'Stormwrack' material
Transcription of applicable content from '
Stormwrack' (Wizards of the Coast, 2005). Originally forked from:
Converting prehistoric creatures
Featured below, in order:
- Monstrous Crabs (Small - Colossal)
- Archelon, Ichthyosaurus, Mosasaur, Plesiosaur - linked
- Dire Animals: Barracuda, Eel
- Giant Leech
- Swarms: Jellyfish, Leech, Piranha
- Animals: Albatross, Barracuda, Eel, Otter, Sea Lion, Seal, Snapping Turtle, Stingray
- Water-Adapted Vermin and Animals: Monstrous Diving Spider, Sea Snake
- Table of summoned nature's ally variant spell summoning list entries (image)
CRAB, MONSTROUS
Monstrous crabs range in size from Small to Colossal.
They are voracious scavengers that will eat anything,
living or dead, they come across.
Monstrous crabs have the following special abilities,
regardless of size.
Constrict (Ex): A monstrous crab deals damage equal
to twice its normal claw damage plus its Strength bonus
on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous
crab must hit with a 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.
Monstrous crabs have a +4 racial bonus on grapple
checks.
Amphibious (Ex): Although monstrous crabs are
aquatic, they can survive indefinitely on land.
Vermin Traits: A monstrous crab is immune to all
mind-affecting effects (charms, compulsions, phantasms,
patterns, and morale effects).
Skills: A monstrous crab has a +4 racial bonus on Hide
and Spot checks.
SMALL MONSTROUS CRAB
Small Vermin (Aquatic)
Hit Dice: 1d8+4 (8 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +0/+0
Attack: Claw +1 melee (1d4)
Full Attack: 2 claws +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d4, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 11, Con 12, Int —, Wis 11, Cha 2
Skills: Hide +8, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Colony (2–5) or swarm (6–11)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
MEDIUM MONSTROUS CRAB
Medium Vermin (Aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+8
Attack: Claw +4 melee (1d6+2)
Full Attack: 2 claws +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d6+2, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 15, Dex 11, Con 12, Int —, Wis 11, Cha 2
Skills: Hide +4, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary, colony (2–5), or swarm (6–11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment: —
LARGE MONSTROUS CRAB
Large Vermin (Aquatic)
Hit Dice: 6d8+9 (36 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, +9 natural), touch 9,
flat-footed 18
Base Attack/Grapple: +4/+17
Attack: Claw +8 melee (1d8+5)
Full Attack: 2 claws +8 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+5, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 21, Dex 11, Con 12, Int —, Wis 11, Cha 2
Skills: Hide +0, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary or colony (2–5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–11 HD (Large)
Level Adjustment: —
HUGE MONSTROUS CRAB
Huge Vermin (Aquatic)
Hit Dice: 12d8+27 (81 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 22 (–2 size, +14 natural), touch 8,
flat-footed 22
Base Attack/Grapple: +9/+28
Attack: Claw +14 melee (2d6+7)
Full Attack: 2 claws +14 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 4d6+7, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +10, Ref +4, Will +4
Abilities: Str 25, Dex 11, Con 14, Int —, Wis 11, Cha 2
Skills: Hide –4, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary or colony (2–5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13–23 HD (Huge)
Level Adjustment: —
GARGANTUAN MONSTROUS CRAB
Gargantuan Vermin (Aquatic)
Hit Dice: 24d8+51 (159 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 26 (–4 size, +20 natural), touch 6,
flat-footed 26
Base Attack/Grapple: +18/+45
Attack: Claw +25 melee (3d6+11)
Full Attack: 2 claws +25 melee (3d6+11)
Space/Reach: 20 ft./20 ft.
Special Attacks: Constrict 6d6+11, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +16, Ref +8, Will +8
Abilities: Str 33, Dex 11, Con 14, Int —, Wis 11, Cha 2
Skills: Hide –8, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 25–47 HD (Gargantuan)
Level Adjustment: —
COLOSSAL MONSTROUS CRAB
Colossal Vermin (Aquatic)
Hit Dice: 48d8+99 (315 hp)
Initiative: –1
Speed: 40 ft. (8 squares)
Armor Class: 28 (–8 size, –1 Dex, +27 natural), touch 1,
flat-footed 28
Base Attack/Grapple: +36/+65
Attack: Claw +41 melee (4d6+13)
Full Attack: 2 claws +41 melee (4d6+13)
Space/Reach: 30 ft./30 ft.
Special Attacks: Constrict 8d6+13, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +28, Ref +15, Will +16
Abilities: Str 37, Dex 9, Con 14, Int —, Wis 11, Cha 2
Skills: Hide –13, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 49–60 HD (Colossal)
Level Adjustment: —
Dinosaurs / Prehistoric Animals:
ARCHELON (Primitive Marine Reptile - Sea Turtle - Prim)
ICHTHYOSAUR (Primitive Marine Reptile - dolphin-like piscivorous reptile)
MOSASAUR (Primitive Marine Reptile - crocodilian reptile carnivore with fins/flippers)
PLESIOSAUR (Primitive Marine Reptile - nessie)
DIRE ANIMAL
Dire animals are larger, tougher, meaner versions of ordinary
animals. Each kind tends to have a feral, prehistoric,
or even demonic appearance.
DIRE BARRACUDA
Large Animal (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: Swim 80 ft. (16 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11,
flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (1d8+6)
Full Attack: Bite +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Sprint
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 19, Dex 15, Con 14, Int 1, Wis 12, Cha 2
Skills: Listen +6, Jump +29, Spot +6, Swim +12
Feats: Alertness, Iron Will, Run
Environment: Warm aquatic
Organization: Solitary, pair, or school (3–6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: —
This very long, narrow-bodied fish flashes through the water,
razor-sharp teeth snapping.
The dire barracuda is about 10 feet long and weighs
around 300 pounds. It has bony protrusions along the
spine and a mouth full of outsize teeth.
Combat
The dire barracuda is much more aggressive than its
smaller cousin and sometimes hurls itself out of the
water to attack.
Sprint (Ex): A dire barracuda can move up to three times
its normal speed (240 feet) when it makes a charge.
Skills: A dire barracuda has a +8 racial bonus on
any Swim check to perform a 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 EEL
Large Animal (Aquatic)
Hit Dice: 6d8+15 (42 hp)
Initiative: +5
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10,
flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +1 (+5 in coral, rock, or kelp), Listen +5,
Spot +6, Swim +12
Feats: Improved Initiative, Toughness, Weapon Focus
(bite)
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: —
The dire eel is a moraylike animal of unusual size. It
can reach lengths of 20 feet or more and weigh up to
500 pounds. It resembles its smaller relations in other
respects.
Attach (Ex): If a dire eel hits with its bite attack, it uses
its powerful jaws to latch onto the opponent’s body and
automatically deals bite damage each round it remains
attached. An attached eel loses its Dexterity bonus to AC
and has an AC of 12.
An attached eel can be struck with a weapon or grappled
itself. To remove an attached eel through grappling, the
opponent must achieve a pin against the creature.
Skills: Dire eels have a +4 racial bonus on Hide checks,
which improves to +8 in areas of coral, rock, or heavy
kelp. An eel has a +8 racial bonus on any Swim check to
perform a 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.
LEECH, GIANT
Small Vermin (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/–6
Attack: Bite +2 melee (1 plus blood drain)
Full Attack: Bite +2 melee (1 plus blood drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Anesthetize, attach, blood drain,
disease
Special Qualities: Blindsight 10 ft., scent
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 6, Dex 12, Con 11, Int —, Wis 8, Cha 2
Skills: Hide +9, Swim +6
Feats: Weapon FinesseB
Environment: Warm marsh
Organization: Colony (2–5) or swarm (6–11)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: —
This wormlike creature is the size of a human forearm. Its mouth
is a round, suckerlike orifice.
Giant leeches have little ability to attack foes in open water
or clear terrain but can pose a serious danger to characters
wading or swimming in murky or muddy water.
COMBAT
Giant leeches are found in murky water, where they can
approach prey unseen. Characters might be attacked
without even noticing.
(
DM Tip: Take note of the PCs’ Spot checks and AC
before running an encounter with giant leeches. Record
damage dealt by an undetected leech, but do not inform
the player of the damage until his or her character notices
the attack.)
Anesthetize (Ex): A creature bitten by a giant leech
must succeed on a Spot check (opposed by the giant
leech’s Hide check) to notice the attack if both the
leech and its target are in murky water at least 2 feet
deep. Each round of blood drain entitles the creature to
another Spot check to notice the leech, with a cumulative
+2 bonus on the check per round after the first.
Characters attacked in clear water, or who have some
means of detecting the leech without seeing it, notice
the attack automatically.
Attach (Ex): If a giant leech hits with its bite attack,
it uses its suckerlike mouth to latch onto the opponent’s
body. It deals no additional damage when it is attached,
but it drains blood (see below). An attached leech loses its
Dexterity bonus to AC and has an AC of 11.
An attached leech can be struck with a weapon or
grappled itself. To remove an attached leech through
grappling, the opponent must achieve a pin against
the creature.
Blood Drain (Ex): A leech that is attached to its opponent
deals 1 point of Constitution damage per round until
it deals a total of 6 points, at which point it detaches from
its target and swims off to digest its meal.
Disease (Ex): A creature bitten by a giant leech must
succeed on a DC 15 Fortitude save or contract red ache
(see page 292 of the Dungeon Master’s Guide).
Skills: Giant leeches have a +4 racial bonus on Hide
checks. A giant leech has a +8 racial bonus on any Swim
check to perform a 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.
SWARM
Swarm Traits: Swarms are masses of Fine, Diminutive,
or Tiny creatures that would not be particularly
dangerous in small groups, but can be terrible foes when
gathered in sufficient numbers. While a single jellyfish
swarm might actually be hundreds of feet across, for
game purposes a swarm is defined as a single creature
with a space of 10 feet—gigantic schools of piranhas
are actually composed of dozens of swarms in close
proximity. A swarm has a single pool of Hit Dice and
hit points, a single initiative modifier, a single speed,
and a single Armor Class. It makes saving throws as a
single creature.
A swarm of Tiny creatures consists of 1,000 creatures.
A swarm of Diminutive creatures consists of 5,000
creatures. A swarm of Fine creatures consists of 10,000
creatures. Larger swarms are represented by multiples of
single swarms. A large swarm is completely shapeable,
though it usually remains contiguous.
The aquatic swarms presented here are susceptible
to vigorous or stronger currents, such as that created
by a control currents spell (see v3.5
Frostburn, page 114).
For purposes of determining the effects of currents on a swarm,
treat the swarm as a creature of the same size as its constituent
creatures. Current effects deal 1d4 points of nonlethal
damage to the swarm per spell level (or Hit Die of the
originating creature, in the case of effects such as a water
elemental’s vortex).
JELLYFISH SWARM
Diminutive Vermin (Aquatic, Swarm)
Hit Dice: 12d8 (54 hp)
Initiative: –2
Speed: Swim 5 ft. (1 square)
Armor Class: 12 (+4 size, –2 Dex), touch 12, flat-footed 12
Base Attack/Grapple: +9/—
Attack: Swarm (poison)
Full Attack: Swarm (poison)
Space/Reach: 10 ft./—
Special Attacks: Distraction, poison
Special Qualities: Immune to weapon damage, swarm
traits, tremorsense 30 ft.
Saves: Fort +8, Ref +2, Will +4
Abilities: Str 1, Dex 7, Con 10, Int —, Wis 10, Cha 2
Skills: Hide +18, Swim +3
Feats: —
Environment: Warm aquatic
Organization: Solitary, fl otilla (2–5 swarms), or colony
(7–12 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
This patch of water shines like mother-of-pearl. Tiny, clear-bodied
jellyfish, almost invisible in the water, drift beneath the surface.
A jellyfish swarm drifts with the ocean currents. Its
myriad creatures trail poisonous tentacles that can stop
a creature in its tracks. This swarm depicts a particularly
toxic kind of jellyfish, such as the box jelly.
Individual jellyfish in the swarm are a few inches long
and nearly transparent.
Combat
A jellyfish swarm deals no combat damage, but its poison
is potent. Once a creature is reduced to 0 Dexterity, it
typically drowns in short order and the colony feeds on
its decaying corpse, which is carried about within the
swarm’s mass.
Distraction (Ex): Any living creature vulnerable to
the jellyfish swarm’s damage that begins its turn with
a swarm in its square is nauseated for 1 round; a DC 16
Fortitude save negates the effect. Even with a successful
save, spellcasting or concentrating on spells within the
area of a swarm requires a Concentration check (DC
20 + spell level). Using skills requiring patience and
concentration requires a DC 20 Concentration check.
The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 18, 1d8 Dex/1d8
Dex. The save DC is Constitution-based and includes a
+2 racial bonus. A creature that fails either Fortitude save
is also stunned for 1 round.
Swarm Traits (Ex), as above and as in MMI, p. 316
Tremorsense (Ex): A jellyfish swarm can detect and
pinpoint any creature in the water within 30 feet.
Vermin Traits: A jellyfish swarm is immune to all
mind-affecting effects (charms, compulsions, phantasms,
patterns, and morale effects).
Skills: A jellyfish swarm has a +8 racial bonus on Hide
due to its near transparency.
A jellyfish 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.
LEECH SWARM
Fine Vermin (Aquatic, Swarm)
Hit Dice: 2d8–2 (7 hp)
Initiative: +0
Speed: Swim 10 ft. (2 squares)
Armor Class: 18 (+8 size, +0 Dex, +0 natural), touch 18,
flat-footed 18
Base Attack/Grapple: +1/—
Attack: Swarm (1d6 plus blood drain)
Full Attack: Swarm (1d6 plus blood drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Anesthetize, blood drain, disease,
distraction
Special Qualities: Immune to weapon damage, low-light
vision, swarm traits
Saves: Fort +2, Ref +0, Will +1
Abilities: Str 1, Dex 11, Con 8, Int —, Wis 12, Cha 2
Skills: Hide +16, Swim +3
Feats: —
Environment: Warm marsh
Organization: Solitary or plague (2–4 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
The water squirms with uncounted thumb-sized sluglike creatures,
each one wriggling in an unsettling manner.
Leeches are found in murky water, where they can
approach prey unseen.
Combat
A leech swarm relies on stealth and blood drain to quietly
disable its target. An unobservant creature can be drained
dry without even realizing the cause of its weakness.
(
DM Tip: Take note of the PCs’ Spot checks and AC
before running an encounter with a leech swarm. Record
damage dealt by undetected leeches, but do not inform
the player of the damage until his or her character notices
the attack.)
Anesthetize (Ex): A creature attacked by a leech
swarm must succeed on a Spot check (opposed by the
swarm’s Hide check) to notice the attack if both the leech
swarm and its target are in murky water at least 2 feet
deep. Each round of blood drain entitles the creature to
another Spot check to notice the leeches, with a cumulative
+2 bonus on the check per round after the first.
Characters attacked in clear water, or who have some
means of detecting the leech swarm without seeing it,
notice the attack automatically.
Blood Drain (Ex): Any living creature damaged by a
leech swarm also takes 1 point of Constitution damage
as the swarm drains its blood. This damage repeats every
round thereafter unless the creature successfully exits the
swarm and spends a full-round action removing leeches
from its body.
Disease (Ex): A creature damaged by a leech swarm
must succeed on a DC 15 Fortitude save or contract red
ache (see page 292 of the Dungeon Master’s Guide).
Distraction (Ex): Any living creature vulnerable to
the leech swarm’s damage who notices the swarm and
begins its turn with a swarm in its square is nauseated for
1 round; a DC 10 Fortitude save negates the effect. Even
with a successful save, spellcasting or concentrating on
spells within the area of a swarm requires a Concentration
check (DC 20 + spell level). Using skills requiring patience
and concentration requires a DC 20 Concentration check.
The save DC is Constitution-based.
Swarm Traits (Ex)
Skills: A leech swarm has a +8 racial bonus on any
Swim check to perform a 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.
PIRANHA SWARM
Tiny Animal (Aquatic, Swarm)
Hit Dice: 8d8+11 (47 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14,
flat-footed 13
Base Attack/Grapple: +6/—
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Half damage from slashing and piercing
weapons, low-light vision, scent, swarm traits
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Hide +10, Listen +9, Spot +8, Swim +5
Feats: Alertness, Improved Initiative, Toughness
Environment: Warm aquatic
Organization: Solitary or school (2–4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
The water boils with small, darting fi sh, each armed with a jawful
of razor-sharp teeth.
One of the most feared denizens of warm aquatic environments
is the piranha swarm, capable of devouring even a Large creature with amazing quickness.
Combat
Due to a piranha’s unusually strong jaws and sharp teeth,
piranha swarms deal more damage than a swarm of their
Hit Dice normally would.
Distraction (Ex): Any living creature vulnerable to
the piranha swarm’s damage that begins its turn with
a swarm in its square is nauseated for 1 round; a DC 15
Fortitude save negates the effect. Even with a successful
save, spellcasting or concentrating on spells within the
area of a swarm requires a Concentration check (DC 20 +
spell level). Using skills requiring patience and concentration
requires a DC 20 Concentration check. The save DC
is Constitution-based.
Swarm Traits (Ex)
Skills: A piranha swarm has a +8 racial bonus on any
Swim check to perform a 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.
Animals
ALBATROSS
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 50 ft. (average)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12,
flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Bite +1 melee (1d3)
Full Attack: Bite +1 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 10, Dex 13, Con 14, Int 2, Wis 14, Cha 6
Feats: EnduranceB, Weapon Finesse
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: —
This seagoing bird feeds on squids and fish, but sometimes
trail behind ships to feed on the refuse dumped overboard.
Capable of incredibly long flights, the albatross can be
encountered surprisingly far from land. Killing an albatross
is taboo among sailors of most races.
A typical albatross is about 2 to 3 feet long and has a
wingspan of up to 10 feet.
Combat
The albatross bites only when threatened by a creature it
cannot easily escape.
Skills: Albatrosses have a +4 racial bonus on Spot checks.
BARRACUDA
Medium Animal (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13,
flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sprint
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +4, Swim +8
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or school (3–6)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–6 HD (Medium)
Level Adjustment: —
The barracuda is a predatory fish with a mouthful of
large, sharp teeth. This entry describes the largest variety
of barracuda.
A barracuda is not generally inclined to attack humanoid
swimmers, but it is sometimes drawn to shiny objects worn
by a swimmer, mistaking them for smaller fish. Serious
bites can be the result.
Combat
A barracuda is unnervingly quick, drifting motionless
one moment, then darting forward in a blinding rush to
snap at prey.
Sprint (Ex): A barracuda can move up to three times
its normal speed (180 feet) when it makes a charge.
Skills: A barracuda has a +8 racial bonus on any Swim
check to perform a 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.
EEL
Medium Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +6
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12,
flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Hide +6 (+10 in coral or rock), Listen +3, Spot +4,
Swim +9
Feats: Improved Initiative, Weapon FinesseB
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–5 HD (Medium)
Level Adjustment: —
Most eels are small and innocuous, but the larger eels—wolf
eels or moray eels—can reach lengths of over 5 feet and
weights of up to 100 pounds; such eels can cause serious
injury with their powerful bites.
Combat
Eels are generally shy and only attack if disturbed or
surprised. They can strike with startling speed.
Attach (Ex): If an eel hits with its bite attack, it uses
its powerful jaws to latch onto the opponent’s body and
automatically deals bite damage each round it remains
attached. An attached eel loses its Dexterity bonus to AC
and has an AC of 11.
An attached eel can be struck with a weapon or grappled
itself. To remove an attached eel through grappling, the
opponent must achieve a pin against the creature.
Skills: Eels have a +4 racial bonus on Hide checks,
which improves to +8 in areas of coral, rock, or heavy
kelp. An eel has a +8 racial bonus on any Swim check to
perform a 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.
OTTER
Tiny Animal
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 12, Int 2, Wis 12, Cha 5
Skills: Balance +6, Climb +6, Listen +3, Spot +3, Swim +10
Feats: Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair, or family (3–12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Otters inhabit rivers and lakes throughout temperate lands,
preying on small fish and insects. They sometimes become
familiars to aquatic sorcerers or wizards.
Combat
Otters are inquisitive animals. They fight only if cornered.
Hold Breath (Ex): An otter can hold its breath for a
number of rounds equal to 4 × its Constitution score before
it risks drowning. For a typical otter, this is 48 rounds, or
almost 5 minutes.
Skills: An otter has a +8 racial bonus on any Swim check
to perform a 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.
Otters have a +4 racial bonus on Balance and Climb
checks. They use their Dexterity modifier for Climb and
Swim checks.
SEA LION
Large Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10,
flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Bite +6 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 17, Dex 13, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +7, Spot +7, Swim +11
Feats: Alertness, Weapon Focus (bite)
Environment: Cold aquatic
Organization: Solitary, pair, pride (3–12), or colony (21–40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4–9 HD (Large)
Level Adjustment: —
Sea lions pose little threat to humanoids who don’t intrude
on beaches they’ve claimed. Their pelts are valuable, though,
and sea lions are often hunted for them. Adult bulls can
reach 10 feet in length and weigh 1,500 pounds. Females are
considerably smaller, reaching about 500 pounds.
Combat
Sea lions possess a powerful and dangerous bite. They rarely
attack humanoids in the water but are more than capable of
chasing off landbound intruders who get too close.
Hold Breath (Ex): A sea lion can hold its breath for a
number of rounds equal to 6 × its Constitution score before
it risks drowning. For a typical sea lion, this is 72 rounds,
or over 7 minutes.
Skills: A sea lion has a +8 racial bonus on any Swim
check to perform a 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.
SEAL
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12,
flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +6, Swim +9
Feats: Alertness, Weapon FinesseB
Environment: Cold aquatic
Organization: Solitary, pair, or herd (5–14)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: —
Seals generally avoid humanoids, but they are often
hunted for their pelts. Adult bulls can reach 500 pounds
in weight. Females are considerably smaller, weighing
about 200 pounds.
Combat
Seals can be territorial, defending their chosen patch of
the shore with a vicious bite.
Hold Breath (Ex): A seal can hold its breath for a number of
rounds equal to 6 × its Constitution score before it risks drowning.
For a typical seal, this is 84 rounds, or over 8 minutes.
Skills: A seal has a +8 racial bonus on any Swim check
to perform a 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.
SNAPPING TURTLE
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: –1
Speed: 5 ft. (1 square), swim 20 ft.
Armor Class: 15 (+1 size, –1 Dex, +5 natural), touch 10,
flat-footed 15
Base Attack/Grapple: +1/–2
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 12, Dex 8, Con 15, Int 1, Wis 12, Cha 4
Skills: Spot +6, Swim +9
Feats: Improved Natural ArmorB, Weapon Focus (bite)
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Small)
Level Adjustment: —
Snapping turtles are dangerous aquatic predators. The
above statistics describe an alligator snapper, an especially
large and dangerous version with a spiked shell and a bad
attitude. It can grow to 3 feet in length and weigh over
200 pounds.
Combat
Snapping turtles lie in wait on the muddy bottoms of ponds
and sluggish streams, with their mouths gaping open to reveal
a fleshy, wormlike lure. Fish that investigate are grabbed and
swallowed whole. A snapper that is molested, or that thinks
its territory is in danger, does not hesitate to attack creatures
much larger than itself. Unlike other turtles, a snapping turtle
cannot retract its oversized head into its shell.
Improved Grab (Ex): To use this ability, a snapping
turtle 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 attacks of opportunity.
Hold Breath (Ex): A snapping turtle can hold its breath
for a number of rounds equal to 8 × its Constitution score
before it risks drowning. For a typical snapping turtle, this
is 120 rounds, or 12 minutes.
Skills: A 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.
STINGRAY
Small Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14,
flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Sting +4 melee (1d3–1 plus poison)
Full Attack: Sting +4 melee (1d3–1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 4
Skills: Hide +3 (+7), Listen +3, Spot +3, Swim +7
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or school (5–12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Stingrays are smaller cousins of the manta ray having
barbed, venomous tails.
An average stingray’s body is roughly 3 feet across and
weighs about 25 pounds. Its tail is about the same length,
with one or more poisonous barbs near the base.
Combat
Stingrays feed on crustaceans and shellfish, usually cruising
just over the sea bottom. Sometimes they burrow just
beneath the surface. This is when they present the greatest
danger to unsuspecting creatures, who might step on or
near them. A threatened stingray lashes out with its tail
barb, injecting a terribly painful venom that leaves its
targets virtually helpless.
Poison (Ex): Injury, Fortitude DC 12, nauseated 1d4
hours/1d3 Dex. The save DC is Constitution-based and
includes a +2 racial bonus. A creature that makes its
saving throw against the poison’s initial damage is instead
sickened for 1d6 rounds.
Skills: *When it is lying still along the seafloor, a
stingray has a +4 racial bonus on Hide checks.
A stingray 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.
VERMIN AND ANIMALS,
WATER-ADAPTED
In addition to amphibious creatures able to breath both on
land and in water, many air-breathing animals and vermin
have become adept at living in aquatic environments while
returning to the surface periodically for air. All such wateradapted
creatures have several features in common.
First, they gain the ability to hold their breath. This
exceptional ability enables them to stay underwater for
a number of rounds equal to anywhere between four to
ten times their Constitution score (×4 to ×10), depending
on the creature. Only after this period does the normal
countdown for holding your breath (described on page
304 of the Dungeon Master’s Guide) begin.
Second, water-adapted creatures become adept at moving
around underwater. Most gain a swim speed but take some
reduction in their land movement. Those who do not gain
a swim speed move underwater at their full speed, not at
the half-speed imposed on land creatures in the water (see
page 92 of the Dungeon Master’s Guide). For example, a wateradapted
Tiny monstrous centipede might replace its land
speed with a swim speed (20 ft.), retaining its climb speed.
By contrast, a water-adapted Medium monstrous scorpion
would not gain a swim speed but should be able to scuttle
about underwater as quickly as its terrestrial kin can on land
(40 ft.), although its land movement might suffer (typically
reduced by half, or to 20 ft./rd. in this case). A water-adapted
bird might become clumsy in the air but “fly” with speed
and grace just below the surface of the water.
Finally, if the creature has a slashing or bludgeoning
attack, this attack is not subject to the penalties described
in Table 3–22: Combat Adjustments Underwater on page
92 of the Dungeon Master’s Guide. Instead, treat any wateradapted
creature fighting underwater as if it enjoyed the
benefits of a freedom of movement spell.
DIVING SPIDER, MONSTROUS
Some breeds of monstrous spider are adapted for an aquatic
existence. Rather than constructing webs, they build
submerged, air-filled domes of spidersilk where they lie
in wait for prey to wander too close.
Diving spiders spend their lives underwater, except for
brief trips to the surface to replenish air. The spider’s furry
body holds air bubbles that it releases into the dome. They
are expert swimmers, unlike most spiders.
A monstrous diving spider has the same statistics as a
typical monstrous spider (see pages 288–289 of the Monster
Manual), with the following adjustments:
Speed: A monstrous diving spider gains a swim speed
of 30 feet.
Special Attacks: A monstrous diving spider retains all
the special attacks of the typical monstrous spider, with
one change.
Web (Ex): Monstrous diving spiders cannot throw a web
net, nor do they create sheets of sticky webbing.
Special Qualities: The monstrous diving spider retains
all the special qualities of a typical monstrous spider, with
the following adjustment.
Tremorsense (Ex): A diving spider’s tremorsense allows it
to detect and pinpoint creatures in the water as easily as
those on land.
Hold Breath (Ex): A diving spider can hold its breath for
a number of rounds equal to 4 × its Constitution score before
it risks drowning. For a typical diving spider (Medium or
Large), this is 48 rounds, or almost 5 minutes.
Skills: A diving spider 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.
Environment: Temperate aquatic.
SEA SNAKE
The sea snake is a particularly venomous variation on the
typical viper that lives in warm, shallow seas. It typically
attacks only if provoked. Even then it usually bites once
and withdraws, waiting for the venom to take effect.
Sea snakes have the same statistics as the vipers
presented on page 280 of the Monster Manual, with the
following adjustments:
Speed: 10 ft. (2 squares), swim 30 ft.
Poison (Ex): A sea snake’s poison is extraordinarily
virulent. It has a +2 racial bonus on the poison’s save DC.
Hold Breath (Ex): A sea snake can hold its breath for
a number of rounds equal to 6 × its Constitution score
before it risks drowning. For a typical sea snake, this is
66 rounds, or over 6 minutes.
Skills: A sea 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.
Environment: Warm aquatic.
Summoning Creatures with Summon spells
(**All of the above were added from
Stormwrack, 2005 - v3.5 pdf file)