Creatures of Tefnut

Starman
CLIMATE/TERRAIN: Cold Seas and oceans
FREQUENCY: Common
ORGANIZATION: Community
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Very to Genius (11-18)
TREASURE: U (Q ×10, A)
ALIGNMENT: Chaotic Any
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVEMENT: 9 above or below water
HIT DICE: 3-6
THAC0: 3-4 HD: 17
5-6 HD: 15
NO. OF ATTACKS: 3 (leaves 2 walking appendages)
DAMAGE/ATTACK: By weapon type or spell
SPECIAL ATTACKS: None
SPECIAL DEFENSES:  None
MAGIC RESISTANCE: Nil
SIZE: M (5-6™ long)
MORALE: Average (10)
LEVEL/XP VALUE: 350 + 200 per hit die above 3.
 

 They like to keep their skin wet by soaking in water (preferably fresh) whenever possible. Their form is almost exactly like the form of a regular starfish, but has tentical eye-stalks that allow them to see in any 2 directions at once. They have a fleshy sphincter in the center of their bodies that they use to speak. When they eat or drink, a beak about an 1" long comes out of the spincter.
They walk as fast as a Dwarf (9") and use the flexable tenticles and use them as bendable feet. Their suckers are small and sensitive and allow them to pick up things and take a heavy load if both are used. On Tefnut, they are the masters of the islands as they can breath air (after spending milenia on the shoals and watersedge, but are completely pasifists. They will only defend themselves, never attack and even if in danger of their life will not kill their opponent intentinonally. They call themselves the "Oppopglugblug", but no one else does.

Pahari

CLIMATE/TERRAIN: Tropical/Seas and oceans
FREQUENCY: Uncommon
ORGANIZATION: Community
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very to Genius (11-18)
TREASURE: U (Q ×10, A)
ALIGNMENT: Chaotic good
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVEMENT: 12, Sw18 or Sw 24
HIT DICE: 3-6
THAC0: 3-4 HD: 17
5-6 HD: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type or spell
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Spells
MAGIC RESISTANCE: 25%
SIZE: M (5-6™ long)
MORALE: Average (10)
LEVEL/XP VALUE: 650 + 400 per hit die above 3.
p
Pahari are shapeshifting, marine nymphs that dwell in Zakhara™s seas and oceans. In their natural forms, they are similar in appearance to mermaids. They are also able to assume the form of a small fish and that of a beautiful woman. The upper body of a pahari is that of a perfectly formed woman, more beautiful than the fullest moon. The lower body of a pahari is that of a fish, its scales either blue, green, or ruby red. They prefer this form above all others, although they can assume two other shapes for an emergency or adventure. Their piscine form resembles a colorful tropical fish, approximately 12le in length. In this form they can swim at speed 24 and easily evade large predators by hiding in the small niches and crevices of a reef or ocean floor.
Their human form matches the upper half of their natural shape, complete with a pair of slender and willowy legs. They only assume this shape when venturing onto land or ship, since in the water their other two forms are more maneuverable. Pahari can breathe both both water and air. They live in underwater communities, but occasionally surface to gaze in fascination at land. The bravest of pahari work up the courage to sunbathe on rocks near shore or to approach ships and engage in conversation with sailors.
All pahari can speak their own language and Common. They can also communicate with all fish and nereids. The most intelligent pahari can learn up to four additional languages, choosing from among those spoken by dolphins, reef giants (q.v.), whales, and zaratani (q.v.).
Combat: Normally shy and peace-loving creatures, pahari are loathe to enter into combat. They can fight with any weapon provided, but rarely ever carry any themselves. They are fond of magical items, however, and will use them in combat if needed.
Pahari are potent spell-casters. Most are elemental wizards, casting spells at a level equal to twice their Hit Dice (i.e., a 4 HD pahari can cast spells as an 8th-level wizard). Almost all choose water as their element of specialization. Their favorite spells include airy water, command water spirits, conjure (water) elemental, converse with sea creatures, float, sea sight, ship of fools, strengthen water creatures, waterbane, and water blast. Pahari can polymorph into another of their three forms once per round, at will.
Habitat/Society: Pahari dwell in small communities on the sea bed, often close to shore. They gather kelp and seaweed, which forms the staple part of their diet, eating small amounts of shellfish and mollusks as well. They never eat fish, considering the act akin to cannibalism.
A community of pahari consists of 2-20 individuals, evenly divided in size and Hit Dice. They make small homes out of shells and coral and tend a garden of kelp or seaweed nearby. A community of more than five pahari will have a 50% chance of being attended by 2-12 dolphins.
The pahari are adventuresome and regard surface dwellers with a fascination that borders on obsession. They will collect anything that pertains to life above the waves (especially magical items), often welcoming sailors into their communities to hear them spin tales of their homelands. With this preoccupation about life above water, it is not uncommon for a younger pahari to venture onto land in her human form, if only to spend a day shocking the villagers (who promptly find her some clothes), eating surface food, dancing, and singing long into the night before returning home. A few have been known to stay longer (although this is discouraged by the older, wiser pahari), even marrying a good-aligned surface dweller in some instances.
Like most faerie creatures, pahari have a very long life span (300-400 years). They soon outlive a human husband, afterward returning home to the sea for good. The older pahari, many who have already experienced this heartbreaking loss, do their best to console their newly-returned sister. As a general rule, the older and wiser pahari prefer short, frequent encounters with surface dwellers.
Ecology: Pahari are staunch protectors of their marine environment and oppose evil sea creatures, like sea hags, at every opportunity. A pahari™s kiss can bestow water breathing on the lucky recipient for a day.

Sea Wyrm


CLIMATUTERRAIN Tropical and subtropical seas
FREQUENCY: Rare
ORGANIZATION solitary
ACTIVITY CYCLE h Y DIET: omnivore
INTELLIGENCE: Low (5-7)
TREASURE Nil (Rx2)
ALIGNMENT: Chaotic neutral
NO. APPEARING 1-3
ARMOR CLASS 5
MOVEMENT: 9, Sw 18
HIT DICE Young (7-8 HD),  Adolescent 9-10 HD), Adult (11-12 HD),  Ancient (13-14 HD)
THACO  7-8 HD: 13, 9-10 HD 11, 11-12 HD 9, 13-14 HD: 7
NO. OF ATTACKS 1
DAMAGE ATTACK2d6 (bite) or 3d8 (constriction)
SPECIAL A’ITACKS
Breath weapon (sleep 3d8 rds),
swallow (i f adult or ancient)
SPECIAL DEFENSES Nil
MAGIC RESISTANCE: Nil
SIZE L (up to 12’ long) if 7-10 HD,
MORALE Champion (15-16)
XP VALUE 7-8 HD 1,400
s

Sea wyrms are elongated legless and wingless sea dragons found in tropical and subtropical seas. Probably one of the sources for the tales of legendary sea serpents, these lazy creatures rarely attack anyone or anythmg not intrudlng on their territoq? They are usually serene and majestic, often venturing quite close to land if left undisturbed. Occasionally, a family of sea wyrms will be seen traveling together by sailors who venture into deeper seas.
Combat Sea wyrms grow larger, but not particularly stronger, as they age; thus, the bite and constriction of a young sea wyrm are just as damaging as that of its elders. Though they are normally nonaggressive, sea wyrms will attack ships or creatures who invade what they consider to be their temtory. All sea wyrms can bite for 2d6 points of damage and constrict for 3d8 points. If attacking a ship, every 10 points of constriction damage acts as 1 hull point against the vessel. If the ship is smaller than the sea wyrm, the wyrm can completely enarcle the en& vessel, roll it over, and drag it beneath the waves. Because of this, they are greatly feared by fishermen and others who usually have smaller boats.
Adult and ancient sea wyrm have other attacks as well. If they make a bite attack and score 5 more than they need to hit, they have swallowed their prey whole. The victim takes normal damage (2d6) fmm the bite and an additional 2d6 paints of damage p” round thereafter from stomach acids. The usual methds may be employed to escape from the creature’s stomach. At any time an adult or ancient sea wyrm may choose to forgo its normal attack and use its breath weapon instead. This is a cone of sleep gas 5 feet wide at the base, 30 feet wide at the far end, and reaching 30 feet. Those caught in the cone must save vs. breath weapon or fall asleep for 3 to 24) rounds. The wyrm can use this attack only once per day.
HabitaUSociety: Sea wyrms lair in underwater caves or in remote caves on islands. They can breathe equally well in air or water and move about on land by slithering like a snake. They eat just about anything but are particularly fond of fish and fruit. They have been known to slither around a fruit tree and constrict it in an attempt to get at fruit which is beyond their normal reach.
Sea wyrms live in small family groups until the hatchlings are old enough to forage for themselves. When three are found together, they are always a mated pair and a hatchling. Two sea wyrms found together are always a mated pair, as they mate for lie. The female produces one egg at a time, which is jealously guarded by both until the young sea wyrm hatches. If captured as hatchlings, sea wyrms make loyal and affectionate pets for sea peoples such as merfolk, tritons, or naids. willing to fight to the death to defend their companions. Ecology: Sea wyrms claim undersea or island caves for their lairs and defend the territory around it up to about two miles. They range up to b r t y miles from home to feed. Though they produce no useful by-products, there is a growing market in sea wyrm eggs among traders who wish to raise a mobile guard to defend their ships while at sea. Some merchants deal in sea wyrm skins, which bring 1,000 to 3,000 gp.


Tube worm, giant

Common
CLIMATE/TERRAIN:
FREQUENCY:
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XP VALUE:


Common Tube Worm
Deep ocean/ Hydrothermal vents
Rare
Colony
Any
Suspension feeder
Non- (0)
Nil
Neutral
20-200
2/7
Nil
1+1
Nil
0
Nil
Nil
Alert
Nil
M (6’ long)
Unreliable (4) 35



Carniverous
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
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SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Carnivorous  Tube Worm
Deep ocean/ Hydrothermal vents
Very rare
Clump
Any
Carnivore
Animal (1)
See text
Neutral
2-8
2/7
Nil
2+2
19
1
2-8
Surprise, poison
Nil
Nil
M (6’ long)
Steady (11)
120


vent, they raise giant tube worms and clams. The clams and worms provide food and, when the shells are cleaned out, shelter. Farther from a vent, the octopoids tend fields of shrimp and mussels. Some octopoid communities are known to raise crabs and lobsters as well.

Deep-dwellers do not have a concept of money as such, but individuals may pos- sess treasure. Pearls are often strung to form necklaces or bracelets, then sprayed with ink so as to glow. Octopoids are fine sculptors whose work would certainly be considered unique if brought to the sur- face. Additionally, the area surrounding the hydrothermal vent is typically rich in pre- cious metals, though these would require excavation. Finally, many wizards would pay dearly for a bottle of deep-dwelling octopus ink, as it can be used to prepare magical glyphs and scrolls.

Tube worm, giant

Giant tube worms are a fairly common sight near hydrothermal vents. The mun- dane variety consist of pacific suspension feeders, measuring about 6’ high and 2’ in diameter. They possess an extremely durable outer casing of a dark yellow col- oration. Their bodies are of a pale yellow. The heads are topped with flowery appen- dages and are extended while feeding.

Carnivorous tube worms, also known as blood worms, closely resemble their peaceful relatives but are thankfully more rare. Their heads lack the flowery appendages of the common variety; instead, they are adorned with wide mouths containing an extremely wicked set of sharp teeth.

Combat: The common giant tube worm has no form of attack. As its body is comparatively vulnerable (AC 7), it relies on its shell to provide it with protection (AC 2). The worm can sense pressure caused by either sound or movement and is thus very difficult to surprise (+2 bonus to avoid surprise). Should it feel threat- ened by the approach of another creature, which is almost always the case, the worm withdraws inside its tube. A valve (AC 2) seals the tube from the top, and the ani- mal is then well protected from attack.

Carnivorous giant tube worms are usu- ally encountered hidden among the more common variety and are 90% indistin- guishable from the latter. They typically lie in wait for a suitable meal to pass by, then strike out with speed and ferocity (+2 to surprise roll). The body of a worm is extremely flexible and can extend to 3’ in all directions from the top of its tube. Car- nivorous tube worms are unpleasant fight- ers: In addition to their nasty teeth, they secrete a weak poison through their saliva (save vs. poison at +2 or lose 2 points of Dexterity for 1d6 turns from burning and itching). They are not, however, overly brave, and if they lose more than 50% of their hit points they retreat to the comparative safety of their tubes.

Habitat/Society: Giant tube worms are found exclusively in the vicinity of hydrothermal vents. Generally, the hotter the water (and therefore the more nutri- ent rich), the more worms are found. Both types of worms are exclusively sexu- ally reproductive. The young, numbering several thousand, are emitted from a geni- tal valve found near the head on the female. While neither type of worm col- lects treasure, some items may (rarely) be found near the base of the carnivorous variety.

Ecology: The common giant tube worm lives in a symbiotic relationship with chemosynthetic bacteria. The bacte- ria are found in the guts of the worm and convert mineral particles into food. The worms serve as a source of food for many creatures, and their hollowed-out tubes are often used as lairs. Most creatures not native to hydrothermal vents find the worm’s meat inedible because of its high sulfur content.

Carnivorous giant tube worms eat almost anything they can grab and are considered a great nuisance by deep- dwelling octopi.

Clam, giant

CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVITY CYCLE: DIET: Suspension INTELLIGENCE: TREASURE: ALIGNMENT: NO. APPEARING: ARMOR CLASS: MOVEMENT:

5+5 15 HIT DICE: THAC0:

NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: MORALE: XP VALUE:

1 2-12 Crushing See text Nil M Average (8) 430

Deep ocean/ Hydrothermal vents Rare Colony Any feeder

Non- See text Neutral 20-80 0/7 1’

Giant clams are huge, mostly immobile bivalves. An average specimen measures 6’ high and over 3’ wide. The shell is verti- cally symmetrical, chalk white in color, and several inches thick.

Combat: Giant clams do not attack per se; rather, they possess an instinctive defense mechanism that can be danger- ous to the unwary. Lining the lips of the bivalve are numerous, hairlike cilia that are extremely sensitive to pressure. When touched, they cause the clam to slam shut with great speed and force. Anything struck by the two shell halves (make a nor- mal attack roll) takes 2-12 hp crushing

damage. Moreover, a character must make a Dexterity check or have a limb trapped. Trapped characters take 2 hp damage per round until they are successfully freed. A character may attempt to get free by mak- ing a successful bend bars/lift gates check; if this is done, no other action can be taken that round. Up to four other people may attempt to help free a trapped charac- ter. For each additional person helping, add that person’s bend bars/lift gates roll to the trapped character’s chance to win free. The chance of opening a clam is dou- bled if a person uses a spear, sword, or similar item to gain leverage.

Alternatively, a character may be freed by killing the clam. This is, however, no easy task. The exterior of the clam is so thick and hard (AC 0) that piercing weapons do but 1 hp damage, plus any Strength and magical modifiers. Slashing weapons do half damage, while blunt weapons do full damage. The interior of the clam is relatively vulnerable (AC 7) but can be attacked only by missile weapons or weapons over 4’ long, and then only if the clam is at least partially open. Note that a clam held open because it is grip- ping someone’s limb is considered to be partially open. If a campaign uses the alternative critical-hit or called-shot rules, a character may sever the muscles that bind the clam shut without killing it. 8

Habitat/Society: Giant clams are typi- cally found in the vicinity of hydrothermal vents, although they may very rarely be encountered in other parts of the ocean. Now and then, treasure items can be found on or near a giant clam, having been left by an unfortunate trespasser.

Giant clams reproduce sexually. The female lays hundreds of thousands of eggs into the water where they are fertilized by the male’s sperm. The fry hatch in 3-4

weeks, moving about slowly (MV 1) by means of undulating cilia.

Ecology: Giant clams are suspension feeders. Those growing around hydrothermal vents live in a symbiotic relationship with bacteria that convert suspended mineral particles into food. Those living in other areas feed on sus- pended organic matter. Giant clams, both as fry and in their mature state, are a source of food for many of the sea’s crea- tures. Deep-dwelling octopi have been known to use their shells as lairs.

Giant oyster: A relative of the giant clam, the giant oyster has a grayish color, a more elongated shape, and a more uneven exterior, but otherwise conforms to the previous statistics. Additionally, there is a 5% chance that a giant oyster contains a giant pearl. The value of these pearls is most commonly about 1,000 gp each, but exceptionally large, flawless specimens are worth more than 10,000 gp.

Dragon fish 9

Dragon fish are very large eel-like crea- tures that sport a massive array of teeth and exhibit a cunning intelligence. In the case of the saber-toothed, the teeth are so overwhelming that the animal cannot close its mouth. They were named by fish- ermen who noted their resemblance to the Oriental dragons. While dragon fish are not actually kin to dragons, being true fish and not reptiles, they are fearsome predators nonetheless.

All dragon fish are able to distend their jaws and rearrange internal organs in such a way as to swallow meals as large as the animals themselves. The common and saber-toothed varieties have no formal lan- guage, but if a speak with animals spell is used they can be made to comprehend

Dragon fish 9

CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVITY CYCLE: DIET: INTELLIGENCE:

TREASURE: ALIGNMENT: NO. APPEARING: ARMOR CLASS: MOVEMENT: HIT DICE: THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: MORALE: XP VALUE:

Giant

Deep ocean/ Any Rare

Solitary Any Carnivore

Low (5-70 B Neutral (evil) 1 3 Sw 18 6 15 1 3-18 Swallow whole See text Nil L (10’ long) Elite (13) 650

Saber-toothed

Deep ocean/ Any Very rare

Solitary Any Carnivore

Semi- (2-4) Bx2 Neutral 1 3 SW 18

14 4-24 2-12 Nil Jolt See text See text Nil Nil L (12’ long) L (8’ long) Champion (15) Steady (11) 975 750

Electric

Deep ocean/ Any Very rare

Family Any

C a r n i v o r e Low to Average (7-9) B,H Neutral (evil) 2-8 3 SW 24 5 15

DRAGON 23

ideas of varying complexity. The electric dragon fish, a more intelligent and there- fore more dangerous adversary, travels in family groups that communicate by a combination of clicking noises and by varying their discharge or electric current.

Combat: Dragon fish, often referred to as devil fish by tritons, are constantly on the prowl for a meal. They track prey at a distance, up to one-half mile, by smell and sensing their movement in water. At shorter ranges, they home in on the prey’s electrical aura. Because of the acuity of their senses, dragon fish get a +2 bonus on surprise rolls.

The common and electric varieties of dragon fish stealthily approach a victim before attacking. After engaging in com- bat, both types are known to “play” with their food before devouring it, much as a cat plays with a mouse. The common dragon fish attempts to bite and maim its prey, then apparently let it go, only later to follow the trail of blood and finish the job. When it is actually ready to consume its victim, it attempts to swallow it whole, which it does on a successful attack roll of 18 or better. The electric variety enjoys stunning its victims with repeated electric jolts. A dragon fish emits a jolt of electric- ity in a 30’ radius around itself. Creatures within 10’ of the dragon fish take 3-24 hp damage; those 11’-20’ away take 2-12 hp; and those 20’-30’ away take 1-8 hp. If a sav- ing throw vs. breath weapon is made, only half damage is taken. Additionally, crea- tures struck by a dragon fish’s electrical attack must make a saving throw vs. para- lyzation or be stunned for 1d4 rounds, los- ing all Dexterity bonuses for armor class and making all attacks and saving throws at -2. Electric dragon fish can discharge three jolts per day and are themselves immune to electric attacks.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - Saber-toothed dragon fish, being some- what less intelligent than their brethren, rarely employ stealth in their attacks. They also fall short of the wanton viciousness of their counterparts, being motivated more exclusively by hunger. Although larger than the common dragon fish, the saber- toothed variety lacks the ability to swallow prey whole because of its protruding teeth. Rather, it uses its scissorlike fangs to shred its victims, then suck down the remains.

Habitat/Society: Dragon fish generally make their lairs in the holds of sunken ships or in caverns near the ocean floor. All types have a special fondness for met- als, perhaps because metals conduct elec- tricity well, and they collect large hoards. Refined metals, such as coins and armor, are preferred to raw ore or nodules.

Mating takes place once every third year, with the young being born live 6-8 weeks after conception. Male common and saber-toothed dragon fish leave the female shortly after mating is concluded, but the male of the electric variety stays with the female to form family groups. In all species, the young rarely leave the nest

24 FEBRUARY 1993

until they have achieved full size, after about one year.

Ecology: Dragon fish range for hun- dreds of miles in search of food. They have been known to attack deep-dwelling octopus communities, and the later con- sider them a grave threat.


Gelatinous Zooplankton
The gelatinous zooplankton are a diveme group of
creatures which includes jellyfish, Portuguese men
o’war, and even the aquatic jelly Creatures in this category consist mostly of water contained in a soft,
gelatinous body Many gelatinous zooplankton also possess nematocysts, or stinging cells, located on their tentacles. These creatures do not pursue prey; rather,
they sting those foolish enough to blunder into their tentacles.
Jellyfish
(2d10): AC 9; Sw 6; HD W; THACO 20; # At 2-
4 (ld3 +l); D m g 1; SD reflexive attack SZ S (1’ diameter); h4L fearlesa (20); Int non (0); AL N; W 7 each.
Notes: SD-A jellyfish’s venomous tentacles jnflict
damage, but have no other special effects. However, the
mature gains free attacks on any opponent that infkfs
damage to it in a melee attacksven if the damage
inflicted is enough to kill it-aa it reflexively lashes out
with its tentacles.
Man 'o War
Mu\
0’ WU (1): AC 9; SW 12; HD 5; THACO 17; #AT 7-
26 (ld20+6); Dmg ld4; SAPO~BOQ SZ M-H (6 to 15 feet in
diameter); ML fearless (20); Int non (0); AL N; XP 270
Notes: The man 0’ war is an extremely dangemw
creature. It floats on the surface, trailing long, poisoned
tentacles (which can extend 88 far down as 30 feet) through the water, where they kill indhhhately.
SA-The man 0’ war’s tentacles carry a powerful venom that causes great pain or outright death. The poison has an immediate onset time and oppmenb
must attempt saving throws vs. poison for each tentacle
that strikes. If all the saving throws sucaeed, the victim
suffera a -2 penalty to ail attack mb, saving throws,
ability checks, and proficiency checks for 2d4+1 hours. If
even one saving throw fails, the creature loses
codousnesa and dies in 2d4+1 turns. The MONSTROUS COMPENDIW.P Annual, Volume ’Rw
contains statistia for a giant version of this creature.


Giant  Lobster - Crayfish (Salt or Fresh water)

CLIMATE/TERRAIN: Any seashore Temperate - Freshwater rivers
FREQUENCY: Rare  - Uncommon
ORGANIZATION: Nil  - Nil
ACTIVITY CYCLE: Any - Any
DIET: Omnivore - Omnivore
INTELLIGENCE: Non- (0) - Non- (0)
TREASURE: Nil - Nil
ALIGNMENT: Neutral - Neutral
NO. APPEARING: 2-12 - 1-4
ARMOR CLASS: 3 - 4
MOVEMENT: 9 - 6, Sw 12
HIT DICE: 3 - 4+4
THAC0: 17 - 15
NO. OF ATTACKS: 2 - 2
DAMAGE/ATTACK: 2-8/2-8 - 2-12/2-12
SPECIAL ATTACKS: Nil - Nil
SPECIAL DEFENSES: Surprise - Surprise
MAGIC RESISTANCE: Nil - Nil
SIZE: L (8'-15') - L (8'+ long)
MORALE: Elite (13) - Elite (13)
XP VALUE: 65 - 175

Giant Crayfish

The crayfish is essentially a freshwater lobster. It has a similar multi-plated shell, numerous legs, eyes set on stalks, and two wicked pincers. The giant crayfish is muddy brown or sand colored, depending upon the color of the river bottom it inhabits. Some say that the giant crayfish, like the lobster, keeps growing as it gets older; certain sages even argue that the giant crayfish is really the same species as the ordinary crayfish, merely an extremely old specimen.

Combat: Like the crab, the crayfish prefers to ambush its prey (-2 penalty to opponent's surprise roll). It sits quietly on the river bottom, waiting, and then rushes forth to seize its food in its pincers. The giant crayfish does not normally represent a danger to adventurers, since it inhabits only deep rivers and spends all of its time on the river bottom. It would therefore only attack adventurers who were swimming along the river bottom, and then only if they came within its range. An attack by a giant crayfish's pincers inflicts 2d6 points of damage. The crayfish prefers to drag its catch back to its watery lair and eat in peace. Its shell is very tough, giving the creature AC 4.

Habitat/Society: The giant crayfish inhabits only wide and deep rivers, and feeds almost exclusively upon bottom-dwelling fish. Due to its great size, it can easily prey on such fish as sturgeon, carp, and large eels. It is voracious and spends most of its time hunting. On the whole it rarely crosses paths with adventurers, but it does compete with river fishermen.

Ecology: The giant crayfish is considered a delicacy by other creatures, which perhaps accounts for its rarity. Nixies especially prize the meat of the giant crayfish. Dragon turtles, giant snapping turtles, merrows, giant otters, gar, giant pike, and storm giants are just some of the monsters that hunt the giant crayfish. It is very far from being the top predator in its food chain, and must fight for its survival.

Dragon Turtle

CLIMATE/TERRAIN: Subtropical and temperate fresh and salt water
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: B,R,S,T,V
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 3, Sw 9
HIT DICE: 12-14
THAC0: 12 Hit Dice: 9
13-14 Hit Dice: 7
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/4-32
SPECIAL ATTACKS: Breath weapon, capsize ships
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (30' diameter shell)
MORALE: Fanatic (17)
XP VALUE: 12 Hit Dice: 10,000
13 Hit Dice: 11,000
14 Hit Dice: 12,000

Dragon turtles are one of the most beautiful, awesome, and feared creatures of the water. With their deadly jaws and breath weapon, and their penchant for capsizing ships, dragon turtles are dreaded by mariners on large bodies of water, both fresh and salt.

When a dragon turtle surfaces, it is sometimes mistaken for the reflection of the sun or moon on the water. The turtle's rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell are patterned like light dancing on open water. The turtle's legs and tail are of a lighter green, and they are flecked with golden highlights. The coloration of the creature's head is similar to the legs and tail, but its crest spines are golden with dark green webbing connecting them. A dragon turtle's shell can reach to 30 feet in diameter, and an adult turtle can measure over 40 feet from its snout to the tip of its tail. Dragon turtles speak their own highly-developed language.

 

Combat: Though dragon turtles may be mistaken for the pleasant sight of light glinting off of water, that illusion is never maintained for long. Dragon turtles are fierce fighters and will generally attack any creature that threatens its territory or presents itself as a potential meal. In combat, dragon turtles will usually (90%) attack with their formidable claws and teeth first. Its shell provides the turtle with excellent protection, though once the dragon turtle strikes a victim, it rarely needs to rely upon this safeguard.

The dragon turtle's shell also provides the creature with a weapon to attack ships that foolishly pass through its territory uninvited. Sinking as deep as necessary, the dragon turtle will wait for the ship to pass over it and then rise up underneath the vessel, using all of its considerable bulk to capsize the unlucky target. Ships under 20 feet in length will be capsized by this attack 95% of the time, vessels from 20 to 60 feet long will be capsized 50% of the time, and ships over 60 feet will be capsized 20% of the time. Ships not capsized will sustain some damage.

In combat, when neither its bite nor its capsizing attack is enough to defeat an enemy, a dragon turtle will use its breath weapon. The turtle can belch forth a cloud of scalding steam that will cover an area 60 feet long, 40 feet wide, and 40 feet high. This attack causes 20-120 points of damage (20d6), and characters or creatures making a saving throw vs. breath weapon take half damage. Like true dragons, dragon turtles can use this deadly breath weapon three times a day.

Habitat/Society: Dragon turtles are extremely solitary creatures. Large, desolate sea caves and secret underground caverns that can be accessed only through the water are their favorite lairs. These lairs are difficult to find, but adventurers locating a dragon turtle's cave will find it filled with treasures of all types. The turtle gathers this treasure, which it will protect to the death, from the ships sunk in its territory.

A dragon turtle's territory is well-defined and may cover as much as fifty square miles of open water. Other dragon turtles are allowed into this area only during mating season, though turtles of the same sex will always fight to the death upon meeting. It is this hostility toward their own kind that keeps the number of dragon turtles relatively low.

Mariners of any experience recognize the territorial claims of dragon turtles and will often make extravagant tributes to the turtle controlling areas necessary for safe and speedy trade.

Ecology: Dragon turtles are carnivorous and will eat almost any creature, including humans or other dragon turtles, to satisfy their voracious appetite. Large fish seem to be the prefered food for dragon turtles, and the turtles can often be found lurking in the weeds and muck at the bottom of a lake or sea waiting for fish to pass. In particularly poor years for fish, dragon turtles have been known to use their breath weapon to kill large groups of sea birds that stray too close to the water for food.

Conflict often arises between dragon turtles and the many intelligent aquatic races, like the locathah or mermen, because of competition for ideal lairs. Like many of their land-based relatives, dragon turtles are considered treacherous and selfish by all creatures that share their domain.

Dragon turtle shells make outstanding shields and armor. Because of the shell's strength and natural resistance to the dragon turtle's own breath weapon, armor or a shield made out of this material gains +1 to its defensive rating. The shield or armor will also save as an item against destruction by fire or steam-based attacks at +4

Fish

SHARK.gif

Fish

#AP

AC

MV

HD

THAC0

# of Att

Dmg/Att

Morale

XP Value

Barracuda

2-12

6

Sw 30

1 to 3

1-2 HD: 19

1

2-8

Steady (11)

1 HD: 15






3 HD: 17




2 HD: 35










3 HD: 65

Carp, Giant

1-4

6

Sw 18

8 to 12

8 HD: 13

1

2-20

Average (9)

8 HD: 3,000






9-10 HD: 11




9 HD: 4,000






11-12 HD: 9




10 HD: 5,000










11 HD: 6,000










12 HD: 7,000

Catfish,

1

7

Sw 18

7 to 10

7-8 HD: 13

1

3-12

Average (9)

7 HD: 2,000

Giant









8 HD: 3,000






9-10 HD: 11




9 HD: 4,000










10 HD: 5,000

Dragonfish

1

4

Sw 6

2

19

1

1-6

Unsteady (5)

270

Eel,
Electric

1-3

9

Sw 12

2

16

1

1-3

Unsteady (7)

65

Eel, Giant

1-4

6

Sw 9

5

15

1

3-18

Average (8)

175

Eel, Marine

1

6

Sw 9

6 to 8

6-7 HD: 13

1

6 HD: 2-8

Average (9)

420






8 HD: 12

1

7 HD: 3-12


650







1

8 HD: 4-16


975

Eel, Weed

10-60

8

Sw 15

1-1

20

1

1

Unsteady (6)

120

Gar, Giant

1-6

3

Sw 30

8

13

1

5-20

Average (10)

2,000

Lamprey

1-2

7

Sw 12

1+2

19

1

1-2

Unsteady (7)

65

Lamprey,
Giant

1-4

6

Sw 9

5

15

1

1-6

Average (9)

270

Lamprey,
Land

2-12

7

12

1+2

19

2

1 hp/round

Unsteady (7)

120

Manta Ray

1

6

Sw 18

8 to 11

8 HD: 13

1

3-12 or 2-20

Elite (13)

3,000






9-10 HD: 11




4,000






11 HD: 9




5,000










6,000

Pike, Giant

1-8

5

Sw 36

4

17

1

4-16

Average (8)

175

Piranha

5-50

8

Sw 9

½

20

1

1-2

Unsteady (6)

7

Piranha,
Giant

2-20

7

Sw 15

2+2

16

1

1-6

Average (10)

65

Pungi Ray

1-3

7

Sw 12

4

17

1-12

1-4

Unsteady (5)

975

Quipper

5-50

8

Sw 9

½

20

1

1-2

Unsteady (6)

7

Sea Horse,

1-20

7

Sw 21

2 to 4

2 HD: 19

1

1-4, 2-5, or 2-8

Average (10)

2 HD: 35

Giant





3-4 HD: 17




3 HD: 65










4 HD: 120

Shark

3-12

6

Sw 24

3 to 8

3-4 HD: 17

1

3-4 HD: 2-5

Average (10)

3 HD: 65






5-6 HD: 15


5-6 HD: 2-8


4 HD: 120






7-8 HD: 13


7-8 HD: 3-12


5 HD: 175










6 HD: 270










7 HD: 420










8 HD: 650

Shark,

1-3

5

Sw 18

10 to 15

10 HD: 11

1

10-11 HD: 4-16

Steady (11)

10 HD: 2,000

Giant





11-12 HD: 9


12-13 HD: 5-20


11 HD: 3,000






13-14 HD: 7


14-15 HD: 6-24


12 HD: 5,000






15 HD: 5




13 HD: 6,000










14 HD: 7,000










15 HD: 8,000

Sting Ray

1-3

7

Sw 9

1

20

1

1-3

Unsteady (5)

120

Giant fish are a diverse group of creatures with varying attack and defense capabilities. Many of these creatures are able to swallow victims whole. Swallowed victims take normal bite damage. Victims take 1 point of damage per round from the fish's digestive juices and have a 5% cumulative chance per round of suffocating. To escape the fish's stomach, a victim can cut free with a sharp-edged weapon. The victim may be rescued by cutting or tearing from the outside. When the fish has lost 50% of its hit points, the victim breaks free.

Barracuda

The first clue that a barracuda is in the area might be a sudden pain in the foot, as the marauder swims by and bites off a few tender toes. They are found in warm salt waters.

Carp, Giant

Giant carp attack by biting, inflicting 2-20 points of damage with their sharp, curved teeth. Additionally, if an attack causes 12 or more points of damage, the carp swallows its victim.

Catfish, Giant

A giant catfish bites for 3d4 points of damage. It swallows it prey if its attack roll is 4 points more than it needed. The fish can employ its feelers as weapons by whipping its head back and forth. These feelers secrete a toxin that causes 2d4 points of damage. A save vs. poison limits the damage to 1d4 points. Two additional opponents can be attacked if they are within range of the feelers.

Dragonfish

Dragonfish bite for 1-6 points of damage. However, most adventurers stumble across these creatures. These encounters cause 1d6 of the fish's spines to penetrate boots, causing 1 point of damage apiece before snapping off in the wound. The spines' poison is slow-acting, and creatures

injected with the toxin must make a saving throw vs. poison at a -4 or dies. If successful, the character suffers a -2 penalty on all attack rolls for the next 1d12+4 hours.

Eel, Electric

An attacking eel discharges a jolt of electricity with a 15-foot-radius range. Creatures less than 5 feet from the eel suffer 3d8 points of damage, creatures 5 to 10 feet away receive 2d8 points, and all others in range suffer 1d8 points. An eel must recharge itself for an hour between attacks. It is immune to electrical effects.

Eel, Giant

Giant eels have no electrical discharge attack. Instead, they attack with their teeth. Since they strike with amazing speed, giant eels receive a +1 bonus to initiative rolls.

Eel, Marine

Marine eels have an electrical discharge with a range of 15 feet; creatures less than 5 feet from the eel suffer 6d6 points of damage, those 5 to 10 feet away receive 4d6 points, and all others in range suffer 2d6 points. Victims must roll a saving throw vs. paralyzation or be stunned for a number of rounds equal to the damage they sustained from the electrical shock. This eel, too, is immune to electrical effects.

Eel, Weed

The bite of the weed eel is poisonous; victims failing a saving throw vs. poison die in 1d4 rounds.

Weed eels are at home in both fresh and salt water, 25 to 40 feet deep. Each colony has a lair consisting of a central cave, roughly 30 feet long and 20 feet wide and high. The floor of the central cave is covered with small stones, coins, and gems that the eels have scavenged. Radiating from this central cave are a series of 6-foot-diameter tunnels, which in turn lead to a network of 6 to 8-inch-diameter holes. These are the homes of the individual eels that make up the colony. Weed eels are fiercely protective of their lairs, especially the central cave where their young are raised.

Gar, Giant

The gar attacks with its teeth, inflicting 8d4 points of damage. On a score of 20, the gar swallows its victim whole. On average, a giant gar can swallow an object up to 5 feet long. Giant gars are found in deep, freshwater lakes and rivers.

Lamprey

The lamprey feeds by biting its victims, and fastening itself by its sphincter-like mouth. Once attached, the lamprey drains 2 hit points per Hit Die of blood on the next and successive rounds. Sea lampreys are especially susceptible to fire, making their saving throws against fire-based attacks with a -2 penalty.

Lamprey, Land

Land lampreys feed as do aquatic ones. Once attached (a hit for 1 point of damage), it drains blood for three rounds, unless killed or removed, for 1 point of damage per round. In addition, while attached to a character, each lamprey encumbers an individual; this is equivalent to a loss of 1 point of Dexterity per lamprey attached.

Manta Ray

If the manta's attack roll is 2 or more greater than the number needed to hit, it swallows its prey. A manta ray can swallow one man-sized creature or three small-sized creatures. If opponents attack its rear, it uses its stinger for 2-20 points of damage; victims must save vs. paralyzation or be stunned for 2-8 rounds.

Pike, Giant

Because of its speed and natural camouflage, a pike's opponents suffer a -2 penalty to their surprise roll. Giant pike inhabit deep, freshwater lakes.

Piranha

Piranhas travel in schools of 5-50. There is a 75% chance that at least one will attack any creature that swims or wades near the school. If they attack and blood is drawn, the entire school goes berserk and each piranha attacks twice per melee round. Up to 20 piranhas can attack a single, man-sized individual simultaneously.

Piranha, Giant

Giant piranhas behave like their smaller counterparts, but only 10 can attack a single, man-sized individual simultaneously.

Giant piranhas are sometimes called sky-eaters; once per round they can charge at full speed and leap out of the water at heights of up to 10 feet; they often use this attack on water fowl that fly low over the water, but they sometimes use it against humans.

Pungi Ray

Any creature stepping on a pungi must save vs. poison or die. A footstep on a pungi ray equals one attack; if a creature fell on a pungi ray it would suffer 2-8 spinal attacks. If attacked, it swims away.

Quipper

Quippers are freshwater piranhas that live in colder waters.

Seahorse, Giant

A sea horse attacks with a head butt, but a sea horse trained as a steed can use its long tail to constrict and restrain enemies. A captured opponent can free itself with a open doors roll made with a -1 penalty. The tail of a giant sea horse is so long it can attack the same opponent its head butts, or the one its rider is attacking. The constriction causes no damage, but the sea horse can still butt the helpless victim.

Shark

Sharks attack mercilessly at the scent of blood, which they can detect a mile away. The scent of blood and the thrill of the kill sends sharks into a feeding frenzy. Since sharks move up, take a bite of flesh, and retreat, 10 normal-sized sharks can attack a man-sized opponent.

Shark, Giant

The huge megalodons (giant sharks) never reach a frenzy, since they can swallow most creatures whole on an attack roll 4 greater than minimum number needed to hit.

Sting Ray

If a creature steps on a sting ray, it lashes out with its tail spine. The creature must save vs. poison or be paralyzed for 5-20 turns.

Cave Fisher CAVEFSHR.gif

CLIMATE/TERRAIN:
Subterranean
FREQUENCY:
Rare
ORGANIZATION:
Group
ACTIVITY CYCLE:
Night
DIET:
Carnivorous
INTELLIGENCE:
Semi- (2-4)
TREASURE:
Any
ALIGNMENT:
Neutral
NO. APPEARING:
1-4
ARMOR CLASS:
4
MOVEMENT:
1
HIT DICE:
3
THAC0:
17 or 15 (see below)
NO. OF ATTACKS:
2
DAMAGE/ATTACK:
2-8 (2d4)/2-8 (2d4)
SPECIAL ATTACKS:
Adhesive trapline
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
Nil
SIZE:
M (7' long)
MORALE:
Steady (11-12)
XP VALUE:
175
The cave fisher is a large insectoid that has adapted to life below ground. It combines many of the characteristics of a spider and a lobster. The cave fisher has a hard, chitinous shell of overlapping plates and eight legs. The 6 rear legs are used for movement and traction on stony walls and corridors. Because of these limbs, the fisher has no difficulty in moving up and down vertical walls. The front pair of legs are equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament. The monster can also use its adhesive to anchor itself in place on walls and ledges. Combat: The cave fisher has two ways of hunting. Its preferred method is to string its long filament in the vicinity of its lair. The filaments are thin and strong, making them exceedingly difficult to detect or cut. There is only a 20% chance of noticing the strand at 10', and no chance at all of seeing them at a greater distance. A detect snares and pits spell will reveal a strand. The filament is coated with an adhesive which can only be dissolved by liquids with a high alcohol content (such as the cave fisher's blood). The filaments can only be cut by +1 or better edged weapons. The fisher's favorite food are small, flying creatures like bats. Ever opportunistic, they are constantly trying to vary their diet by trapping a careless adventurer, foolish goblin, or orc (provided that they think that they can get away with it). If more than one fisher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the filament, the cave fisher draws its prey in, reeling its filament in like a fishing line. Should a tempting target escape the monster's neatly laid traps, the cave fisher will try another mode of attack. It will spend one round drawing its filament in and then shoot it at the prey, striking as a 6 Hit Die monster. It will try to snare its prey in this manner so long as it remains within the fisher's established territory. If the prey is hit by the filament, the monster can pull a weight of up to 400 pounds at a movement rate of 15' per round. In the event that a “tug of war” breaks out, the fisher has a strength of 18/00 with its strand.
Habitat/Society:
Cave fishers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. No more than four cave fishers will be found in one lair. Their filaments are always strung before their lair, and they attempt to kill anything they trap, often storing food for future use. Their territories are very small, and never larger than about 300 feet to either side of the lair. Anything man-sized or smaller is considered fair game by the cave fisher and halflings are thought to be tasty treats. A single cave fisher would never attack a large, well armed party for the sake of a single meal. Still, they are cunning, and a group of the monsters might reel in their filaments and attempt an ambush if they thought they could get away with it. If hunting in one area becomes scarce, the cave fisher will simply find a new area to hunt, where the small game is more plentiful and careless. Like all predators, the cave fisher is interested in survival. This means a steady supply of food and a mate. Females lay eggs in the vicinity of the lair, which they protect from predators. The young scatter when the eggs hatch, seeking lairs of their own. Although the cave fisher does not collect treasure, its lair is often strewn with the possessions of its former victims.
Ecology:
The cave fisher preys primarily on small flying game, and in the subterranean world this frequently means a diet of bats. It is not the top predator in its ecological niche, and has learned caution in dealing with other monsters. The cave fisher is sufficiently intelligent to know the dangers of preying on large, well-organized groups, who might grow tired of its depredations and hunt it to extinction. The monster instinctively picks the easiest route for survival, and relies on stealth and cunning to trap its prey and avoid being eaten itselThe filaments of the cave fisher are highly prized by many thieves' guilds, for they can be made into thin and very strong rope which is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots, greatly increases traction for climbing.  f.

Giant Octapus

Octopus, Giant


CLIMATE/TERRAIN: Any salt water
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Nocturnal
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: (R)
ALIGNMENT: Neutral (evil)
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVEMENT: 3, Sw 12
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 1-4 (x6)/2-12
SPECIAL ATTACKS: Constriction
SPECIAL DEFENSES: Ink, color change
MAGIC RESISTANCE: Nil
SIZE: Large (9'-12' across)
MORALE: Elite (13)
XP VALUE: 2,000

The dreaded ``cuttlefish'' are the scourge of ocean-going sailors and fishermen. Malicious and cunning, giant octopi have been known to attack ships, sinking smaller craft and stealing crew members from the larger ships.

Giant octopi change their color to blend into their surroundings, and the range of colors and patterns available to them is extensive, from green to deep black, blue speckles and red stripes. Tentacles are often disguised as seaweed. Once camouflaged, there is only a 10% chance to detect them, and usually it is their eyes that give them away. Normal coloration is grey to brown, and their vicious beaks are a deep yellow with a bright orange mouth and tongue.

Combat: An octopus will readily attack swimmers or small vessels in order to eat the crew. Several have been known to cooperate in order to overwhelm a larger ship, and any craft seized by these monsters loses way and comes to a full stop in three turns.

A giant octopus generally attacks with six of its eight tentacles, using two to anchor itself. Each striking tentacle causes 1d4 points of damage, but unless the member is loosened or severed, it constricts for 2d4 points of damage every round after striking. If a victim is dragged close enough to the beak, the monster can bite for 2d6 points of damage.

Any victim under 8 feet tall or long can be struck by only one tentacle at a time, and the chance that both upper limbs are pinned on a successful strike is 25%, while the chance that both upper limbs are free is also 25%. When both upper limbs are held, the victim has no attack; if only one limb is held the victim attacks with a -3 penalty to its attack roll; if both limbs are free (i.e., the tentacle is wrapped around the victim's body) then the victim attacks with a -1 penalty to its attack roll. Tentacles grip with a Strength of 18/20. Any creature with a Strength equal to or greater than 18/20 can grasp the tentacle and negate its constriction. This does not free the victim, and the octopus will immediately seek to drag the victim to its mouth to eat it. To break free, a tentacle must be severed; this requires 8 points of damage. (These hit points are in addition to those the octopus gains from its 8 Hit Dice.)

Once three or more tentacles are severed, it is 90% probable that the octopus will retreat, ejecting a cloud of black ink 40 feet high by 60 feet wide by 60 feet long. This ink cloud completely obscures the vision of any creature within it. The wounded octopus then camouflages itself in its lair or a nearby hiding place. It takes the monster two to three months to grow back severed tentacles.

Habitat/Society: While octopi cooperate to attack a food source, they live a solitary existence, preferring to shelter in warm water of medial to shallow depth. Lairs are made in wrecked ships and undersea caves; any treasure found there is just an incidental leftover from previous meals. Consummate hunters, these monsters have great patience and cover a very small area, waiting for their food to come to them. Mating season comes every spring. Like most marine animals, octopi leave their eggs in a reef to fend for themselves.

Ecology: When prey is scarce, or if it has been wounded, an octopus turns to scavenging, eating everything from small crustaceans to seaweeds. Survival is paramount with this monster. It prefers to hunt at night, and often a man missing during the late night watch has been grabbed by a giant octopus, pulled quickly over the side, and eaten.

Giant octopi's leathery hide is tough and waterproof, and it is worked into fine rain ponchos by sailors lucky enough to catch and kill one. Another byproduct of these monsters is their ink -- they are most often hunted for this commodity. Giant octopus ink can be used to pen magical scrolls.

Sea Worms - The Underwater Dungeon

Original Notes - Level 0 - Ooo'tut Surface Map - Surface Enc. -Level 1Level 1 Map - Level 1 Enc.

When the players have capped the volcano and return to the Merpeople who guard the lungs, they are told that their next task will be to eliminate a family of Sea Worms that have a lair near a reservation for the Starmen's non-sentients. They send a group of dolphins to guide the 'Cuda to the spot where the lair is. What they don't tell the party is how many dragons there are and that there will be other creatures serving and guarding the dragons.

Their lair is located in an abandon terraforming complex originally called Under Water Tefnut Terraforming. This name was commonly written UWTuT or "Ooo'tut". There is little that is still working after 2K years underwater, but the rooms and some machinery still remains. These have been inhabited by numerous nasty creatures, but also millions of normal creatures. These beasts have adapted to life in total darkness during that period.

The facility is located in shallow (40' deep at the surface) water. The water is very warm (82 deg) but gets colder as players enter the levels below the surface. The spot was specially chosen as it was one of the most calm. There is a steady current going from NW to SE that can be strong at times (upon entering the water, roll 1d4=current MPH). The storms here bring heavy rain and high winds, but there is little or no disturbance below.

Use tropical shallow sea water encounters for all surface randomness. This encounter chart does not include non threatening encounters with fish. The waters in this area team with them! They come in all colors and the DM is encouraged to describe their wonders to what ever degree the party is willing to listen to. Descriptions of the fish should be intersperced with descriptions of the domes below.

First Contact
The players will first see a glimmer of light coming from Oootut. The power plant is still working and dozens of gas lights are still giving off light. This light mimics the lighting conditions above: Dim at night and bright during the day. As they can be seen from the surface and even from 200' overhead, they are quite bright. There is still considerable light still coming from the sky that reaches the area below, but without the artificial light the domes would have been gloomy and depressing which caused light depravation sickness until installed. All this light makes the area undersea look like a fairyland.
Everything is covered with layer upon layer of silt and muck. It sits on top of everything like fine tan snow. Walking through it makes clouds of slow settling silt rise up. All outlines are soft and rounded and there are no familiar shapes visible.

Level 0
This is the surface level. There are the remains of the buildings and domes of the underwater terraforming location. It's sister installation is the above ground one on Kano.
The 6" thick plasteel plastic dome is mostly broken with only a remnant around the edges of the domes.
The domes each had a different important function:
Dome 1
This dome contained the working areas. Construction, Food services and storage were the primary uses. It was left open to the dome for the most part with only the food service areas being roofed. As it is unlikely the players will be interested in this area (and indeed the DM should make this as uninteresting as possible) there is no detail of the interior layout. It is heavily inhabited by the normal underwater creatures.
Dome 2
This was the last dome constructed and was designed to be a world within a world for the workers here. It was designed to be
Dome 3



Underground Level 1 (Lair)
Room 1

Room 60


Above Ground Encounter Chart

Dice Score
Creature Encountered
01 -02
03-05
06-08 
09-12
13
14-17
18-1 9
20-22
23-26
27-28
29-34
35-37
38-41
42-46
47
48-49
50-51
52-54
55-56
57-58
59-60
61 -65
66
67-72
73-78
79-81
82
83
84
85-87
88-90
91
92 - 00
Barracuda
Crab, giant
Crayfish (lobster), giant
Dolphin
Eel, giant
Eel, weed
Elf, aquatic
Eye, floating
Hippocampus
lxitxachitl
Squidmen
Kopoacinth (gargoyle)
Sea Worm
Merman
Nymph
Ochre jelly
Octopus, giant
Port. man-0-war, giant
Ray, manta
Ray;pungi
Ray, sting
Sahuagin
Sea hag
Sea horse
Sea lion
Shark
Shark, giant
Snoke, sea
Squid, giant
Strangle weed
Triton
Turtle, giant, sea
DM Choice


Level 1 Encounters

Roll
Encocunter
1-3
4-6
Squidmen
Sea Worm

Squidmen

CLIMATE/TERRAIN: Salt water
FREQUENCY: Very rare
ORGANIZATION: Clans
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Lawful evil
NO. APPEARING: 1-12
ARMOR CLASS: 6 (body), 3 (Tenticle)
MOVEMENT:  Sw 18
HIT DICE: 7 (base)
THACO: 13 (at 7 HD)
NO. OF ATTACKS: 10 Tenticles, 2 Poison Tenticles, Beak
DAMAGE/ATTACKS: 1d4/1d2/2d10
SPECIAL ATTACKS: Grasping
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: L (12' long w/6' tenticles)
MORALE: Fanatic (17-18) XP
VALUE: Variable

These creatures are the result of the genetic manipulation engaged in by the Under Water Tefnut Terraforming technicians. They were not considered complete when their work was interrupted by the Tech Wars preceeding the Dark Milenium. They thought to create a humanoid creature that could live and thrive underwater and breed true.  They were breeding true when the work stopped, but their form was not right (too much human still left) and they tended to go insane in their later years from pain caused by cerebral pressue that was not properly regulated.

They are smarter than the average human, but tend to be clannish and hostile to anyone not in their clan. They kill intruders with no questions asked. And thats their own race! All other creatures they consider food and kill them even more quickly.

Appearance:
They are flesh colored and look a horrible mixture of human and squid. Their body is squid shaped, but the fins at the back on the body look like the lower legs of a human flattened and squashed into fins. The tenticles look like normal squid tenticles for the most part. However, they are attached to the front of the creature by what look like upper human arms. From the 2' "arm" section sprout 5 tenticles. At the end of each tenticle are 5 more small (3") tenticles that allow them to grasp weapons and other items freely. At the front of the cone shaped body is a "face" with two human looking eyes and a sort of monkey muzzle. Inside this muzzle is the beak.

COMBAT:
They are terrible opponents. They can attack with each of their tenticles every round. If a tenticle strikes, it holds onto the opponent. Freeing a tenticle can be done with a strength roll and this may be repeated within one round until a failure occurs. So a person may free himself in one round as long as no strength rolls are lost. An attack may also be made as well as attempts to become free.
For every tenticle attached at the end of the characters actions, their AC is -1. Once most of the tenticles are attached, the prey will be brought toward the beak.
The creature also has two tenticles that are covered with contact posion. These cause paralisis in 1d3 rounds unless a ST vs Posion is made.

Sea Worms
CLIMATE/TERRAIN Tropical and subtropical seas
FREQUENCY: Rare
ORGANIZATION: solitary
ACTIVITY CYCLE: Any
DIET: omnivore
INTELLIGENCE: High (10-14)
TREASURE: Nil (Rx2)
ALIGNMENT: Chaotic Evil
NO. APPEARING 1-3
ARMOR CLASS 5
MOVEMENT: 9, Sw 18
HIT DICE Young (7-8 HD),  Adolescent 9-10 HD), Adult (11-12 HD),  Ancient (13-14 HD)
THACO  7-8 HD: 13, 9-10 HD 11, 11-12 HD 9, 13-14 HD: 7
NO. OF ATTACKS: 1
DAMAGE ATTACK: 2d6 (bite) or 3d8 (constriction)
SPECIAL A’ITACKS
Breath weapon (sleep potion 3d8 rds)
Swallow (if adult or ancient)
SPECIAL DEFENSES Nil
MAGIC RESISTANCE: Nil
SIZE L 30' to 100' long, 12 to 24' diameter
MORALE Champion (15-16)
XP VALUE 7-8 HD 1,400

Sea wyrms are elongated legless and wingless sea dragons found in tropical and subtropical seas. Probably one of the sources for the tales of legendary sea serpents, these lazy creatures rarely attack anyone or anythmg not intrudlng on their territory. They are usually serene and majestic, often venturing quite close to land if left undisturbed. Occasionally, a family of sea wyrms will be seen traveling together by sailors who venture into deeper seas.
Combat Sea wyrms grow larger, but not particularly stronger, as they age; thus, the bite and constriction of a young sea wyrm are just as damaging as that of its elders. Though they are normally nonaggressive, sea wyrms will attack ships or creatures who invade what they consider to be their temtory. All sea wyrms can bite for 2d6 points of damage and constrict for 3d8 points. If attacking a ship, every 10 points of constriction damage acts as 1 hull point against the vessel. If the ship is smaller than the sea wyrm, the wyrm can completely enarcle the en& vessel, roll it over, and drag it beneath the waves. Because of this, they are greatly feared by fishermen and others who usually have smaller boats.
Adult and ancient sea wyrm have other attacks as well. If they make a bite attack and score 5 more than they need to hit, they have swallowed their prey whole. The victim takes normal damage (2d6) from the bite and an additional 2d6 paints of damage per round thereafter from stomach acids. The usual methds may be employed to escape from the creature’s stomach. At any time an adult or ancient sea wyrm may choose to forgo its normal attack and use its breath weapon instead. This is a cone of sleep potion 5 feet wide at the base, 30 feet wide at the far end, and reaching 30 feet. Those caught in the cone must save vs. breath weapon or fall asleep for 3 to 24) rounds. The wyrm can use this attack only once per turn.
Habitat & Society: Sea wyrms lair in underwater caves or in remote caves on islands. They can breathe equally well in air or water and move about on land by slithering like a snake. They eat just about anything but are particularly fond of fish and fruit. They have been known to slither around a fruit tree and constrict it in an attempt to get at fruit which is beyond their normal reach.
Sea wyrms live in small family groups until the hatchlings are old enough to forage for themselves. When three are found together, they are always a mated pair and a hatchling. Two sea wyrms found together are always a mated pair, as they mate for lie. The female produces one egg at a time, which is jealously guarded by both until the young sea wyrm hatches. If captured as hatchlings, sea wyrms make loyal and affectionate pets for sea peoples such as merfolk, tritons, or naids. willing to fight to the death to defend their companions. Ecology: Sea wyrms claim undersea or island caves for their lairs and defend the territory around it up to about two miles. They range up to 40 miles from home to feed. Though they produce no useful by-products, there is a growing market in sea wyrm eggs among traders who wish to raise a mobile guard to defend their ships while at sea. Some merchants deal in sea wyrm skins, which bring 1,000 to 3,000 gp.


Guard Crabs
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Guard Crabs
Salt Water
Rare
Swarm
Any
Carniverous
Animal (2-4)
Nil
Neutral
10d12
2
12
3
17 (ignore armor)
2
1d6/rnd.
Gripping Claw
Nil
Nil
S (4' diameter, 8' w/legs)
Steady (12-14)
300
Trained Phirana
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Trained Saltwater Phirana