The Capping of the Volcano


Some magmen and lava mephits with the help of a salamander tribe are trying to enlarge their territory by creating a volcano that rises above the sea. They have created numerous tunnels through the rock that allows lava to flow. They are able to guide it and are making an incredable support for the island they plan.

The volcano is being created by a number of creatures from the elemental plane of Fire. They have the permission from Pele to use their powers to create pathways through the earth to allow the molten lava to escape. Their plan is to create a realm of fire to allow creature from their native plane to come to the Prime Material plane and hang out. To their mind and the mind of Pele, this will increase the number of worshippers that Pele can call on and so increase her power among the gods.

As the Merpeople are worshippers of Wat'taru, they don't want to see this happen although they are more concerned with the effects of the growing volcano on the sea life of the area.

The volcano is still about 40' underwater. The escape of the gasses and the lava causes the sea to boil and great gouts of steam and gas to shoot high into the air. The air becomes overheated up to a temprature of 230 deg. The water is even hotter! The eruption is at the center of a fog bank caused by the steam. The fog is almost dome shaped being 1.5 miles across and 2000' high at the center. Obviously, this great heat will damage anyone who enters it. For game purposes consider the fog banks temprature a series of concentric circles of ever increasing temprature.
The bank is 3/4 miles from the edge to the center. At a movement of 18 it takes about 10 minutes to go 1/4 mile so it takes 1/2 hour to go to the center. Normal movenet is reduced due to the thickness of the fog and the battle against the intense heat plus the fact that all the wind is going away from the volcano at the center.
The party will take no damage going the first 1/4 mile. The second concentric circle temp. begins at 130 deg and goes up to 180 deg. The circle around the volcano center begins at 190 deg and goes up to 230 deg right over the erruption.

The rules are the damage taken equils 1 HP per degree over 130 per minute of exposure. Asuming the journey in and out of the hot zone takes 40 min, they would be taking 100 HP per minute at the center. I am changing this rule to be 1 HP per degree per 10 minutes. With this, the journey to the center would cause 132 HP of damage to an unprotected person doing the round trip in and out. There is no saving throuw against this damage; it is inescapable!

Unless the party has some very high level spells, they will think again before attempting to endure the center of the underwater volcano. Fortunatly there are other ways to approach this problem.

There is deep water surrounding the volcano. Although the water is warm near the top, all the lava is being directed to build up the height of the volcano and reach the surface. Thus the lower parts of the volcan having been formed years ago are cool and the water below 100' is also cool. Many of the passage ways

There should be evil Underwater creatures that are inhabiting the lava tubes created by the volcano.

The magmen are the primary inabitants of the hot areas. It is they who are guiding the lava in the directions they desire to speed the exit of the volcano from the water. This will drastically speed the process and allow them to create an island intended to be dedicated to the goddess Pele and peopled only with those that worship her.




MAGMAN
FREQUENCY Very rare
ARMOR CLASS: 6
MOVE: 9" (6")
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/AlTACKS: 3-24
SPECIAL DEFENSES: + I or
NO. APPEARING: 2-24
betterweapon to hit; immune
to fire-based attacks
SPECIAL ATTACKS:
Combustion touch
MAGIC RESISTANCE: Standard
INTELIGENCE : Low
ALIGNMENT: Chaotic neutral
SIZE: S (3')
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil
LEVEWX.P. VALUE: l97 + 2/hp
The magmen are creatures of the Para-elemental Plane of Heat (see DEITIES & DEMIGODS CyclopediaTM.) Occasionally they pass into the Prime Material Plane through gaps created by the great pressure and heat of subterranean lava. The molten rock of the Prime Material Plane has a different "taste" from that on the Plane of Heat, and the magmen like to visit it to absorb its essences.
Magmen especially like to swim around in active volcanos, for when they erupt, the magmen are released to engage in their favorite sport of igniting all the combustiblesthey can reach. They are notverysmart, but they are mischievous and love to watch creatures of the Prime Material Plane scurrying away from the flames that they themselves consider harmless.
Magmen are not really interested in fighting, but whenever they encounter a creature they will try to set it afire, just for fun. Their combustion touch ignites all the flammable items of any creature they hit, burningfor 1-8pointsofdamageeach roundfor3-6(ld4+2)rounds (plus incidental damage from flammables they may be carrying, like flasks of oil). Combustible magic items, such as scrolls, gain a save vs. normal fire. If attacked and actuallyhurt, a magmanwill run away, but if cornered, it will defend itself, striking with a molten fist for 3-24 points of damage. Fire-resistant creatures, including those protected by magical means, take only half damage. However, magmen are not easy to hurt: a + I or better weapon is required to hit them, but any weapon of less than a +2 bonus that contacts a magmanwill melt! In addition, they are immune to all fire-based attacks.
Magmen are 3-foottall, glowing, human-shaped creatures. Small puffs of flame burst constantly from their skin, and each magman radiates heat like a small bonfire, making the area near it quite uncomfortable. Magmen are simple beings who just love to set things on fire; it never occurs to them that other creatures might be actually hurt. Magmen can stay out of lava for only 6 hours before they stiffen and become immobile. They rarely stay out more than 2 or 3 hours, as they consider anything under 1000 degrees to be cold. Magmen speak no Prime Material Plane languages.

HIPPOCAMPUS
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 24"
HIT DICE: 4
% IN LAIR: Nil
TREASURETYPE: Nil
NO. OF ATTACKS: I
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Stondard
INTELLIGENCE: Average
ALIGNMENT: Chaotic good
SIZE: 1
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
The hippocampus is the most prized of marine steeds, for they are strong, swift, and intelligent. They differ from the normal seahorse in that they have a long rear body similar to that of a great fish, and the hippocampus has forelegs ending in powerful fins. Their bodies are covered with fine scales in the fore parts, large scales elsewhere. They speak their own language and can learn another if properly trained. Tritons are often found in possession of these creatures.

MERMAN
FREQUENCY: Uncommon
NO. APPEARING: 20-200
ARMOR CLASS: 7
MOVE: 1"//18"
HITDICE: 1 + I
% IN LAIR: 25%
TREASURE TYPE: C, R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon 0
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
ALIGNMENT Neutral
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
Mermen are found in the seas and oceans in the warm temperate and tropical areas. They range over areas harvesting the vegetation and hunting the fish the seas provide. Additionally, mermen actually herd certain fishes. They venture out of water only to sun themselves or to visit some coastal spot.
Mermen have regular undersea communities, generally a reef or cliff honeycombed with passages and rooms. Only 10% of the time will they construct a village of shells, rocks, and coral. This community will have areas where the merwomen and their young (100% and 100% of the total merman population respectively) live, netted pens where food fishes are kept, workshops, and so on. These communities will be guarded by from 3-18 of the larger-sized barracuda (q.v.), for mermen have learned to tame and use these fish.

The arms used by mermen are:
trident, dagger*
crossbow, dagger
net, javelin, dagger
50%
30%
20%

On occasion mermen will attack surface vessels; to do so they must surface and grapple it. They are very accurate with these hooks and are 90% likely to hit. 10 mermen will then hold the line, and the ship will be slowed 1" for every such grappling. Meanwhile, the other mermen will fire their crossbows and darts at exposed crewmen. Grappling hooks can be thrown up to 3". If grappling hooks are loosened or cut, the mermen pulling on the line are not able to attack during the next melee round. A motionless ship will be held by the mermen in 4-16 melee rounds. The ship will then slowly sink and eventually be looted by the victors. During such an attempt the attacking mermen are exposed to missile fire from the vessel, and if flame is used against them the mermen take double damage.
Mermen speak their own language and 50% also speak locathah.


NIXIE
FREQUENCY: Rare
NO. APPEARING: 20-80
ARMOR CLASS: 7
MOVE: 6"//12"
HITDICE: 1-4 Hitpoints
% IN LAIR: 95%
TREASURE TYPE: C, Q
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE 25%
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: S (4' tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
Nixies are water sprites which inhabit lakes. They can, but seldom do, venture onto land. The nixies weave dwellings of living seaweed, so it is 95% unlikely that their lair will be noticed at any distance under 2". Furthermore, nixies will have giant fish to guard their lair - 1-2 gar (20%) or 2-5 pike (80%) - which obey simple commands given by the nixies. They can also summon 10-100small fish.
Nixies delight in enslaving humans, and if one or more approach within 30' of a group of nixies, the latter will generate a powerful charm spell, one such spell far each 10 nixies, which requires the victim to save versus magic at -2 on the die roll. If a charmed person has a dispel magic spell cast upon him before entering the water, there is a 75% chance the charm will be broken, but once in the water the chance is only 10%. If a human is charmed by the nixies they will take the victim to their lair for 1 full year, but thereafter the charm wears off and the victim is allowed to go free.
During any period of such enslavement, the nixies will keep a water breathing spell on the human captive. Each nixie has the power to cast a water breathing spell on any creature, or dispel it, once per day. It lasts 1 day. Nixies are armed with long daggers and darts (javelins). The latter are used as spears under water, as missiles above. Each nixie carries one of each weapon. The javelins can be thrown 6" maximum (1" short range, 3" medium, etc.).
Although nixies are 25% magic resistant, they fear fire and very bright light. A flaming sword or a light spell will keep back the nixies. A continual light spell will keep them at bay until they can negate it by summoning small fish to crowd around the light and dim it. Nixies speak their awn language and the common tongue.
Description: Nixies appear to be very comely humanoids, with greenish skin, dark green hair and silver eyes. Their skin is lightly scaled and hands
and feet are webbed.

BARRACUDA
FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 6
MOVE: 30"
HIT DICE: 1-3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: I
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S to L
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
Barracuda inhabit warm salt waters. These predatory fish are lightning quick, going from a motionless state to full speed in a single melee round.
They attack any prey which is iniured, appears helpless, or is relatively small.


DOLPHIN
FREQUENCY: Uncommon
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVE: 30”
HIT DICE: 2 + 2
Yo IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: I
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Save as 4th
level fighter
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful good
SIZE: M
PSIONICABILITY: Nil
Attack/Defense Modes: Nil
Most dolphins simply roam the oceans in nomadic schools. A small number (lo%), however, have formed underwater communities, and if one is located it is 75% probable that there will be from 1-4 additional communities of dolphins within a 5 mile radius. Communal dolphins will have from 2-5 swordfish (AC 6, move 24”, 1 + 1 dice, 2-12 hit points damage/attack) or 1-3 narwhales (AC 6, move 21”, 4 + 4 hit dice, 2-24 hit points damage/attack), depending on the climatic region, as guards.
Dolphins will attack any creature which threatens them, although they will help humans in distress. They particularly hate sharks of all sorts and will attack unless outnumbered by 2 or more to 1.

GAR, Giant
FREQUENCY: Rare
NO. APPEARING: 1-15
ARMOR CLASS: 3
MOVE: 30"
HIT DICE: 8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF AttACKS: 7
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: 1 (2 1'-30' long)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
Unlike their smaller relatives, giant gor tend to be aggressive hunters. They inhabit only large, deep lakes and rivers. They are capable of swallowing prey whole, and any hit of 20 indicates they have done so. Note that a small giant gar can swallow an elf or dwarf whole. If a creature is swallowed whole there is a 5% chance/melee round that it will die. A creature so swallowed must have a sharp-edged weapon in hand to have any chance of cutting its way out. The swallowed creature must be able to inflict damage equal to 25% of the fish's total hit points to get free.
Attacks which pierce the gar can hit the creature swallowed whole (assume 20% chance), and this will cause appropriate damage to both the gar ond the creature swallowed.


AFANC
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: //15" (see below)
HIT DICE: 15
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATACKS: 1 or 2
DAMAGE/ATACK: 5-20 or
SPECIALATTACKS: Whirlpool
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE : Low
ALIGNMENT: Neutral (evil)
SIZE: L (50' long)
PSlONlC ABILITY: Nil
3-1 2/3-12
(see below)
Attack/Defense Modes:
NiVnil
LEVEL/X.P. VALUE:
Vlll/4000 + 20/hp

The afanc is dreaded because of its ability to swim rapidly and cause a
whirlpool. An afanc is generally found in shallow salt water, where it
will be swimming leisurely, and it isthen usually mistaken for a whale of
some sort. While able to attack by bite (5-20) or by striking with its 2.
flippers (for ld12 each), the creature usually attacks surface prey by
swimming rapidly around it in closing circles, starting 1 GOfeet out and
closing at 20 feet per round to 40 feet. From its usual 15" rate, the
circling afanc propels itself at ever-faster speed, until a rate of as much
as 30" or more is attained. This swimming creates a whirlpool of size
and power sufficient to drawdown a ship of small to small-medium size
(up to 60feet in length). Ships will be dragged to the bottom at a rate of
1 Ofeet per round. It will avoid larger ships. As it takes some 5-8 rounds
for the circling afanc to create the whirlpool, and because the monster
must be at the surface to do so, concerted attack by spells and/or heavy
missile fire might drive the creature off. Creatures dragged down are
subject to attack as the afanc is 10% likely to submerge and try either
some other mode of attack or seek easier prey. Of course, rafts, boats,
and similar small craft (30 feet or less in length) are typically rushed,
knocked so as to capsize, and the passengers consumed by the greedy
beast.
An afanc appears similar to a cross between a whale and a great fish.
The body is whale-like, but the head is more fish-like, and the tail is
vertical. Its color is gray to blue-gray. These creatures are fishes,
although they breathe both air and water.

D USTDIGGER
FREQUENCY: Uncommon
ARMOR CLASS: 4
NO. APPEARING: 1-20
MOVE: 3"
HIT DICE: 4
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF AlTACKS: 1
DAMAGE/AlTACK
1-8 + AC of victim
SPECIAL AlTACKS:
Illusion/mirage (see below)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi
ALIGNMENT: Neutral
SIZE: L
PSlONlC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEVX.P. VALUE:
IV/165 + 4/hp
The dustdiggers inhabit arid areas that have loosely packed, sandy soil,
such as desert dunes. A dustdigger will typically dig a hole, cover itself
with a layer of sand, and then inflate itself to fill up the hole it made,
leaving the ground above level with the surrounding terrain. When an
animal walks on top of the dustdigger, the dustdigger deflates, creating
an area very much like a sinkhole. The dustdigger uses the sands
shifting towards its mouth toslowtheescapeof its prey.After it hasfully
deflated, it folds its arms up around the victim and attempts to kill it
before swallowing. The dustdigger's back is armor class 4 but its front
side is only armor class 7. Once the dustdigger has folded up, its prey is
caught andcannot attack. Thus, the bestdefense strategy is torecognize
a dustdigger before it folds.
Dustdiggers look like giant starfish with 5 arms around a central maw.
They travel above ground only at night and never for longer than a few
minutes at a time. They often travel in groups.
Twenty percent of dustdiggers have a born talent for illusion. They will
typically project a pool of bubbling water in the desert sands when
approaching victims come within striking range.

KRAKEN
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 5/0
MOVE: //3" (21 ")
HIT DICE: 20
NO. OF ATTACKS: 2 and 4-6
% IN LAIR: 75%
TREASURE TYPE: G, R. S and 1
DAMAGE/ATTACK: 2-1 2 (~ . 2-8 (~4-6). 5-20
ALIGNMENT: Neutral evil
SPECIALATTACKS. See below
SPECIAL DEFENSES:See below
MAGIC RESISTANCE, Standard
INTELLIGENCE: Genius +
SIZE: L
PSlONlC ABILITY. Nil
Attack/Defense Modes.Nil /nil
LEVEVX.P. VALUE:
X/16,900 + 30/hp
The kraken are a race of air-and water-breathing squid-like creatures who dwellin the dark depths of  the ocean. It is said that at one time these monsters were smaller, lived in shallow coastal waters, and had human worshippers who served them and brought them them sacrifices. Some upheaval in nature-and possibly a battle with Good forces caused the surviving monsters to retreat to the depths. There, although their number dwindled to a mere handful, the survivors grew huge and powerful. They now seek to kill any good creatures and to devour all small life. Kraken are aggressive hunters. They will battle even large sperm whales and usually win.
Tentacles are armor class 6, as is the exposed head. The body is protected bya shell of greatthicknessanddurabilityand hasanarmor class of 0. Backward jettinq movement is at 21" rate and swimming at 3".

Seawolf (Greater)
FREQUENCY: Very rare
ARMORCLASS: 5
MOVE: 9"//27"
HIT DICE: 9+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OFAlTACKS: 1 or 2
DAMAGE/AlTACK:
3-1 2 or 1-2 and
bv weapon tvDe
NO. APPEARING: 4-1 6
SPECIAL AlTACKS: Nil
SPECIAL DEFENSES: Hit only
by silver, cold iron,
or+l or better magicweapons
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to high
ALIGNMENT: Chaotic evil
SIZE: L (1 2'-15' long) or M
PSlONlC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE:
V1/900 + 12/hp
Seawolves are lycanthropes afflicted with a most evil malady. They
roam the waters in packs, hunting and seeking vessels so as to attack
and inflict others with their hateful curse. Most seawolves were for-
merly fishermen or sailors. Upon sighting a vessel they will follow, slip
aboard in human form, and attack. Typically, 1 or 2 deckhands will be
bitten to death by the seawolves and their weapons taken. Then the
lycanthropes will begin a general assault. Note that iron weapons (as
well as silver and magic ones) harm seawolves. Bites of non-fatal sort
cause seawolf lycanthropy in 2-5 days. The afflicted individual will then
hurl himself or herself overboard in the night, change to the seawolf
form, and swim away in search of a pack of fellow seawolves.
Seawolvesareairbreathers.Although able tostaysubmergedfor 17-24
minutes, they must surface to get oxygen. In human form a seawolf has
a lupine visage, tiny ears, and is covered with thick fur. The hair of the
head streams down the neck and shoulders in a mane. In seawolf form
the creature appears much as if it were a huge, wolf-headed seal which
has fangs filling its mouth.

Seawolf (Lesser)
FREQUENCY: Very rare
ARMOR CLASS: 6 (7)
MOVE: 30//12"
HIT DICE: 2+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF AlTACKS: 1 (3)
DAMAGE/AttACK:
SPECIAL AlTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Stan
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
PSlONlC ABILITY: Nil
NO. APPEARING: 3-18
2d4 (1 -2/1-2/1-4)
SIZE: M (6'-7')
Attack/Defense Modes:
Nil/nil
LEVEVX.P. VALUE:
11/50 + 3/hp
These savage lycanthropes have 2 forms. The first form is a furred
mammal, porpoise-like in shape, with a wolf's head. In this form, sea-
wolf packs hunt the creatures of the sea, surrounding their prey and
biting with their canine fangs. The second form is that of a wolfman, a
man-shape possessing the fur, claws, and teeth of a seawolf. Statistics
for the wolfman form are given in parentheses above. Seawolves
breathe air and must surface periodically. They can hold their breath as
do dolphins.
Unlike other lycanthropes, seawolves can be hit by normal weapons.
Humans taking 50% or more damage from seawolves will contract this
form of lycanthropy. If humans are infected while on land, they will
travel as fast as possible to the sea. At sea, they will disappear overboard
during the next full moon.
If a seawolf pack encounters a ship, the seawolves will change to
wolfman form and attempt to board it. Their only purpose is to slay all
those aboard and sink the ship.

Wereshark
FREQUENCY Very rare
NO. APPEARING: 1
ARMORCLASS: 0
MOVE: 12"//21"
HITDICE: lot3
% IN LAIR: 20% (if underwater)
TREASURE TYPE: See below
NO. OF AlTACKS: 1
DAMAGE/AtTACK: 5-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Hit only
by silver or + I or
better magic weapon
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to
ALIGNMENT: Neutral evil
SIZE: L
PSlONlC ABILITY: Nil
exceptional
Attack/Defense Modes:
NiVnil
LEVEUX.P. VALUE:
VII/1500+ 14/hp
Weresharks are humans inflicted with a form of lycanthropy which enablesthemtotake sharkformwhenevertheychoose, aslong asitisin darkness. Weresharksare found only in tropical areas. The human form of the creature is virtually indistinguishable from that of a normal human, although a wereshark will be large, muscular, cruel, and domineering. In sharkform thecreaturesare hugeand resemble great white sharks. They are solitary and will not hesitate to attack and devour true sharks if the mood is upon them. Weresharks have been known to establish an underwater lair in some place where sunken treasure lies so as to guard it for use in their human form. Such treasure can range from a few hundred coins to a considerable trove (such as type F). The wereshark lairwill always be guarded by 2-5 normal sharks, whether or not the monster is personally present.

SELKIE
FREQUENCY Very rare
NO. APPEARING: 1 or 12-30
ARMOR CLASS: 5
MOVE: 12"//36"
HITDICE: 3+3
% IN LAIR: 0 or 90%
TREASURE TYPE: A
(magic only), R
NO. OF ATTACKS: 1
DAMAGE/AllACK:
By weapon type or 1-6
SPECIALAttACKS: See below
SPECIAL DEFENSES:
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to
ALIGNMENT Neutral (good)
SIZE: M
PSlONlC ABILITY: Nil
See below
exceptional
Attack/Defense Modes:
Nil/nil
LEVE L/X. P. VALUE:
W 7 5 + 4/hp
Theselkie isaseal-likecreatureabletotake humanform for a few days and becomes a sort of sealwere.The selkie will usually take human form to be able to visit a human community to trade for or purchase certain suppliesor items needed by its group. The habitat of the selkie is marine and cold-temperate to subarctic. They lair in large caverns or grotto complexes having both air and water areas, because selkie young must breathe air until they have grown to half-size (about 1 year of age).
Selkies are omnivorous, eating fish, shellfish, crustaceans, and various forms of seaweed. They can also eat human fare, and they relish wine. In human form a selkie will have some weapon, but in its seal-like form thecreature cannot carrya weapon and swim rapidly. Therefore, selkies encountered underwater are 90% likely to be unarmed and will usually attack by biting. Any weapon possessed by a selkie will be used if necessary, especially in defense of the home.
A selkie community will be divided between males and females, with slightly more females in most cases.The two sexes are equal.The leader will be an old selkie able to perform the following powers: augury, cure light wounds, cure disease, weathersummoning, control weather. Each is usable 1 per round, once per day, exceptweather spellswhich require 1 week of rest between castings and are used only in dire need for exacting revenge.
The treasure of a selkie community is gathered from ships lost at sea and from sea creatures. Thus, they are likely to own many pearls. Monetary treasure of this sort is kept principally for trade. Magical treasure is also garnered from sunken ships and used to aid and protect the community.
In human form selkies arevery attractive and fine looking. Their eyes are particularly bright. When in true form, they are nearly indistinguishable from seals. Close examination, however, will reveal arms with slightly webbed hands instead of foreflippers, and legs rather than a tapering body and rear flippers.

SWORDFISH
FREQUENCY Uncommon
ARMORCLASS: 6
MOVE: //24"
HITDICE: 1 +1, 2+2, or 3+3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF AlTACKS: 1
DAMAGE/AlTACK:
2-1 2,3-12, or 4-1 6
SPECIAL AttACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M to L (2+2 or 3+3)
PSlONlC ABILITY: Nil
Attack/Defense Modes:
NO. APPEARING: 1-8
Nil/nil
LEVEL/X.P. VALUE:
11/35 + 3/hp
These hardy fish are common to salt water. They are fast and generally nonaggressive, fleeing rather than fighting. However, if attacked, maddened, or controlled or trained, theywill use their long, bony "sword" as a fearsome weapon. Swordfish of smaller size are typically kept as pets and used as guards by aquatic elves and dolphin communities.

VERME
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3 (head)/
5 (body)
MOVE: 18"
HIT DICE: 18+18
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 1
SPECIAL AlTACKS:
Swallow whole
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
DAMAGE/ATTACK: 7-28
SIZE: L ( 5 0 - 8 0 long)
PSlONlC ABILITY: Nil
AttacWDefense Modes:
NiVnil
LEVEVX.P. VALUE:
W8550 + 25/hp
The verme is the largest of fish, usually inhabiting great rivers, although some venture into saltwater. Regardless of its locale, the verme prefers warm water with an abundance of food, such as fish, reptiles, cattle, humans, or virtually anything else. Although the verme is long, it is flattish along its bellyandwiderthan it is high.ThisenablesittoIurkon the bottom and swim in relatively shallow water. The verme's head is heavilyscaledandverybony,thusgiving it anarmorclassof 3,whilethe body is less well protected. Because the verme swallows prey whole- even that as large as a water buffalo-the stomach can contain metallic or other items of indigestible nature (such as gems, crystal, etc.). Swallowing occurs on any hit if prey is not more than 12 feet tall. Damage (3d8+4) is incurred during the swallowing process. Swallowed creatures receive 2-1 6 points of additional damage per round. Any swallowed being will be dissolved in 6 rounds. The monster is able to upset vessels of up to small galley size when hungry and seeking food. Its thick, slime-covered scales make edged weapons useless, such attacks inflicting but 1 point of damage per blow. Fire-based attackscause only one-half damage to the verme, unless the attackstrikes the inside of the mouth or somewhere internally. In the latter case, damage is at a factor of +1 per die.
The verme looks much like a giant catfish, except it has large scales and numerous, needle-like teeth. It is pale yellow along its underside, the
flanks shading from dark brown to a mottled green and brown back.

Reef Giant

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: Boulders, whirlpool
SPECIAL DEFENSES: Immune to water-based attacks
MAGIC RESISTANCE: Nil
SIZE: H (16í tall)
MORALE: Fanatic (17)
LEVEL/XP VALUE: 12,000
Tropical or subtropical ocean/reef
Very rare
Solitary
Day
Omnivore
Very (11-12)
Z (A)
Neutral good
1 or 1-4
0 or -4
15, Sw 12
18
5
1
1-10 or by weapon (typically 2-20 + 10)

Reef giants are the loners of giant-kind, although they often live  in remarkably well-appointed mansions that seem to be no more than huts from the outside. They sometimes become sailors, but their huge mass limits them to the largest of vessels. Reef giants are typically 16í tall and weigh 4,000 pounds. Reef giants can live to be 600 years old.
Reef giants speak their own language as well as the giantish trade tongue and the languages of storm and cloud giants. In addition, 40% of the giants also speak the common tongue. Reef giants have burnished coppery skin and pale white hair. They are barrel-chested and powerfully-muscled from the exertion
of forcing their huge bodies through water. Reef giants have a Strength of 22. Reef giants wear skins or garments made of braided hair when ashore, but swim wearing no more than a belt for knives and pouches.
Combat: Reef giants prefer to fight in or under water, and they are fierce fighters when angered. They suffer no penalties when fighting in or under water. They cannot be harmed by water- or ice-based attack forms. They typically attack with giant tridents for 2-20 +10 points of damage, but have been known to lash out with a huge fist (1d10 points damage) now and again.
Once per day, a reef giant can form a whirlpool. Unless a successful Strength ability check is made, creatures within 10 yards of the giant are sucked into the whirlpool and suffer 2-16 points of battering damage plus 2-20 points drowning and choking damage (unless the creatures are able to breathe water, in which case only the battering damage applies). The whirlpool is not powerful enough to draw in ships.
Reef giants can throw boulders up to 350 yards for 3-30 (3d10) points of damage. They prefer to use thrown boulders to sink unwelcome ships. Boulders are not used against individual opponents.
Habitat/Society: Reef giants are often solitary for long periods of time, although they mate for life. When their children reach puberty, they are sent out on their own to seek an island or reef habitat to make their home. The mansions of reef giants are sometimes built into the hills and gorges of the islands, and they are always stocked with furniture and decorations collected over generations. These mansions are passed on from one giant to another; the eldest
daughter is generally reared to provide for her parents as they grow old and is usually given the mansion and all its goods upon their death. These well-dowried daughters are the objects of much competition between reef giant suitors, each of whom seeks to both prove himself to the new mistress of the mansion and undo his competitors by any means available. Diving, surfing, and fishing competitions are common in reef giant courtship.
Ecology: Reef giants are scavengers who fish and forage coral reefs for a hundred different sources of food. They can net entire schools of fish, and as accomplished divers they can retrieve hoards of pearls, sponges, and coral. Their enormous strength allows them to swim for hours at a time without tiring. In this way reef giants can amass huge amounts of goods to trade for other items.
Some reef giants keep flocks of goats or sheep on their island homes, but these giants are generally elderly and not as capable of foraging successfully.
Reef giants frequently enter into contracts or trade agreements with humans and other mercantile races. In exchange for pearls and other valuables from the sea, they are given cloth, sweets, and metal goods.
The reef giants' willingness to plunder the sea has made them the enemies of Zakharan merfolk, tritons, and other oceandwelling races.

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:
LEVEL/XP VALUE:
Tropical/Seas and oceans
Uncommon
Community
Any
Carnivore
Very to Genius (11-18)
U (Q ×10, A)
Chaotic good
2-20
7
12, Sw18 or Sw 24
3-6
3-4 HD: 17
5-6 HD: 15
1
By weapon type or spell
Spells
Spells
25%
M (5-6í long)
Average (10)
650 + 400 per hit die above 3.
Pahari are shapeshifting, marine nymphs that dwell in
Zakharaís 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
12î 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 pahariís kiss can bestow water breathing on the
lucky recipient for a day.

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:
LEVEL/XP VALUE:
Tropical/Fresh and salt water
Very rare
Solitary
Any
Omnivore
Average (8-10)
See below
Neutral
1
-6/0
1, Sw 2
51-70
5
1
10-100
Swallow
Immune to poison, magic weapon needed to pierce shell
Nil
G (200-350í diameter)
Fearless (19)
46,000 + 1,000 per HD over 51

The zaratan is an enormous, passive turtle found in the warm
currents of Zakharaís seas. Thankfully, the zaratan spends most
of its existence in a profoundly deep slumber.
The shell of a zaratan (plural, zaratani) looks like a sloped,
rocky mound several hundred feet in diameter. The zaratanís
head, over 50 feet across, is often mistaken for a partiallysubmerged,
barnacle-encrusted boulder. The zaratan usually
keeps its eyes shut, covered with stony lids that blend with the
rest of its head in texture and color. The zaratanís four flippers,
each over a hundred feet long, appear to be small reefs, supporting
a variety of corals, barnacles, and small fish. The zaratanís
rocky shell is considered AC -6, while its head and flippers are
only AC 0. In its dormant state, a zaratan appears to be a small,
floating island.
Combat: More often than not, once wakened from its slumber, a
zaratan will react to an enemy by withdrawing into its rocklike
shell, against which nonmagical weapons have absolutely no effect.
In addition, no known poison will affect a zaratan with its
incredibly slow metabolism. A zaratan will remain in its shell
for 1-10 years (if not further provoked) before re-emerging.
However, if pestered and wounded for more than 5% of its
total hit points, a zaratan becomes a terrible opponent. Although
it attacks last in every round, a single bite from its 40í
maw delivers 10-100 points of damage and will swallow any beings
within a 10í radius of its target (no save), should its attack
roll succeed by 4 more than needed.
The stomach of a zaratan is a tough, tube-shaped cave. Usually
there is enough stale, trapped air for a creature to survive
indefinitely (if they survived the bite attack), but creatures
trapped within also suffer 2 points of damage per day unless
they can figure out a way to protect themselves from the stomachís
corrosive digestive juices. The stomach lining is AC 5.
Damage equal to 5% of the zaratanís total hit points (a case of
painful indigestion) will result in the victimsí regurgitation. A
zaratanís stomach might contain just about anything, depending
upon the whim of the DM, from pieces of driftwood and chunks
of ships, to weapons, armor, and even a small amount of treasure
(suggested type Z).
After a battle, a zaratan will immediately fall into a deep
slumber, which typically lasts 1-100 years.
Habitat/Society: The slow metabolism of the zaratani assure
them incredibly long (if uneventful) lives, measured in millennia.
The zaratani are said to have been floating in the sea long
before the genies first visited the Land of Fate.
At any given time, a zaratan is 99% likely to be sleeping. As it
slumbers, it keeps its mouth wide open. Any small to man-sized
creatures stupid enough to swim inside (large fish mostly) are
reflexively swallowed. The zaratan spends the rest of its time
either mating or conversing with others of its own kind.
Every few centuries, by sheer coincidence, a pair of zaratani
will drift into each other. Should they awake (and be of the opposite
sex), they will mate. The courtship ritual may take decades,
and the mating itself lasts as long as a year.
The zaratani communicate with one another in a language
similar to that of the whales. Conversations between the zaratani
often last decades. On rare occasions, they have been
known to communicate with other beings via telepathy.
Ecology: The older a zaratan gets, the longer it sleeps. As a result,
many actually become indistinguishable from a floating island
or reef, supporting their own mini-ecosystems on their
broad, rocky carapaces and underbellies. Many sport stunted
palm trees and vegetation on their shells.
The older and wiser zaratani are perfectly content to be attended
by lesser symbiotic beings, provided the symbiotes are
not too bothersome and donít interfere with a zaratanís sleep. A
few are known to support small, uncivilized villages, while others
have even been used as a mobile base for pirates and corsairs!
Visitors will find most inhabitants of a zaratan highly superstitious.
Many revere their island home as a god. They believe
(rightly) that were their deity to awaken due to hunger, their
island might sink beneath the sea, destroying their village. As a
result, these villagers strive at every opportunity to keep the
zaratan well-fed and content, sacrificing large quantities of
caught fish and even visitors to placate their floating deity.

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:
Temperate/Shallow salt water
Very rare
Bands
Any
Omnivore
High to genius (14-18)
K, Q, (I, O, X, Y)
Chaotic good
20-120
6 (9)
9,Sw15
1+1
19
1 o r 2
1-8 (weapon)
+1 with spears and tridents
See below
90% to sleep and charm spells
M (6' + tall)
Elite (13)
420

Beneath the quiet waves of wild coastlines can be found the
aquatic, or sea elves, cousins to their woodland counterparts in
demeanor and outlook.
Aquatic elves live for several centuries under the sea, and members
of other races often see in their eyes the effects of such great
age. Otherwise, sea elves resemble any other humanoid race in
the prime of life. They have gill slits on either side of their throats,
and greenish-silver skin. Their hair is usually stringy, with shades
running from emerald green to deep blue. Males usually wear
their hair short, while few females bother cutting their hair until it
reaches four feet in length or so. Unlike mermen, aquatic elves
have legs and usually wear clothes. Their dress is woven from underwater
plants and reeds, and is quite intricate, with subtle designs,
most often in greens, blacks, and browns. Sea elves speak
elvish, sahuagin, and an oddly accented common.
Combat: Sea elves are on the whole a peaceful culture. It is a
rare sight to see an aquatic elf launch an attack, and rarer still for
an entire band to ready for war. But when the time comes to do
so, aquatic elves impress their opponents with their fierce bravery
and their skill in battle.
If given their choice of battlefield, aquatic elves would prefer to
fight within a bed of seaweed or on reefs, where their natural coloration
and stealth skills can give them the chance to hide from
their enemies. They can become as invisible in seaweed as their
woodland cousins can in the forests, imposing a -5 penalty to
their opponentís surprise roll. Aquatic elves also enjoy the ability
to move unhindered through seaweed, giving them tremendous
advantages in maneuverability.
It is only against great enemies, or when the entire community
is in danger, that sea elves leave their cover to attack. Sea elves
lack the infravision of their land-based cousins, but they can see
clearly at amazing distances. An aquatic elf can count the troops
of an enemy at distances of up to one mile.
The preferred weapons of sea elves are the trident and the
spear. These are used for hunting as well as for combat. The trident
and spear are wielded so often by the sea elves, that they receive
a +1 bonus to their attack roll when using them. The elves
also use combat nets against their enemies. These off-hand weapons
bind an opponent if the wielder rolls a successful attack
against AC 6. (Because of their great Dexterity, aquatic elves do
not suffer a penalty to the attack roll for the nets.) Half the time,
only a victimís weapon (including natural weapons, like a shark's
teeth) is entangled in the net. The rest of the time, the victim is entirely
caught. A victim must either break the net (a bend bars roll)
or disentangle himself (a Dexterity check with at a -3 penalty) to
free himself. Magical gestures are impossible in a net.
Like their surface counterparts, aquatic elves demonstrate
strong resistance to sleep and charm spells. Although they are
considered persons for the purposes of a charm person spell,
aquatic elves enjoy a 90% immunity against such magic. And
even if their natural resistance to sleep and charm spells fails,
aquatic elves still get a normal saving throw. This makes it unlikely
that an aquatic elf will fall prey to this type of mindinfluencing
spell.
Sea elves are unable to use either wizard or priest spells. The
reasons for this are unknown, but sea elves have legends about
how the drow somehow robbed the aquatic elves of this power,
long before any contemporary elf was born.
In combat, groups of sea elves have various leaders. For every
20 elves in a group, there is an additional 3rd-level fighter. For
every 40 elves, there is an additional 4th-level fighter. In cases
where over 100 aquatic elves are encountered, they are led into
battle by an 8th-level elf fighter and two 5th-level lieutenants (in
addition to the 3rd- and 4th-level fighters accompanying the
group). More than 160 elves are also accompanied by a 9th-level
fighter and a 6th-level thief. These numbers are all in addition to
the original number of sea elves rolled.
As might be expected, sea elves befriend and employ dolphins.
In any party of at least 20 sea elves, thereís a 50% chance for them
to be accompanied by 1d3 dolphins. These sea mammals are companions;
they are neither pets nor cannon fodder. The dolphins
willingly join in combat alongside their elven friends if danger
threatens.
The long-lived sea elves have the time to examine and explore
many different combat tactics and techniques. They master those
deemed most successful. Tactics of the sea elves differ from one
band to another, but common strategies include the following:
A rush, or charge, from directly beneath an opponent. This is
particularly effective against unwanted visitors from the surface,
who are unaccustomed to being attacked from such a direction. If
the attacking elf launched this attack from a bed of seaweed, he
might well escape back into cover before his opponent could react.
A grapple by more than one elf. Sea elves can survive on land
(albeit in a state of growing discomfort) for a few minutes at a
time, while many of their opponents (sharks, for example) cannot.
Several elves may try to grapple an opponent and carry it
onto a beach, well away from the ocean.
Traps. The beds of seaweed and the coral reefs are excellent
staging areas for all manner of spring-propelled booby-traps,
nets, and perhaps some magical entrapments designed and built
by surface elves in return for favors. Ferocious predators have often
decided to turn toward easier prey after encountering a sea elf
bandís defenses.
Habitat/Society: Small communities of 3d100 + 100 normal inhabitants
are the rule of aquatic elven lifestyle. These communities
are often found in heavy weed beds in sheltered waters,
though the aquatic elves may fashion homes in caverns in lagoon
bottoms and coral reefs. Sea elf communities keep in touch with
each other through an elaborate and inefficient custom of wandering
herald/messengers who travel from one band to another,
much like postal carriers transmitting oral messages. In each community,
there are several leader-types, as outlined earlier, ruled
over by a fighter of 10th-12th level, with a personal guard of eight
7th-level elf fighters. Naturally, if any elves in the community
carry magical weapons, it would be the leader or one of his
guards.
Aquatic elves are an anti-social race. They avoid air-breathers
as well as other races that dwell beneath the waves. Their cities
are usually carved from the rock beneath beds of seaweeds, practically
invisible to non-elves. A character has the same opportunity
to find a sea elf community as he has to detect a secret door.
As independent as the freedom-loving elves are of each othersí
communities, they live in even greater isolation from the rest of
the undersea races, whom they would rather not deal with. Although
the aquatic elves see nothing wrong with the mermen, the
tritons, and other good-aligned undersea races, the elves see no
reason to involve themselves in the problems of such transitory
peoples. It is part of the elven philosophy to let others go about
their business with a minimum of interruption; aquatic elves
would prefer it if others returned the favor.
Those aquatic elves who are willing to deal with non-elves are
highly insulted if the non-elf expresses any lack of confidence in
the sea elfís word. An aquatic elf who makes a promise will carry
out his obligation unto death. Should he be killed before he can
succeed, his entire band will work to see that the promise is fulfilled.
On the other hand, aquatic elves do not accept promises
from non-elven characters. The sea elves know that they are the
only race with the honor to carry out the duties of its dead members.
And, besides, only elves live long enough to guarantee that
they will have the time to fulfill a vow.
Dolphins are one of the few creatures the sea elves genuinely
like. There are 3d6 +2 dolphins swimming about most aquatic elf
bands, providing one of the few clues as to where the elven cities
are located. Aquatic elves are also fairly fond of land elves. It is
uncertain how closely related the two races are, although matings
between land elves and aquatic elves produce elves with the coloring
of high elves, but with greenish hair. As they have hidden
gill slits that open up when they dive under the surface, these
elves can breathe either air or water indefinitely. The attitudes
and abilities of these half-breeds depend upon whether they were
reared in the forests or the rich kelp beds, with individuals inclined
(65%) to follow the lifestyles of their mothers.
Sea elves have an outlook on the world that comes from long
lives among quiet natural beauty. Even with magical assistance to
enable them to breathe air, aquatic elves are uncomfortable
above the waves, and so very few have seen the forests that the
high elves speak of with such enthusiasm. But there are few
aquatic elves who would not like to take the impossible trip overland
to see the wonders of a forest first-hand.
Sea elves hate sahuagin. This isnít much of a surprise, as almost
every undersea race, with the exception of the perverse ixitachitls,
hates the sea-devils. But sea elves generate a passion for
conflict with the sahuagin that surprises even themselves.
Aquatic elves leave their sheltered bands in war parties if they
have reason to suspect that sahuagin are dwelling nearby. Should
a party of sea elves encounter sahuagin, the former nearly always
attack if they outnumber their hated foes. Aquatic elves also
make it a point to kill any great sharks in their territory.
Sea elves have no other major enemies, but they dislike
surface-dwelling fishermen, due to the numbers of sea elves
snared in nets, or mistakenly killed as sahuagin by these ignorant
humans.
The sea elves have legends that speak of far-away undersea
elves who have learned to shapechange into sea otters or dolphins.
There have been search parties motivated by these tales,
but no such elves have been found.
Ecology: Each band of sea elves is self-sufficient, raising their
kelp and hunting fish when necessary.
Sea elves scavenge. They are enchanted by the idea of magic,
but they realize that land elves are more equipped to deal with it.
They often trade rare or decorative items they have found to the
high elves in exchange for metal weapons and tools, which they
cannot forge underwater.
Aquatic elves are valuable sources of information regarding
the lands beneath the sea. Their scavenging parties have uncovered
artifacts and tidbits of knowledge from a vast collection of
underwater ruins and sunken ships. Sea elf traders remember the
histories of other races back beyond the imaginings of the current
generation. The trick is to get them to reveal this information.
Malenti
There is a bond between aquatic elves and their hated enemies,
the sahuagin, that neither race openly acknowledges. If sea elves
are present within a mile or so of a sahuagin encampment, then
approximately one out of every hundred sahuagin births resembles
the aquatic elves rather than the sea-devils. Most of the time,
these offspring, known as Malenti, are eaten by their parents.
Once in a great while, a Malenti is allowed to live to adulthood
because its physical resemblance to an aquatic elf, in combination
with its sahuagin upbringing and attitudes, make it an ideal spy in
elven communities. Indeed, Malenti often develop the ability to
sense the presence and position of any aquatic elves within 120
feet, an invaluable skill for either a spy or a scout for an invading
sahuagin force.
Few aquatic elves believe in the existence of Malenti, as they
suggest some disturbing possibilities about sahuagin origins.
Malenti do exist, however, and are identical to aquatic elves in
most ways. They age much faster, though, with a life span of only
170 years or so. Although the sea elves themselves have a difficult
time discerning Malenti spies, dolphins might (20%) sense one of
the changelings. Malenti, understandably, arenít fond of dolphins.
It is possible for sahuagin and Malenti to breed, the issue invariably
being Malenti. In this way, whole sahuagin communities
have vanished, replaced by Malenti. These extraordinarily rare
bands resemble aquatic elves in nearly every way (except life
span, known languages, and other obvious aspects), but they are
just as evil as their sahuagin parents. They often fight in that
style, and they worship the same evil powers as the sahuagin.

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:
Tropical/Coral reefs
Rare
Community
Day
Omnivore
Very(11-12)
D
Chaotic Neutral
5-40
6
6,Sw24
1
19
1
By weapon
Spells
Nil
5%
T (2' + tall)
Elite (13-14)
175


Sea Sprites
These sprite-km make their homes on colorful coral reefs. There
they live in harmony with the sea creatures, protecting the reefs‘
delicate environment and frolicking in the waves.
Sea sprites have fine, cheerful faces, with rounded cheeks and
wide, fish-like eyes. Their hair is the color and texture of sea-
weed, and stretches down to their neck gills. These gills enable sea
sprites to breathe either air or water. Their skin is l i t blue,
smooth, and slick to the touch. Sea sprites have no wings, but
webbing grows between their toes and finger Sea sprites wear
brightly colored eel-skin jerkins, and often adorn themselveswith
delicate ornaments crafted from treasures found in the ocean.
4 All sea sprites carry tiny, razor-sharp swords. In addi-
tiun, >u% of the sea sprites encountered are equipped with special
crossbows. In the hands of sea sprites, these crossbows function
like normal crossbows both above and below water. Sea sprites
coat their crossbow bolts with a substance that cause any creature
struck to fall into a comatose sleep for ld6 hours (saving throws
vs. poison apply). Evil creatures (particularly sahugin whom sea
sprites both fear and hate) are slain, neutral and good creatures
are taken to a locale well away from the reef the sea sprites in-
habit. Air breathers are left on a nearby beach provided they nei-
ther harmed nor attempted to harm the coral reef.
Sea sprites have the spell-like abilities to tum invisible at will
and detect good/evil. Three times per day a sea sprite may cast
slow, by touch. This spell is cast at 5th level of ability. Once per
day a sea sprite can cast niry water at 10th level of ability.
Encountered sea sprites are 45% likely to be accompanied by
ld6 large carnivorous fish, such as barracudas. These fish func-
tion as guards and pets, and they attack any creature threatening
the sorites.
1 Sea sprites live in the natural caves of coral
reefs, or amid large wrecks. Their homes are cheerfully decorated
with a mishmash of natural shells, bones, pearls, free-swimming
colorful pet fish, and artifacts taken from sunken galleys. Sea
sprites live in small communities of four or five families. Each
community is led by the eldest male, but the true power often
rests in the hands of his mate.
Sea sprites are reclusive, shunning the company of all but their
coral neighbors. They have the ability to breathe air but rarely set
foot on land (though they sometimes frolic in the surf on moonlit
nights).
Ecology: Sea sprites are omnivorous, living off the better sea-
weeds, small crustaceans, and fish. Sea sprites practice fish hus-
bandry and thus never deplete the reefs where they live. The only
natural enemies of sea sprites are sahuagin, but the sprites‘ natu-
ral abilities and speed make them difficult prey. Sea sprites live
1,200 years on average. They sometimes trade with sea elves but
never mix socially.
.at/Sodety:


Hetfish
CLIMATE/TERRAIN
FREQUENCY
ORGANIZATION
ACTIVITY CYCLE
DIET
INTELLIGENCE
TREASURE
ALIGNMENT:
NO. APPEARING
ARMOR CLASS
MOVEMENT:
HIT DICE:
THACO
NO. OF ATTACKS:
DAMAG WATTACE
SPECIAL ATTACKS
SPECIAL DEFENSES
MAGIC RESISTANCE
SIZE
MORALE
XP VALUE
Any water
Uncommon
Den
h Y
Omnivore
Low (5)
Nil (Qx3)
Neutral
20-70
5
sw 12
1-3
1-2 HD: 19 - 3 HD: 17
1
1
Heat
Nil
Nil
S (1'-3' long)
Unsteady (7)
Varies
Hetfish
The hetfish, or hotjish as some sailors know it, is another won-
der of the undersea world. It is a small (one to three feet long)
silver-and-orange fish, whose skin is covered by unseemly
bumps and boils. It is found in both fresh and salt water, from
arctic climes to boiling hot springs. Its basic body shape
resembles that of a piranha, although it has neither the
piranha's teeth nor its distinctive underbite.
Combat: Hetfish have super-heated bodies whose tempera-
tures exceed 350 degrees Fahrenheit. This effectively turns the
water within several inches of them to steam.
When their den is disturbed, these fish swarm en masse to
meet the intruder. Each hetfish has as many Hit Dice as feet in
length (one to three), and the entire den bumps or rams the
intruders, doing 1 point of damage per fish. Hetfish have been
known to continue these attacks indefinitely, long after the tar-
get has been boiled to bone.
Even if a victim cannot be touched directly, he can be
injured by merely remaining in the vicinity of hetfish for too
long. Every round a creature swims within 20 feet of a den of
hetfish, it suffers 2 points of damage from the hot water.
Hetfish are possessed of a simple intelligence; they are
attracted to bright, shiny things, particularly gemstones. A
hetfish coral den, when broken open, contains one gemstone
for each fish, with a base value of 10 gp. Some hetfish commu-
nities have learned that ships often carry such pretty things,
and they try to ram ships and sink them for treasure. Wooden
ships sustain 1 point of hull damage per 15 Hit Dice of hetfish
attacking, per round.
HabitaVSociety: Hetfish live in large communal dens. They
are about as intelligent as bright dogs, or particularly dull
polls. They have nothing resembling a language. They seem
content to swim about and patrol a territory that is 50 feet in
radius per hetfish in the den. Any creature entering this area is
considered fair prey by the fish, regardless of its size or feroc-
ity There are very few creatures that can endure 3040 points
of damage each round, and thus there are very few creatures
that live in the hetfish's territory.
Ecology: It seems that the hetfish requires a steam environ-
ment for respiration, as it is unable to breathe water. How it
continues to buoy itself up in the water is just one of the het-
fish's mysteries. However, because of its heat-producing pow-
ers, the hetfish's greatest threats are civilized races.
Underwater races, such as the tritons, hunt hetfish ruthlessly,
as the super-heated fish are an environmental hazard in any
but the hottest natural springs. Surface dwellers hunt hetfish
as well, not merely for the gemstones the fish collect or to
guard against hetfish sinking more boats. Alive, the animals
are worth lOdlO gp apiece to alchemists and sages, for no one
has yet learned the secret of the hetfish's strange properties,
which resemble those of the remorhaz.


CLIMAT
FREOUENCY:
ORGANIZATION
ACTTVITY CYCLE
DIET:
INTELLIGENCE
TREASURE
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS
MOVEMENT:
HIT DICE
THACO
NO. OF ATTACKS
DAMAGWATTACK:
SPECIAL AnACKS
SPECIAL DEFENSES
MAGIC RESISTANCE
SIZE:
MORALE
XP VALUE
Tropical ocean
Uncommon
Sohtary
Duma1
carmvore
Non- (0)
Nil
Neutral
1-10
9
1
1 t04
1-2 HD 19 - 3-4 HD 17
1
ldlO
Paralyzation
Transparent
Nil
8 to 12
1HD65 3HD: 175
2HD120 4HD:270
s to L (2"-10')

rurugese ntut-vwar are giant jellyfish that float in warm sea
waters, trailing their deadly tentacles below. They most often
float at or just below the suface of the ocean, and often wash up
on beaches during storms. Some types are are nearly transpar-
ent; it is 90% probable that these will be undetected unless the
creature encountering them is able to detect invisible obi&.
Combat: The portugese manuwar is a drifting hazard with
no perceptible intelligent control of its movements except an
instinctive reaction to avoid pain. Any creature touching the
tentacles takes damage from their poison and must make a
successful saving throw vs. paralyzation or be paralyzed for
several hours. Paralyzed creatures will be drawn up by the
tentacles and devoured in 3d4 turns.
Each portugese manuwar has 10 to 40 tentacles. Their num-
ber and length is a function of the creature's size; for each Hit
Die, the tentacles are 10 feet long. The diameter is also a function
of Hit Dice. A 1 Hit Die portugese manuwar is 2% feet in diam-
eter and has 10 tentacles that are 10 feet long. A 2 Hit Dice por-
tugese man-0-war has a 5-foot diameter and 20 tentacles of
20-foot length. A 3 Hit Dice creature has a diameter of 7% feet
and 30 tentacles of 30-foot length, and a 4 Hit Dice mature has a
diameter of 10 feet and 40 tentacles that trail downward 40 feet.
Each tentacle r e q u k s but a single hit point to sever, but this
does not damage the creature. Only hits on the creature's body
will kill it. Severed tentacles regenerate in several days.
HabitaUSociety: Adult portugese men-0-war are solitary
drifters, borne on warm ocean tides, though chance may well
bring them together in larger numbers. They are most com-
mon in tropical shallows, and are rarely found deeper than
light can easily penetrate (about 30 to 40 feet).
Occasionally storms wash portugese men-0-war up ont'
beaches, where their tentacles become partially buried in the
sand and hard to see. This might result in a nasty surprise for a
creature walking barefoot on the sand or digging by hand. Of
course, scavengers like small crabs and sea birds make short
work of the beached jellyfish.
Ecology: Certain types of small fishes seem to be immune t'
the paralytic poison and take refuge from larger predator
among the tentacles, effectively luring such predators to th
man-0-war. Some primitive tribes use the tentacles of poi
tugese men-0-war in crude traps, and might construct crud
scourges of shp.t-1iwa.l nffw+iricqess frnm +ha tantacles.
Sea Swarm
Immature portugese men-0-war are occasionally found in
great swarms in tropical seas. They are attracted to light and
vibration, and can deliver nasty stings to the unprotected. Being
caught in such a swarm can be dangerous. The swarm as a
whole is treated as a single mature of 2 Hit Dice; e x c e p t i d y
large gatherings can be treated as multiple swarms. Each
swarm as a whole has one attack per round, inflicting ld4
points of damage and requiring a saving throw vs. paralysis. As
such swarms move slowly and erratically, it is unlikely that a
creature will suffer more than one attack unless the swarm is
magically controlled, These jellfih are too small to devour all
but the smallest creatures they paralyze; however, they will feed
on the scraps left by predators who tear apart their victims. Sea
swarms can appear as a result of aquatic monster summoning.

CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION
DIET:
INTELLIGENCE
TREASURE
ALIGNMENT:
ACTIVITY CYCLE
NO. APPEARING
MOVEMENT:
ARMOR CLASS
HIT DICE:
THACO:
NO. OF AITACKS
DAMAGE:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE
SIZE:
MORALE
XP VALUE:
Any sea
Uncommon
Solitary
omnivore
Non- (0)
Nil
Neutral
h Y
1-3
1. Sw 15
7-15
15
5
1
4d4
Upset rraft
Hide limb3
Nil
H (50‘ diam.)
Champion
5,000
(15-16)
Lake or river
Uncommon
Solitary
Non- (0)
Nil
Neutral
h Y
omnivore
1-4
3. Sw 2
10
11
0/5
1
6d4
Surpnse. jaws
Hide limbs
Nil
H (40’ diam.)
Elite
3,000
(1M4)

Giant turtles are simply huge varieties of the normal species
encountered daily in the wild. They resemble their common
counterparts in every respect except for size.
A turtle is characterized by its bony outer shell. The lower
portion of the shell is known as the plastron, while the upper
shell is referred to as the carapace. It is into this shell that a tur-
tle withdraws its legs and head when threatened. Some turtles
are incapable of completely shielding their limbs in this way,
and plaster their legs very close to the shell for protection.
Giant turtles eat whatever is available in their environment,
from living plants to all types of insects, small mammals, and
fish of all kinds. They prefer fresh green plants and live
worms, as turtles do not enjoy feeding on carrion or rotting
vegetation. Naturally, such foods are fair game if the turtle is
in danger of starvation.
Turtles have very long life spans-from 30 to 150 years,
depending on the species. They are slow-moving and thus
would rather withdraw into their shells when faced with an
enemy, rather than either fight or flee. However, when hanned
or persistently molested, the strong, quick bite of a giant turtle
is a deadly weapon indeed.
Giant turtle meat is considered a delicacy in most cultures,
and it is highly nourishing and palatable. The upper shells of
giant turtles are also greatly preferred as they can be made
into small huts, strong roois, or even boats. Without exception,
the tropical marine varieties of sea turtle are the finest tasting
and have the most attractive shells.
Giant Sea Turtle
This basically non-aggressive marine mature fights fiercely if
annoyed or threatened. The tearing bite of giant sea turtle
causes 4 4 points of damage to the unlucky victim. If one sur-
faces beneath a small craft, there is a possibility of upsetting
the vessel. There is a 90% chance for a rowboat but only 10%
for a longship. Adjust this base chance for other sea-going ves-
sels according to the sue and stability of the craft.
The head and flippers of giant sea turtles are Armor Class 5,
while the shell is AC 2. If the turtle withdraws its head and
flippers into its shell either for defense or while resting, all
attacks are considemd to be directed against the shell.
Giant Snapping Turtle
Feared greatly for their voracious appetite and aggressiveness,
giant snapping turtles are found in large lakes and rivers.
Many myths about lake monsters were born out of sightings
of these relatively common freshwater creatures.
They lurk near shore or on the bottom, they do not swim
quickly. There they remain motionless, causing a 3 penalty to
opponents’ surprise rolls. They then shoot forth their long
necks (up to ten feet away) to grab their prey. Once a victim is
bitten (for 6d4 points of damage), he is invariably grabbed by
the powerful jaws. Only a successful bend bardlift gates roll
frees one from the vicious mouth, as spells cannot be cast or
weapons used at these times. Meanwhile, bite damage is auto-
matic each round while grabbed. When the victim becomes
unconscious, the giant snapping turtle throws back its head,
gently tossing the victim into the air a few feet, then down into
the open gullet of the beast.
The lightly plated heads and limbs of these monsters are AC
5 when extended, but the shell affords AC 0 protection to the
body, and to the limbs if retracted.
Other Giant Turtles
0th- varieties of giant turtles are known or rumored, including
a desert turtle much like the giant snapping turtle but adapted
to arid regions, and there are legends of an ocean-going sea tur-
tle of such size that it was mistaken for a small island!


Monster Summoning I
1 Barracuda (1 HD)
2 Lampreycommon
3 Merman
4 Otter,sea
5 Piranha (3d4 appear)
6 Urchin,black
Monster Summoning I1
1 Barracuda (2 HD)
2 Dolphin
3 Locathah
4 Rayixitxachitl
6 Seahorse
7 Seawolf, lesser
5 Raysting
8 urchin,grren
Monster Summonine I11
1 Barracuda (3 Hb)
2 Crab,giant
3 Lacedon (ghoul)
4 sahuagin
5 Selkie
6 Ur&in,red
Monster Summoning IV
1 Hippocampus
2 Kapoadnth (gargoyle)
3 Lobster, giant (crayfish)
4 Mermw,ogre
5 otter,gmnt
6 Shark (?-5 HD)
7 Triton
8 Urchin,yellow
Monster Summoning V
1 Crocodile, giant
2 Lampreysea
3 Scrag(tr0ll)
4 Sealion
6 Shark(54HD)
7 Spider, Giant marine
8 Wierd, Water
9 Urchin, silver
0 Roll again with 1d8
Monster Summoning VI
1 Eel,marine
2 Nanvhale ~ ~
3 octopus
4 Seawolf, greater
5 Shark(74HD)
6 Snake,giantsea(8HD)
Monster Summoning VI1
1 Raymanta
2 Slug, giant sea
3
4 Squid,giant
snake, giant sea (10 HD)
Monster Summoning VI11
1 Eyeofthedeep
2 Dragon turtle (12 HD)
3 &aka*
4 Shark,giant
5 Vovdanoi (16 HDY
6 &le,kilier '
7 whale,small
herbivore (12 HD)
8 Worm, mottled (purple)


CLIMATEAERRAIN
PREQUENCY:
ORGANIZATION
ACTlVITYCYCLE
DIBT!
INTELLIGENCE
TREASURE:
ALIGNMENT!
NO. APPEARING
ARMOR CLASS:
MOVEMENT
HIT DICE
TWACO: . ... .
NO. OP ATTACKS:
DAMAGWATTACK
SPECIAL ATTACKS:
SPECIAL DEPENSES:
SIZE MORALE
W VALUE
MAGIC RESISTANCE
Ocean depths
Very rare solitary
Any
Scavengpr?
semi- (2t4)
Special (Bhell)
Neutral '
1-3 I
2/8 1
1' I
8t3 I
11 !
io I
ld4 (Xla
B l i n v constriction
Immune to psionics
Champion (15-16)
6,wO '
90%
L (6'4' 4hell diameter; 12' tentacles)

The legendary golden ammonites ap seadwelling octopoids
that live in great colled shells like W i t crabs. The body and
tentacles of a golden ammonite are dark brown with spots of
black. The shell, however, is made df pure, solid gold; each
weighs between 1,200 and 1,803 PO ' ds. So rare and beautiful are these sheus that they can be so~X;or up to IN,^ gp each if
a buyer who can afford one can be @und.
A golden ammonite has two greqt multifaceted eyes on either
side of its body that pmjects just b ond the rim of its golden
shell. while most of its soft body i$mtected, the creature has 10
tentacles it can u e to drag itself
I slowly
across the ocean
floor.
The golden ammonites do not speak or communicate by sound.
They may have some type of tentacle sign language, though no
one has proven this.
Combah The ammonite discourages close approach by its magi-
cal ability to pmject lightballs horn its faceted eyes. Each eye can
fire one lightball per round, to a distance of 90 feet. The eyes
rotate independently (much like a chameleon's) and each can
thus target a creature in any direction as long as the line of sight
is not physically blocked.
The casting of a lightball may look at first like the casting of a
jnbnl1-a small ball of light, one foot in diameter, is sent sheak-
ing toward a target @ut, of course, afireball is impousible under-
water). Each target creature must make a successful saving
thmw vs. spell, with Dexterity adjustments if applicable. Failure
means the victim is struck in the face by the lightball and blinded
as if by a continual light spell. The lightball can be removed only
by a dispel magic fmm a caster of at least 12th level, or by a wish.
Golden ammonites are immune to all psionic attacks, though
they are susceptible to ESP.
If attacked physically, thm creatures are 50% likely to fight
with their tentacles and 50% likely to crawl back into their shells and seal themselves up. When sealed up, the golden ammonite
has Armor Class 2 all around.
Physical attacks on an ammonite that in not sealed up are %
likely to hit the shell (AC 2), 45% likely to strike the soft body or
tentacles (AC E), and 5% likely to hit one of the two large eyes
(AC 2). Any damage to an eye destmys it instantly, and the crea-
ture immediately withdraws into its shell for 4d6 turns. Attacks
that strike the shell reduce its value by 1,ooO gp per point of
damage inflicted, to a minimum value of 15,W gp for the shat-
tered pieces of an enthe shell. A golden ammonite that fights with its tentacles can make up
to 10 attacks. Once an opponent is hit by one or more tentacles,
those tentacles constrict for ld4 points of damage each round
until the foe is dead, or until the golden ammonite has been slain
or driven back into its shell. The cmture is reputed to direct its attacks with some intelligence.
A single blow with an edged weapon that inflicts 8 or more
points of damage, or an attack roll of a natural 20, will sever a
tentacle. The golden ammonite can "gmw severed tentacles
completely in a few weeks.
HabitiffSociety: The golden ammonite is found only in the
deepest marine canyons, at depths below 1,W feet, in the cold-
est and darkest regions of the sea. It moves slowly about the
ocean floor, grazing on whatever food it can find. The ammonite
collects no treasure or property
Now and then, an Eye of the Deep will be found with these creatures (25% chance). When this occurs, the beholderkin
apparently acts as an ally, for the golden ammonite dws not
attack it in any way
Ecology: No golden ammonite shell has ever been found empty;
it is believed that these creatures may have a lifespan of thou-
sands of years. The origin of the ammonite's golden shell is as
obscure as the details of its day-today existence. All that can be
said is that it slowly makes its way through its undersea world
and most natural predators seem to leave it alone,.

CLIMATEJIXRRAIN: FREQUENCY ORGANIZATION
ACTIVITYCYCLE
DIET
INTEL L I G E N C E TRBASURE
ALIGNMENE
NO. APPEARING
ARMOR CLASS:
MOVEMEN'I! HIT DICE
THACO:
NO. OP AmACKS
DAMAGWATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES
MAGIC RESISTANCB
SIZE MORALE XP VALUE
Ocean depths, tropical coasts
Rue
solitary
Any
carnivore
Neutral
1 '
6 @ody)/8 (tentacle)
Swl
7
13
1-3 tentacles D ~ I creature
id3
Paralvsis. swallow whole
Nil
Nil
L (8' dia.l

The giant sea anemone is a larger and far mors dangerous version
of its smaller dative. Although it lives at a variety or ocean
depths, it is encountered singly below 50 ket. The anemore has a
stout central body about 8 feet in diameter, crowned with a
gaping maw about 6 feet in diameter. Surrounding the maw are many stinging tentacles, about 100 in most species. These f l o a a
waving tentacles can anare prey within 30 ket of the body. Giant
sea anemones am o b very colorful being a riot of red, green,
pink, blue, or a combination of colors.
Combat: The gentle drifting motion of the sea anemone's tenta-
cles belies how swiftly they can react to seize and draw in any
prey that so much as brushes againat them. A successhl hit by a
tentacle pierces the victim with hundreds of small, barbed, hook-
like needles that collectively inflict ld3 points of damage on the
initial strike (only). The anemone will attempt to attach at least
three tentacles to the prey, making up to three attacks per round
against creatures in reach of its tentacles. The round after the first tentacle hits, the prey is injected with
a paralytic poison, A saving throw vs. poison negatPl the para-
lytic effect for one round, check each round until free or a saving
throw is failed. Once affected, each mund the prey loses 1 point
of movement, Dexterity, and Strength. When at least one of these
is reduced to 0, the prey is paralyzed for Zd4 hm. (Creatures
unrated for Strength and Dexterity use the movement rating.)
Having more than one tentacle attached does not accelerate the paralysis, but the poison advances as long as a single tentacle is
attached. A neutraliu poison spell can negate all poison in the
prey's system, but does not prevent new poison from being
administered.
A trapped prey can attempt to escape at the beginning of each
round. Each tentacle's hold can be broken by a successful saving
throw vs. petrification; check for each tentacle. A prey that
escapes all tentacles is free to act normally, subject to the effects
of the paralytic poison already in its system. A tentacle can be
severed by 6 pointa of slashing damage. Severed tentacles do not
count against the giant anemone's hit points.
Once the prey has been seized by three tentacles, the anemone
atrempts to swallow it whole. This requires a successhl attack
roll. The anemone's internal organa grind up the prey at a rate
equal to the prey's base armor class (physical m o r ) per round; a victim in plate armor -3 would take no damage. Inedible prey,
or an object too large for the anemone's mouth (&foot diameter)
will be held until paralyzed, then released to drift on the CUT- rents or fall to the sea bottom, where it will be picked apart by
other scavengers. If the maw is fd, other prey 16 held for later.
pomts or less. Severed tentacles regrow at the rate of one foot
per day.
HabhUSocIcty: Though they may look like plants, giant sea
anemones are animals, If very basic ones. While giant sea
anemones are often encountered as stationary hazards, but they
can, in fact, slowly move to new locations that promise a better
Most species of giant sea anemone, when seriously tlueat-
ened, can or pull their tentacles all the way back into their cen-
tral bodies. An anemone might be easily mistaken for a large
rock when its tentacles are withdrawn.
The giant sea anemone reproduces by buddmg. The young
anemone p w s out of the base of the parent. When sufficiently
grown, it breaks off and moves to its own feeding ground.
The anemone is slain when its central body is reduced to 0 hit
food supply
Ecology: Some fish are immune to the poison of the giant sea
anemone. Two types are common. The first type c&ts of 1- to
2-foot long, bnghtly colored fish that escape predators by hiding
among the tentacles; the anemone does not attack them at all.
Unwary predators who venhue too close to the anemone are trapped, however, and the small fish feed on the scraps left by
the anemone. The second type of fish is a predator, such as a bar-
racuda, that attacks the tentacles and feeds on them. h e fish
are either immune to the anemone's poison or have thicker hides
than most other fish to defeat the barbed needles of the tentacles,
They attack the tentacles in swift darting forays.
Giant sea anemones are sometimes kept as guard creatures by
underwater races, who feed them enough to keep them from leav-
ing, while leaving them hungry enough to attack inhuders.

CUhL4T~RRAIN:
FREQUENCY:
ORGANIZATION
ACTMTY CYCLE
DIFI!
INTELLIGENCE:
TREASURE
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVBMBNn
HIT DICE:
THAC0:
NO. OF AlTACKS:
DAMAGEIATCACK:
SPECIAL ATTACKS:
SPECIALDBFBNSES
MAGIC RESISTANCE
SIZE
MORALE
XP VALUE
Oced shallaws
Rare Solit&
Any I
Non- io)
NeU
14 '
3 (10))
1
3+3 17 I
see below
see below
Entrapment
Nil ,
Nil
M(6' a )
Unstegy (5-7)
175 I
Tropical shallows very rare
Solltary
AnY
carnivore
'4nlmal (1)
see below
Neutral
1-4
1 ram
tdlO
surprise, poison
cloud, entrap-
ment
Nil
Nil
M (6' dia.) Average (8-10)
650

Giant clams (including oysters, scallops, and similar shellfish) rue found in W o w waters, to a maximum depth of 200 feet. The soft-bodied mollusk lives in a hard, protective shell that it
opens for feeding and dose8 against predators. The upper shell
of the giant clam is a light brown (*me have white marking#),
the lower shell in white. The clam i p o tiny blue eye-opots located
near the edge of its shell. These EM &tinpiah between Ught
and shadow and detect movement, by c m t estimate a h . Spe
cid organs near the frunt of the mantle cavity, where the soft
body of the clam sits, detect and analyze chemical traces in the
water.
Communication with giant dams is probably not possible
except on the most basic empathic levels.
Combit: The giant dam is not a direct threat, but can be dangn-
o w if appmadvd incautiously. When thmstened or when some thlng hien to reach inside the shell, the shellfish reacm by dosing its shell. The clam's adductor muscles, which act as a h g e for
the shell, are quite powahrl; a successful bend ban roll is
requited to force the shell open agaln.
a natural roll of 19 or 20, the6e will wver a trapped Ltmb.
HibihVSociety: The giant clam is not usually found in large
numbers, though rumors persist of large beds. An individual
clam's location is not fixed, as it can use its inMmt and exhalent
siphons to move aauw the aea bottom when the supply of food in an area runs low.
The giant clunHltm d shrimp and nee mbn& from the water; it ako lives on algae colonteq growing inside the shell
mantle. The dam's extemal cilia have evolved into small tenta-
cles about 2 feet long. These are used to grasp prey and mow it
to the clam's stomach. The dlia are too weak to c a w damage or
hold any mahue with a Sxength greater than 6.
Ecology: Some undersea ram, such tritons, Itmi beds where
domesticated giant dams or oysterbare gown. The moot impor
tant predators of giant clams and oysters are giant starfish and,
Some speaes have wavy-edged shells that rue very shhup. On
of course, greedy humans seeking wealth.
The inside ofthe ahell is lined with motherof-pearl, with a
bane value of 50 gp and a maximumvalue 5Wgp (use theDMG
gem tables to fhd the value of the shell within these limits). A
giant damhas a 5% dunce for a single giant pearl worth so0 to
1,WO gp, depending on its size and quality. The pearl might be as large as a fist, but will not be as luntmua as smallerpearls from common pearl oysters. The chance for a giant oyster to have a
do not actively acwmulate treasure, there is a 5% chance that,
scattered about or burled in thesediment around thedam, one
can And afewcoins, accouterments, orminormagicaJ items fmm an unfortunate v k t h who was caught and drowned.
Larger or smnUer giant shellfish canbe gemratedby assuming
1+1 Hit Die p" two ket of shell diameter and adjunting other
charaaeristics accordingly UllMnfinned m suggest the pos-
sibility of htelllgent, or wen psiaric dam and oyster colonies.
Giant Cdvorolu Scallop
indisthgubhable from a giant dam. However, it has evolved a
slightly ht&r
p"y. This aw.W can actually swim by making a butterfly
movement with its shell. It can, by a sudden expulsion of water,
jet backwad, ramming an opponent within 30 feet for ldl0
pointsofdamage.
The Camivoroun scallop's usual method of attack is to expel a
mild muolvxm ' ttuough its exhalent siphon. The toxin disperses in a IO-foot diameter cloud that pmalyzea for ldlZ munda any
mature that fails to make a successhrl saving throw va. poison.
The paralyzed prey is then grasped by the extemal dUa and
either drawn directly into the stomach (where it s u f k n 1 point
pieces by sawing motlom of the shell (which inflia ld3 points
per round).
Sametimes a giant camivoroun Scauop buries itself in a smdy
ocean bottom to hide from predators or surprise p q . when the
dam is conceded, opponents have a -5 penalty to their svprise
rolls.
pearl is E.%, and thebase values are doubled. whh giant dams
The giant CamivoKluU scauop is, to the unirdtated, virhdy
than its cousin, and actively hunts for
per m d Of damage While being digested) Or Cut into smaller
rolls.


Skyfish
CLIMA'IWll3RRAIN
FREQUENCY:
ORGANIZATION
ACTMTYCYCLE
DIET:
I NTB L L I G EN CB:
TREASURE
ALIGNMENT
NOAPPEARUUG:
ARMOR CLASS
MOVEMENT
HIT DICE
THACO
NO. OF ATTACKS
DAMAG WATTACK
SPECIAL ATTACKS:
SPECIAL DBPBNSES
MAGIC RESISTANCB
SUE:
XP VALUE:
MORALE:
Thehatsea
COmmOn
mock
Day
Carnivore
semi- (2)
Nil
NWhd
1-6
5
3.Sw24, Fl30 (MC 8)
1+1
19
~~
1
ld4
Nil
Nil
Nil
M (5'6' Winpspan)
65 Steady (12)
..
Nil
MAC 10

:kg2 is an amphibious winged fish that can surviveboth far
below and high abve the waves of the Ea. They look like sil-
verv sea bass with large batlike winns covered with des. Their
m&tha end m a fed-ous e& of tee& suitable for rending the smaller fish they feed upon.
The althea of skyluwings end in tiny claws with which the skyfish can grip object8 W h i k M t flying. when in the water, it
folds its wingsclosesoit EM swim with less resistance. To fly, a
skyfish simply leaps out of the water and spreads its wings
wide.
Skyfish rarely hunt in packs, prekning to pursue prey on their own. They like to drde high above the waves until they spot a smaller fish swimming near the surface. Then they dart in
and carry the mture into the air, holding it in their mouth until it dies in the open air. Then they take the creature backinto the water where they C M Hnidr their meal.
Skyfish will only bother people If pmvoked. Thin happens m a s i d y when a fisher catdw a skyfish on a line baited for
other game. The fiaher who can reel ina skyfishis in for a taaty
heat. They are considered one of the finest aquatic delicacies.
Thisisnoteany. Skyfish mate for Me. They lay krge, bidlike eges, which they
keq prolected in underwater m t a until h a w . while UleIe are eggs or young tobe plotff(ed, one uent stays with the px-
ally hunt alone, they have been known to band into flocks to
The skyfish seema to have the best of both worlds. Since the creatures can breathe both air md water equally well, they can
escape predators operating solely in efther element. For this re-, the&yfi&populatlonisalwayshigh. Werehcren-
turn not hunted for their tasty flesh they might easily ovenun
much of their natural range.
doun things while the other hunts for P ocd. While, 6kyM w-
take down large PRY.
- F m Mind Lords of the Last Sea, #2444



CLIMATBITERRAIN:
FREQUENCY:
ORGANIZATION
DIET:
INTELLIGENCE
TREASURE
ALIGNMENT:
ACTIVITYCYCLE
NO. APPEARING
ARMOR CLASS ~~~~~ ~
MOVBMENT:
HIT DICE
THACO . .... - ~
NO. OF ATTACKS:
DAMAGUATTACK:
SPECIAL ATTACKS
SPECIAL DEFENSES
MAGIC RESISTANCE
SIZE
MORALE:
XP VALUE
Octo-jelly
Ocean depth
Uncommon
Solitary
Carnivore
Animal (1)
Nil
Neutral
Any
1-2
10
sw9
8
13
1
ld6-1d10
Smother
Luminous cloud
Nil
L (9’ long,
5’ across)
Fearless (19)
(see below)
2,000
Octo-Hide
Ocean depths
Rare
solitary
Carnivore
Animal (1)
Nil
Neutral
h Y
1
8
sw 12 10
11
2d6
1 or special
Cold generation
continuous
damage, lumi-
nous cloud,
immune to cold
H (20’ across)
Nil
Fearless (20) (see below)
4,000

Thjs deepwater pmlator is a bellshaped oaopus with a
pair of swimming fw protnulmg from itsbody Ik
bntadesaDwar tobe v e v shoh asthev are ca
~RIuI by ;ebbing for &ly &if en&
length aeadng a fleshy bag in which to
t i d y blind using toud\and %swing
viiation to pinpint its prey while
it can instincbvdy change color in
an h t m t to match the Dcean Amr,
thelack of light in the depths makes
CBmOuaage largely irrelwant.
pap prey. Further. theaeahne is&
Combat Moving in the marmer of a
jellyfish or sculling slowly along the o c e ~ floor, the ato-jeUy’s hunting
method is to position itself directly
above its intended prey and then dmp
in its webbed tenta& The ato-jeUy
has iwo attack against the happed
prey: a bite with itshomy teak that
hfli&ldlOpintsofdaMlgeanda
motking attack in its dammy mas,
which c a w another Id6 points of
doWR enfoldm.3 the p v compleaely
E
i
damage. one aprey is +&,no fur.
tha attack rolls are-, both types of damage are infUcted each round
until the prey escapesor is rnmed.A
happed prey can free itself at thebeginning of my
Iound with a sucudul saving thmwvs. petrification (at a
-1 penalty)). Because the c&-jelly is M soft, all attacks directd at it
caw full damage to anymehapped h i d e iu mas.
jelly will not retreat until it has lost 75% of its hit points; under
absolutely no other circumstances will it ever reheat. When
attacked by a stmnger foe, the octo-jelly can release a luminous
Although fragile, it h s virtually whakable morale. An octo-
cloud of glowing blue-green particles. Anyone caught in this cloud (20 feet high by 30 feet wide by 30 feet long) is blinded for
one full turn, losing all initiative and defending against any
attacks at a -2 penalty
HabitatBociety: The octo-jelly is solitary, due largely to the diffi-
culty of finding a stable food sou~ce for wen a small gathering in
the ocean depths. No more than two (a male and a female) will be
found together, and then only during the mating season. When the creature’s eees hatch, the voune live for a short time within
the mother’s p&kctive tentade beii, but they won disperse in
search of food. These c r e a m rarely come to the surface, unless driven upward by some major undersea disiurbance or cataclysm.
Ecoloev: The octo-iellv eats MY animal it has a chance to kill In returnTit is eaten by &ytiung hat can car& and kill it, meaning
virtually all of its neighbors; there are few clear-cut distinctions
between predator ana prey in the ocean depths.
Because it is softer than octopi that live near the surface, the
skin of the octc-jelly is useless for commercial purposes. It is
edible, however. If its ink particles can be collected, they might
be used as an ingredient in the ink used to creating such spell
scrolls as light, continual light, and the various prismatic spells.
An octo-jelly carries enough particles to provide sufficient ink for one written spell.
The octo-hide, a relative of the octo-jelly, is a bottom-dwelling
octopus of the deepest oceans. Enonnous in size (20 feet or more
aaoas), with comparatively short, webbed tentacles, it might be
Octo-Hide
of any color and changes hues frequently The octo-hide will tn, to eet close enoueh to
bite the prey. To &bL prey so it CG close
of any color and changes hues frequently The octo-hide will tn, to eet close enoueh to
bite the prey. To &bL prey so it CG close
in for the kiU, each round it can generate
a cone ofcold 10 feet wide and 30 ket
long that inflicts 3d6 points of
damage (save vs. spell for half). The
octo-hide itself is immune to all cold-based attacks. The beak
inflicb 2d6 points of damage. On
a beak hit, the octo-hide’s tenta-
cles wrap mound the prey so
that no further attack rolls are
The&hideisfem
aous, but if the battle goes
against it (the aeahne loses
cctehide retmts, releas %any prey and cover
rtg ik withdrawal with
the same sort of b W g
cloud as the c&-jelly
(Ice initiative and -2 on
defense for one full turn). ?he &hide‘s cloud is 40 feethighby 60 k t wide
Cctc+hides are solitary due to
the diftidty of finding a stable supply offad for more than one &hide in a smdl
necessary.
75% of ik hit points), the
by M) ket long.
area. The &hide mong season is bnef, and the eggs are a h -
doned as soon as they are laid. The &hide preys on both swim.
men and bottom-uawlen. Its ink is used in much the same ways
that of an &jelly, and has the same values a scroll-ink m g d e n t .
-From DRAGON Annual 61