatic 
  races. Thus they created the stinging grappler, a 
  creature that attacks sentient sea dwellers on sight. 
  When these solitary creatures are encountered in 
  groups, this is often a sign of an aboleth operating 
  in the region. Because of this relationship, most 
  races hunt down stinging grapplers when they are 
  encountered. Aquatic elves and orcam (page 11) 
  are the most fervent in their efforts to slay any of 
  these creatures that wander into their territory.
   
  The stinging grappler is a voracious meat 
  eater, preferring the flesh of whales, dolphins, and 
  other mammals. It is a picky and wasteful predator, 
  consuming only a few bites from a single victim 
  before leaving it behind in preference to fresh prey. 
  They have a voracious appetite.; large populations 
  of grapplers can strip an ecosystem of certain 
  resources without contributing anything in return. 
  This fact has earned this creature the hatred of all 
  sea druids. Although the creature has numerous 
  enemies, it has no actual predators because its 
  meat is universally regarded as vile. Even ocean 
  scavengers leave their bodies to rot instead of 
  consuming them.
   
  A grappler’s body is valued for its poisonous 
  content. Six doses of grappler poison can be 
  extracted from an average specimen. Its stingers 
  are often used as daggers by those who hunt them 
  and are carried by orcam as trophies. Its boney 
  plates are sometimes used in bone plate armor 
  (page 12) that lends itself to masterwork quality 
  because of the lightness and toughness of the 
  material. One stinging grappler produces enough 
  plates to construct a single suit of bone armor.
  Combat
   
  A stinging grappler ambushes its victims, 
  relying on its natural coloration for camouflage. 
  It attacks large groups of creatures smaller than 
  itself, but avoids those that are the same size as 
  itself or larger. This creature generally charges into 
  the middle of combat, engaging as many enemies 
  at once as possible as it makes use of its long reach 
  and attacks of opportunity. The grappler always 
  fights to the death, not stopping until all threats 
  have been eliminated. Once combat is over it 
  immediately begins feeding, taking bites from all 
  the slain creatures.
   
  If in the service of an aboleth, the grappler is 
  only concerned with the protection of its master, 
  readily giving up its own life if necessary. It places 
  itself between the master and other creatures, 
  attempting to block attackers from reaching the 
  aboleth. If the aboleth is disabled, the stinging 
  16
  grappler tries to drag it to safety. If this is not 
  possible, the grappler attacks whichever creature 
  is responsible for the aboleth’s demise, ignoring all 
  other targets until the offending opponent is dead.
   
  Aboleth Controlled (Su): Stinging grapplers 
  can be automatically controlled by any aboleth 
  within 300 feet. The aboleth mentally issues orders 
  to the grappler, which is required to obey. While 
  under such control, a grappler gains a +4 racial 
  bonus to Will saves. If some other creature takes 
  control of the grappler, as may happen through 
  a dominate monster spell, the aboleth reasserts 
  control as soon as the interrupting spell or ability 
  ends.
   
  Poison Ink (Ex): Three times per day this 
  creature may eject a cloud of poisonous liquid 
  into the surrounding water, concealing itself and 
  damaging its enemies. This requires a full action 
  and fills all 5-foot squares adjacent to it with ink. 
  The poison affects all beings in those squares except 
  the grappler. The toxin has a Fortitude save DC of 
  21, an initial damage of 1d6 Con, and a secondary 
  damage of 1d6 Con. The ink also provides total 
  concealment. All vision within the area is obscured. 
  It dissipates after five rounds. The save DC is 
  Constitution-based.
   
  Poison (Ex): Injury, Fortitude DC 21, initial 
  damage 1d4 Dex, secondary damage 1d4 Wis. The 
  save DC is Constitution-based.
   
  Poisonous Flesh (Ex): The flesh and blood 
  of the stinging grappler are inundated with poison. 
  Any creature eating its flesh or succeeding in a 
  bite attack against it is exposed to the poison. This 
  toxin has a Fortitude save DC of 21, initial damage 
  of 1d2 Con, and secondary damage of 1d2 Con. 
  The save DC is Constitution-based.
   
  If a stinging grappler is slain, it 
  releases this poison into the surrounding 
  water, affecting anyone within five feet of the 
  corpse. The poison remains near the corpse for 
  one to five days after its death, acting as a contact 
  poison.
   
  Pressure 
  Resistance 
  (Ex): 
  Stinging 
  grapplers are unaffected by deep ocean pressure 
  down to a depth of 10,000 feet They take 1d6 
  points of nonlethal damage per round for every 
  100 feet they submerge below 10,000 feet.
   
  Spell-like Abilities: 1/day — crushing 
  despair (DC 13), mind fog (DC 14). Caster level 
  10th. The save DCs are Charisma-based.
   
  Stingers 
  (Ex): 
  A 
  stinging 
  grappler’s 
  creature’s tentacles end in sharp, jagged stingers 
  used to tear the flesh of its opponents. These 
  stingers also have a hollow tube in the center that 
  injects poison into targets (see poison, above). The 
  stinging grappler may choose to leave a stinger 
  in a target; doing so requires a free action after 
  a successful hit. An abandoned stinger aggravates 
  the wound and causes additional damage. The 
  target suffers a -2 penalty to saves against the 
  poison and loses 1 hit point per round until the 
  stinger is removed. The stinger may be removed 
  by ripping it out, causing an additional 1d6 points 
  of damage or it may be removed safely with a DC 
  15 Heal check or application of any cure spell or 
  other healing spell.
   
  Skills: A stinging grappler’s coloration gives 
  it a +4 racial bonus on Hide checks. A stinging 
  grappler has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always can 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.
  Flora and Fauna
   
  Floatstep Flower: Common in all ocean regions, the floatstep flower is a large, broad-leafed 
  floating plant that averages 6 to 10 feet across. Its single large leaf gathers sunlight at the surface of the 
  sea, but is also remarkably resilient Most humanoid creatures can stand on a floatstep flower without 
  breaking it, and the plant’s large surface area usually keeps it afloat despite the weight placed on it. With a 
  little work, floatstep flowers can be turned into floating platforms suitable for a large number of uses. The 
  most common use of the leaves is building floating villages. Harvesting this plant is a common occupation 
  among aquatic races that live near the surface. Creatures of medium size or smaller can stand atop the 
  floatstep, though larger creatures cause it to sink. Floatstep flowers have a hardness of 4 and 7 hit points 
  per inch of thickness, with an average thickness of 1d2+2 inches.
  
  100
  16
   
  These colossal gastropods have mottled green 
  skin with yellow spots and shells with marbling in 
  greens and browns. They require warm tropical 
  conditions and are strict vegetarians. Some adults 
  surpass a height of 50 feet and weigh as much a few 
  hundred thousand pounds. Solitary by nature, some 
  warlords “tame” these giants for their combative 
  aims, making them mobile war machines.
  Combat
   
  War snails are not complex creatures. They 
  simply crush everything in their path.
   
  Because of its size, it is virtually impossible 
  for the snail to sneak up on opponents. Still, 
  for something of that extreme bulk, the snail is 
  surprisingly quiet as it moves. Those on the jungle 
  floor hear the sound of the snail slithering forward in 
  pulsing waves only three or four rounds before the 
  snail looms out of the jungle.
   
  War snails rarely use their bite attack, as 
  most opponents are too small for it to notice. They 
  typically use their bite on those who have dealt them 
  serious damage (50 or more points from a single 
  attack), trying to swallow the opponent whole. 
   
  Adhesive (Ex): A war snail exudes a thick 
  slime that acts as a powerful adhesive, holding fast 
  any creatures or items that touch it. Anyone walking 
  over the trail it leaves, or caught by its squash 
  attack is considered automatically grappled by the 
  adhesive slime. Opponents so grappled cannot get 
  free while the war snail is alive without removing 
  the adhesive first, or unless they succeed on a DC 35 
  Strength check or Escape Artist check.
   
  A weapon that strikes a war snail is stuck fast 
  unless the wielder succeeds on a DC 20 Reflex save. 
  A successful DC 20 Strength check is needed to pry 
  it off. 
   
  Strong alcohol dissolves the adhesive. Those 
  stuck to the side of a war snail are not attacked by 
  the war snail, merely dragged along until they free 
  themselves. The adhesive naturally dissolves after 2 
  days.
   
  Improved Grab (Ex): To use this ability, a 
  war snail must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can try to 
  swallow the foe the following round.
   
  Roar (Ex): A war snail can loose a terrifying 
  roar every 1d4 rounds. All creatures (except other war 
  snails and those riding in the fortress atop a war snail) 
  within 120 feet must succeed on a DC 32 Will save 
  or be affected as though by a fear spell for 12 rounds. 
  Those within 30 feet become deafened for 2d6 rounds; 
  creatures with 9 or more Hit Dice must succeed on a 
  DC 32 Fortitude save to negate this effect. Deafened 
  creatures cannot be affected again by the war snail’s 
  roar.  The save DCs are Charisma-based.
   
  Smother (Ex): Any foe squashed for one full 
  round must succeed on a DC 45 Fortitude save on 
  every subsequent round or begin to suffocate as the 
  war snail’s weight crushes the air out of the creature 
  (see Suffocation rules on page 32). The save DC is 
  Constitution-based.
   
  Squash (Ex): As a standard action during 
  its turn each round, a war snail can use its mass to 
  squash opponents at least one size category smaller 
  than itself by moving forward at its normal speed. 
  A squash attack affects as many creatures as can fit 
  under the war snail’s body. A squash attack deals 
  4d12+22 points of bludgeoning damage. Squashed 
  opponents can attempt attacks of opportunity, but 
  these take a –4 penalty. If they do not make attacks 
  of opportunity, squashed opponents can attempt DC 
  51 Reflex saves to take half damage. A successful 
  saving throw indicates that the target has been 
  pushed back or aside (target’s choice) as the war 
  snail moves forward. The save DC is Strength-
  based.
  War Snail
  Colossal Vermin
  Hit Dice: 53d8+477 (715 hp)
  Initiative: -3
  Speed: 40 ft. (8 squares)
  Armor Class: 27 (-8 size, -3 Dex, +28 
  natural), touch –1, flat-footed 27
  Base Attack/Grapple: +39/+70
  Attack: Bite +46 melee (5d8+22)
  Full Attack: Bite +46 melee (5d8+22)
  Space/Reach: 30 ft./20 ft. (30 ft. with bite)
  Special Attacks: Adhesive, roar, smother, 
  squash, swallow whole
  Special Qualities: Low-light vision, scent
  Saves: Fort +37, Ref +25, Will +10
  Abilities: Str 40, Dex 5, Con 28, Int —, Wis 
  1, Cha 2
  Skills: —
  Feats: —
  Environment: Warm marsh
  Organization: Solitary
  Challenge Rating: 16
  Treasure: None
  Alignment: Always neutral
  Advancement: 54+ HD (Colossal)
  Level Adjustment: —
  17
  Spitting Octopus
  Huge Animal (Aquatic)
  Hit Dice: 25d8 +150 (262 hp)
  Initiative: +7
  Speed: Swim 60 ft (12 squares)
  Armor Class: 26 (-2 size, +3 Dex, +15 
  natural), touch 11, flat-footed 23
  Base Attack/Grapple: +18/+40
  Attack: Slam +27 melee (2d6+10)
  Full Attack: 6 slam +27 melee (2d6+10)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Acidic venom, constrict 
  2d6+10, improved grab, suffocate
  Special Qualities: Low-light vision
  Saves: Fort +22, Ref +19, Will +5
  Abilities: Str 30, Dex 16, Con 22, Int 1, Wis 
  4, Cha 2
  Skills: Hide +17, Listen -1, Move Silently 
  +5, Spot +14, Swim +18
  Feats: Alertness, Combat Reflexes, Great 
  Fortitude, Improved GrappleB, Improved 
  Initiative, Lightning Reflexes, Power Attack, 
  Skill Focus (Hide), Stealthy, Weapon Focus 
  (slam)
  Environment: Warm aquatic
  Organization: Solitary
  Challenge Rating: 17
  Treasure: None
  Alignment: Always neutral
  Advancement: 26-50 HD (Huge), 51-75 
  (Gargantuan)
  Level Adjustment: —
   
  The spitting octopus is an ocean-dweller 
  of great girth. Capable of fanning out its webbed 
  tentacles and home to protozoa and algae, the 
  spitting octopus camouflages well on the bottom of 
  the sea floor as well as floating on top of the water.
   
  Besides its massive strength, dexterity, and 
  mobility, the spitting octopus is also well known for 
  its acid spray that digests its prey into a soupy meal.
  Combat
   
  This ambush predator cruises either on the 
  sea floor or on top of the water. When the spitting 
  octopus is floating on top of the water, it looks like 
  an algae patch. On the sea floor, it buries itself with 
  a thin layer of sand or strategically lays itself flat 
  on a rock, while colonies of algae camouflage its 
  huge size.  
   
  The spitting octopus can spray its own 
  digestive acids at opponents, liquefying them so 
  that the octopus may suck down the remains.
   
  Improved Grab (Ex): To use this ability, 
  a spitting octopus must hit with a slap attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict. 
   
  Acidic Venom (Ex): A spitting octopus can 
  spray its venom, made from its own digestive 
  juices, in a 25-foot cone. This venom deals 10d6 
  points of acid damage (Fort DC 28 half) to all 
  creatures within the cone. If a creature fails 
  the save, the acid lingers for two more rounds, 
  dealing 2d6 points of acid damage each round 
  unless somehow neutralized. The save DC is 
  Constitution-based.
   
  Constrict (Ex): A spitting octopus deals 
  2d6+15 points of damage with a successful 
  grapple check.
   
  Suffocate (Ex): If the spitting octopus 
  constricts a victim for two or more consecutive 
  rounds, the victim is unable to breathe and is 
  subject to suffocation (see Suffocation rules on 
  page 32).
   
  Skills: A spitting octopus 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.
   
  A spitting octopus has a +4 racial bonus on 
  Hide checks.
   
  Swallow Whole (Ex): A war snail can try to 
  swallow a grabbed opponent of Huge or smaller size 
  by making a successful grapple check. The swallowed 
  creature takes 2d12+11 points of crushing damage 
  plus 1d8 points of acid damage per round from the 
  war snail’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 war 
  snail’s gut (AC 24). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out.
   
  The war snail’s gullet can hold 2 Huge, 8 
  Large, 32 Medium, 128 Small, or 512 Tiny or 
  smaller creatures.
  
  101
  20 Northern Sea Dragon
  Gargantuan Dragon (Cold, Water)
  Hit Dice: 34d12+238 (459 hp)
  Initiative: +4
  Speed: 10 ft. (2 squares), swim 80 ft. (16 
  squares)
  Armor Class: 24 (-4 size, +18 natural), 
  touch 6, flat-footed 24
  Base Attack/Grapple: +34/+58
  Attack: Bite +42 melee (4d6+12)
  Full Attack: Bite +42 melee (4d6+12/19-
  20) and tail slam +37 melee (2d6+6)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Breath weapon, improved 
  grab, swallow whole
  Special Qualities: Blindsight 60 ft., 
  darkvision 60 ft., fog, immune to sleep 
  and paralysis, immunity to cold, low-light 
  vision, vulnerability to fire
  Saves: Fort +28, Ref +21, Will +23
  Abilities: Str 34, Dex 11, Con 25, Int 6, Wis 
  14, Cha 17
  Skills: Bluff +28, Diplomacy +7, Disguise 
  +3 (+5 acting), Intimidate +29, Listen +30, 
  Sense Motive +26, Spot +29, Survival +26, 
  Swim +20
  Feats: Ability Focus (breath weapon), 
  Alertness, Awesome Blow, Cleave, Great 
  Cleave, Great Fortitude, Improved Critical 
  (bite), Improved Bull Rush, Improved 
  Initiative, Iron Will, Lightning Reflexes, 
  Power Attack
  Environment: Cold aquatic
  Organization: Solitary, pair, or family (l-2 
  and 1d4 offspring)
  Challenge Rating: 20
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 35-68 HD (Gargantuan), 
  69-102 HD (Colossal)
  Level Adjustment: —
   
  Northern sea dragons are serpent-shaped 
  aquatic dragons as long as 80 feet from head to 
  tail. Covered in mottled green and gray scales, the 
  northern sea dragon has a ridge of spiny fins along 
  its back and dozens of flippers along its sides for 
  maneuvering. Its eyes glow yellow, and its head 
  bears a thick beard and mane resembling a mat 
  of kelp. Like snakes, the northern sea dragon can 
  unhinge its jaw to consume prey. While some ships 
  hope to never encounter this mythic predator, other 
  seek out the northern sea dragon for its alchemical 
  properties and unusual physiology.
  Combat
   
  When northern sea dragons attack ships, 
  they use their fog ability to limit vision while 
  snatching sailors off the deck. Survivors tell the 
  tale of glowing eyes piercing the fog. Northern sea 
  dragons can expel a cone of frozen seawater and 
  icy mist.
   
  Breath Weapon (Ex): 60-foot cone, once 
  every 1d4 rounds, damage 11d6 cold, Reflex DC 
  36 half. The save DC is Constitution-based.
   
  Fog (Su): A northern sea dragon always 
  travels beneath a thick bank of mist. This cloud 
  is a roughly spherical 100-foot radius centered on 
  the dragon, and rises 50 feet in the air. The mist 
  obscures all sight, including darkvision, beyond 
  5 feet. A creature within 5 feet has concealment 
  (attacks have a 20% miss chance). Creatures 
  farther away have total concealment (50% miss 
  chance, and the attacker can’t use sight to locate 
  the target).
   
  Improved Grab (Ex): To use this ability, a 
  northern sea dragon must hit with its bite attack.  It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it 
  wins the grapple check, it establishes a hold and 
  can attempt to swallow its prey in the following 
  round.
   
  Swallow Whole (Ex): A northern sea dragon 
  can try to swallow a grabbed opponent of Huge or 
  smaller size by making a successful grapple check.  
  The swallowed creature takes 2d6+12 points of 
  crushing damage plus 1d6 points of acid damage 
  per round from the northern sea dragon’s gizzard.  
  A swallowed creature can climb back out of the 
  stomach of the dragon with a successful grapple 
  check. This returns it to the dragon’s mouth, where 
  another successful grapple check is needed to get 
  free. A swallowed creature can cut its way out by 
  using a light slashing or piercing weapon to deal 25 
  points of damage to the northern sea dragon’s gut 
  (AC 19).  Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out.
  20
   
  The northern sea dragon’s stomach can 
  hold 1 Large, 2 Medium, 4 Small, 8 Tiny, 16 
  Diminutive, or 32 Fine or smaller opponents.
   
  Skills: A northern sea dragon 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.
  Salve of Cold Immunity
   
  When this salve is applied to the skin, the 
  wearer temporarily gains the Cold subtype for 24 
  hours. One dose is enough for a full application to 
  one person.
   
  Faint abjuration; CL 5th; Craft Wondrous 
  Item, caster must have a 1-foot square piece of 
  northern sea dragon hide, which is destroyed in the 
  creation process; Price 750 gp.
  Hull Slick
   
  When applied to the hull of a ship, this 
  salve allows it to travel at half again its normal 
  speed for one month. The salve must be re-applied 
  after a month for the effect to resume.
   
  Faint transmutation; CL 1st; Craft Wondrous 
  Item, one pound of northern sea dragon blubber 
  must be added to the mix; Price 50 gp; Weight 4 
  lb.
  Cloud Bottle
   
  This vial releases the equivalent of a fog 
  cloud spell when opened or broken. The effect is 
  centered on the vial, and lasts for 30 minutes.
   
  Faint conjuration (creation); CL 3rd; Craft 
  Wondrous Item, one of a northern sea dragon’s 
  12 glands for producing its fog ability must be 
  emptied into the bottle; Price 300 gp; Weight 1 lb.
   
  The following text is the property of Wizards 
  of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved.
   
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  15 COPYRIGHT NOTICE
   
  Open Game License v 1.0 Copyright 2000, 
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  System Reference Document Copyright 
  2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, based on original 
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  Open game content from Ultimate Monsters 
  Volume I copyright 2003, Mongoose Publishing 
  Ltd
   
  The Kaiser’s Garden, Copyright 2003, Mad 
  Kaiser Games
   
  Minions v3.5 Copyright 2003, Bastion Press, 
  Inc.
   
  Monsters of the Mind, Copyright 2003, 
  Green Ronin Publishing; Authors Kevin Brennan, 
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  Peer
   
  Denizens of Avadnu Copyright 2003, The 
  Inner Circle.
   
  Creature Collection Revised Copyright 2003, 
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  Creature Collection III: Savage Bestiary 
  Copyright 2003, White Wolf Publishing, Inc.
   
  Open Content from The Penumbra Bestiary 
  Copyright 2003, Trident Inc. d/b/a Atlas Games; 
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  Wilds Copyright 2003 Alderac Entertainment 
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  Into the Green Copyright 2003, Bastion 
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  Tome of Horrors II Copyright 2004, 
  Necromancer Games, Inc.; Author Scott Greene; 
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  Liber Bestarius Copyright 2002, Eden 
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  Monsters of the Boundless Blue: The 
  Wanderers Guild Guide to Aquatic Organisms, 
  by Gunnar Hultgren and Andy Hopp, Copyright 
  2003, Published by Goodman Games (contact 
  goodmangames 
  @mindspring.com, 
  or 
  see 
  www.goodmangames.com.)
   
  Jade Dragon and Hungry Ghosts is Copyright 
  2001, Green Ronin Publishing; Authors Wolfgang 
  Baur, David “Zeb” Cook, Erik Mona, Leon 
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  Fringe Fauna Copyright 2004, Khan’s Press; 
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  Into the Blue Copyright 2004, Bastion Press, 
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  Creature Collection 2: Dark Menagerie 
  Copyright 2001, White Wolf Publishing, Inc.
   
  Shadowman’s 
  Twisted 
  Treasury: 
  A 
  Collection of Killer Puzzles Copyright MMIII 
  Cloud Kingdom Games, Inc.
   
  A Magical Society: Ecology and Culture, 
  Copyright 2004, Expeditious Retreat Press, 
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  Boalisk from the Tome of Horrors, Copyright 
  2002, Necromancer Games, Inc. Author Scott 
  Greene, based on original material by Gary 
  Gygax.
   
  Bog Beast from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Bog Mummy from the Tome of Horrors, 
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  Boggart from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Brine Zombie from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Brown Pudding from the Tome of Horrors, 
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  Crystal Ooze from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Copyright 2002, Necromancer Games, Inc. Author 
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  Fen Witch from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. 
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  Copyright 2002, Necromancer Games, Inc. Author 
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  Giant Caribe from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Giant Slug from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Groaning Spirit from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Kelp Devil from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Memory Moss from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc. Author 
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  Copyright 2002, Necromancer Games, Inc. Author 
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  2002, Necromancer Games, Inc. Author Scott 
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  Copyright 2002, Necromancer Games, Inc. Author 
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  Stymphalian Bird from the Tome of Horrors, 
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  Copyright 2002, Necromancer Games, Inc. Author 
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  Transposer from the Tome of Horrors, 
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  103
   
  The 
  Complete 
  Guide 
  to 
  Drow, 
  Jeffrey Quinn, Copyright 2002 Joseph 
  Goodman 
  DBA 
  Goodman 
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  Open game content from Evil is copyright 
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  Hammer & Helm: A Guidebook to Dwarves, 
  copyright 2002, Green Ronin Publishing; Author 
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  Alderac 
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  2002, 
  Alderac 
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  Original 
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  Compendium 
  Copyright 2002 Clark Peterson; based on NPC-
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  Creature Collection Copyright 2000, Clark 
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  Mithril: City of the Golem Copyright 2001, 
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  of 
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  Copyright 2001, White Wolf Publishing, Inc.
   
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  Burok Torn: City Under Siege Copyright 
  2002, White Wolf Publishing, Inc.
   
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  Copyright 2002, White Wolf Publishing, Inc.
   
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  Scarred Lands Campaign Setting: Ghelspad 
  Copyright 2002, White Wolf Publishing, Inc.
   
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  2002, White Wolf Publishing, Inc.
  OGL
   
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  BookI Copytight2002, White Wolf Publishing, 
  Inc.
   
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  Copyright 2002, White Wolf Publishing, Inc.
   
  Scarred Lands Gazetteer: Termana Copyright 
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  The Serpent and the Scepter: Serpent 
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  The Serpent Citadel: Serpent Amphora 
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  Blood Bayou Copyright 2003, White Wolf 
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  Player’s Guide to Wizards, Bards & 
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  Inc.
   
  Player’s Guide to Fighters & Barbarians 
  Copyright 2003, White Wolf Publishing, Inc.
   
  Player’s Guide to Clerics and Druids 
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  Player’s Guide to Rangers and Rogues 
  Copyright 2003, White Wolf Publishing, Inc.
   
  Scarred Lands Campaign Setting: Termana 
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  Vigil Watch: Secrets of the Asaatthi 
  Copyright 2003, White Wolf Publishing, Inc.
   
  The Faithful and the Forsaken Copyright 
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  Occult Lore Copyright 2002, Trident Inc. 
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  Monster Geographica: Marsh & Aquatic, 
  Copyright 2004, Expeditious Retreat Press.
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/ExpR - Geo - Marsh & Aquatic (facing pages).pdf