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. |
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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. |
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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 |
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Tube worm, giant
Common 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: |
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: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: 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.
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
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 +4Fish
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, |
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, |
1-4 |
6 |
Sw 9 |
5 |
15 |
1 |
1-6 |
Average (9) |
270 |
Lamprey, |
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, |
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.
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 |
Octopus, Giant
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.
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 |
Roll |
Encocunter |
1-3 4-6 |
Squidmen Sea Worm |
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
Guard Crabs 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: |
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 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: |
Trained Saltwater Phirana |