(ENG) D&D 3.5 Ed. - Stormwrack - Mastering The Perils of Wind and Wave + (The Kopru Ruins) (x Livello 12) - Flip eBook Pages 101-150 (2025)

101CHAPTER 5 EQUIPMENT SHIPS AND Keelboat This flat-bottomed boat is built for use on rivers and lakes. It is fully decked, with a large deckhouse that takes up most of the boat’s center or stern depending on the design. It has a small sail and eight oars for traveling upstream. Keelboat: Gargantuan vehicle; Seaworthiness –2; Shiphandling +2; Speed wind × 10 ft. or oars 10 ft. (good); Overall AC 1; Hull sections 3 (sink 1 section); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 3d6; Mounts 1 light; Space 30 ft. by 10 ft.; Height 5 ft. (draft 5 ft.); Complement 16; Watch 2 plus 8 rowers; Cargo 20 tons (Speed wind × 5 ft. or oars 5 ft. if 10 tons or more); Cost 3,000 gp. Launch Also known as a whaleboat, the launch is a large, open dinghy with a stout, round-bottomed hull that can stand up to surprisingly rough seas. Launches are often carried by larger ships for use in landing in places where the larger ship can’t go. A launch is too small to have different hull sections, and therefore only has an overall AC and a single hp total for the hull. Launch: Huge vehicle; Seaworthiness +0; Shiphandling +2; Speed oars 15 ft. (good); Overall AC 3; Hull hp 50 (hardness 5); Ram 2d6; Mounts —; Space 15 ft. by 5 ft.; Height 5 ft. (draft 2-1/2 ft.); Complement 8; Watch 1 plus 2 rowers; Cargo 4 tons (Speed oars 10 ft. if 2 tons or more); Cost 500 gp. Longship The longship is a sturdy vessel with a single mast. It does not have a deck, although some longships are built with small walks or platforms at the stern and bow. The shallow draft of a longship allows it to enter rivers or land on beaches that other vessels couldn’t manage. Longship: Colossal vehicle; Seaworthiness +2; Shiphandling +0; Speed wind × 15 ft., or oars 20 ft. (average); Overall AC –3; Hull sections 14 (sink 3 sections); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 2 light; Space 70 ft. by 20 ft.; Height 5 ft. (draft 5 ft.); Complement 60; Watch 3 plus 40 rowers; Cargo 40 tons (Speed wind × 10 ft. or oars 15 ft. if 20 tons or more); Cost 10,000 gp. Pinnace The pinnace is a small, two-masted sailing vessel. It’s sturdy enough to undertake long open-water voyages and handy enough to use close to shore. A pinnace is fully decked, but its sterncastle is hardly worthy of the name; it’s little more than a cramped cabin. Pinnace: Gargantuan vehicle; Seaworthiness +2; Shiphandling +2; Speed wind × 30 ft. or oars 5 ft. (good); Overall AC 1; Hull sections 4 (sink 1 section); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 60 (hardness 0), AC 1; Ram 3d6; Mounts 2 light; Space 30 ft. by 10 ft.; Height 10 ft. (draft 5 ft.); Complement 15;

102CHAPTER 5 SHIPS AND EQUIPMENT Watch 3 plus 8 rowers; Cargo 30 tons (Speed wind × 20 ft. if 15 tons or more); Cost 4,500 gp. Raft While almost anyone can lash a few logs together and make a crude raft, this is a vessel made of sawn planks with logs or empty barrels for floatation. The raft normally has a small deckhouse or flat for shelter. It is slow and hard to maneuver, and is really only suitable for calm rivers or lakes. Raft: Huge vehicle; Seaworthiness –4; Shiphandling +0; Speed oars 5 ft. (poor); Overall AC 3; Hull hp 30 (hardness 5); Ram 2d6; Mounts —; Space 15 ft. by 10 ft.; Height 2-1/2 ft. (draft 2-1/2 ft.); Complement 8; Watch 1 plus 2 rowers; Cargo 2 tons (Speed oars 5 ft. if 1 ton or more); Cost 100 gp. Rowboat Also called a skiff, punt, or pirogue, this is a flat-bottomed boat for use in calm waters. Rowboat: Large vehicle; Seaworthiness –4; Shiphandling +2; Speed oars 10 ft. (good); Overall AC 4; Hull hp 30 (hardness 5); Ram 1d6; Mounts —; Space 10 ft. by 5 ft.; Height 2-1/2 ft. (draft 2-1/2 ft.); Complement 4; Watch 1; Cargo 1,000 pounds (Speed oars 5 ft. if 500 pounds or more); Cost 50 gp. Theurgeme The theurgeme is a vessel powered by magic. Without sails or rowers it moves swiftly and tirelessly across the water. Theurgemes can be powered in a variety of ways, but the most common design is a simple paddlewheel or set of mechanical oars turned or driven by a magical construct, mindless undead, or even a bound elemental. Many theurgemes are luxuriously appointed with comfortable cabins and exotic décor, as befits the wealthy wizards who most likely own such vessels. Theurgeme: Colossal vehicle; Seaworthiness +2; Shiphandling +2; Speed propellers 35 ft. (good); Overall AC –3; Hull sections 28 (sink 7 sections); Section hp 150 (hardness 6); Section AC 3; Ram 4d6; Mounts 4 light, 2 heavy, ram; Space 70 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 40; Watch 1; Cargo 100 tons (Speed oars 20 ft. if 50 tons or more); Cost 80,000 gp. Trireme The average galley is a single-masted bireme or trireme. While it is quick and nimble in fair weather, it is not very seaworthy and liable to founder in high seas or bad weather. The galley is partially decked, usually with a walk that runs the length of the ship above and between the rowers’ benches. The rowers are not covered by the deck or the walk. Trireme: Colossal vehicle; Seaworthiness –2; Shiphandling +0; Speed wind × 15 ft., or oars 20 ft. (good); Overall AC –3; Hull sections 32 (sink 8 sections); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 1 light, 1 heavy, ram; Space 80 ft. by 20 ft.; Height 10 ft. (draft

103CHAPTER 5 EQUIPMENT SHIPS AND 10 ft.); Complement 100; Watch 3 plus 70 rowers; Cargo 40 tons (Speed wind × 15 ft. or oars 15 ft. if 20 tons or more); Cost 12,000 gp. War Canoe The war canoe is a large, seagoing canoe, often with one or two outriggers for stability. It has a small stepped mast for sailing on open water. War Canoe: Gargantuan vehicle; Seaworthiness +0; Shiphandling +2; Speed wind × 10 ft. or oars 20 ft. (good); Overall AC 1; Hull sections 2 (sink 1 section); Section hp 30 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 40 (hardness 0), AC 1; Ram 3d6; Mounts —; Space 40 ft. by 5 ft.; Height 2-1/2 ft. (draft 2-1/2 ft.); Complement 16; Watch 1 plus 12 rowers; Cargo 2 tons (Speed wind × 10 ft. or oars 15 ft. if 1 ton or more); Cost 1,000 gp. WEAPONRY AND ACCESSORIES The seas of the D&D world are dangerous places, roamed by deadly monsters and bloodthirsty pirates. Prudent captains carry the best armament they can obtain for their vessel in order to discourage attack. Many ships, especially ships used by adventurers or villains, feature one or more magical items. Magical helms, sails, keels, or figureheads often provide a ship with unusual maneuverability, seaworthiness, or protection from attack. See Chapter 6 for specific items and their effects. WEAPON DESCRIPTIONS Shipboard weapons require specific mounts, or hardpoints, where heavy equipment can be securely installed on the deck. Most of the ship descriptions in the preceding section state a number of heavy and light mounts available for carrying weapons (or other heavy gear). The limitations in the number of mounts available stem from the ship’s basic design—each one must be reinforced with heavy timbers, and requires a certain amount of clear deck space for use. You can install a weapon requiring a light mount in a heavy mount, but not vice-versa. Shipboard weapons come in two basic varieties: direct fire and indirect fire (see page 29). Reloading: Each weapon notes the reloading procedure and checks necessary to fire. Asterisked actions can be assisted by means of the aid another action (and in fact, trained weapon crews routinely do so in order to expedite reloading). Ballista As described on page 99 of the Dungeon Master’s Guide, the ballista is a Huge heavy crossbow fixed in place. The ballista is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a ballista, and a Small creature takes a –6 penalty. The ballista takes up a space 5 feet across and weighs 400 pounds. A ballista deals half damage to an enemy vessel. Reload: Full-round action and DC 10 Strength check to wind to half-cock; Full-round action and DC 10 Strength check to wind from half- to full-cock; full-round action to load bolt. Normal rate of fire is one shot per 4 rounds. Bombard, Light The light bombard—also known as the perier or stone gun—is a relatively short and light piece designed to fire round stone shot with small charges of powder. Like the ballista, the bombard is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a bombard, and a Small creature takes a –6 penalty. The light bombard takes up a space 5 feet across and weighs 500 pounds. Reload: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; full-round action and DC 15 Profession (siege engineer) check to load powder and wad; full-round action and DC 10 Strength check to load stone shot; full-round action and DC 10 Strength check to tamp the shot; full-round action to aim the bombard. Normal rate of fire is one shot per six rounds. Bombard, Great The heavy bombard is sometimes referred to as a basilisk. It fires a heavy stone ball with a modest charge of powder. It is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a bombard, and a Small creature takes a –6 penalty. The great bombard takes up a space 10 feet across and weighs 2,000 pounds. Reload: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; two full-round actions and DC 15 Profession (siege engineer) check to load powder and wad; two full-round actions and DC 10 Strength check to load stone shot; two full-round actions and DC 10 Strength Table 5–3: Ship Weapons Item Cost Damage Critical Range Increment Typical Crew Type Mount Ballista 500 gp 3d8 19–20 120 ft. 1 Direct Light Bolt 1 gp — — — — — — Bombard, light 2,000 gp 3d10 ×3 150 ft. 4 Direct Light Bombard, great 8,000 gp 6d10 ×3 200 ft. 8 Direct Heavy Catapult 550 gp 4d6 — 150 ft. (100 ft. min.) 2 Indirect Heavy Firebomb 50 gp 3d6 fire — — — — — Firespout 4,000 gp 6d6 fire — — (60 ft.) 5 — Heavy

104CHAPTER 5 SHIPS AND EQUIPMENT check to tamp the shot; two full-round actions to aim the bombard. Normal rate of fire is one shot per ten rounds. Catapult This is the light catapult described in the Dungeon Master’s Guide. A catapult is an indirect-fire weapon that uses a tensioning device to throw a heavy stone hundreds of feet. Because the catapult throws its stone in a high arc, it cannot strike a target within 100 feet—the range is simply too close. The catapult takes up a space 10 feet across and weighs 2,000 pounds. Reload: Full-round action and DC 10 Strength check to wind to half-cock; full-round action and DC 10 Strength check to wind from half- to full-cock; full-round action and DC 15 Profession (siege engineer) check to load stone; two full-round actions to aim the catapult. Normal rate of fire one shot per six rounds. Firebomb The firebomb is a special type of ammunition suitable for catapult or bombard shot. It is a small cask filled with alchemist’s fire, designed to set the target ship afire. A firebomb is about a foot in diameter and weighs 40 pounds. When the firebomb hits its target, it bursts open and deals 3d6 points of fire damage in a 10-foot radius, DC 15 Reflex save for half. On the round following, all targets within the radius take 1d6 points of fire damage; DC 15 Reflex save negates. A ship (or similar wooden structure) struck by a firebomb might catch on fire; see Fires, page 31. Creatures who fail their Reflex saves against a firebomb catch fire; see Catching on Fire on page 303 of the Dungeon Master’s Guide. Firespout The firespout is a device that spews a great gout of alchemist’s fire on a nearby enemy ship. It consists of a long copper tube mounted in the bow, with a large bellows and a reservoir for its highly flammable fuel. When you fire the firespout, you create a 60-foot-long line of alchemist’s fire directly in front of your ship. To use a firespout, you must bring your ship within 60 feet of the enemy (and choose a closing strategy or maneuver, if you are using the narrative combat system described in Chapter 1). Instead of an attack roll, the commander or captain of your ship makes a DC 5 Profession (sailor) check, modified by your ship’s shiphandling modifier. If you succeed, you strike the enemy ship with your alchemist’s fire; on a failure, you miss. The alchemist’s fire deals 6d6 points of fire damage in a 60-foot line; DC 15 Reflex save for half. On the round following, all targets within the radius take 3d6 points of fire damage; DC 15 Reflex save negates. A ship (or similar wooden structure) struck by a firespout might catch on fire; see Fires, page 31. Creatures who fail their Reflex saves against a firespout catch fire; see Catching on Fire on page 303 of the Dungeon Master’s Guide. A firespout takes up a space 10 feet across and weighs 1,500 pounds. It takes 25 flasks of alchemist’s fire (25 pounds, or 500 gp) to fill the firespout. Reloading: Five full-round actions and DC 10 Profession (siege engineer) check to clear the bellows and fill the reservoir; two full-round actions and DC 15 Profession (siege engineer) check to ready the weapon to fire. Normal rate of fire is one shot per eight rounds. ACCESSORY DESCRIPTIONS In addition to the weapons carried by most vessels, a number of special accessories are available. Many vessels carry various magic items and gear in addition to these mundane accessories; see Chapter 6 for magical items. Davit, large 500 gp Davit, huge 1,500 gp Diving bell 7,000 gp Grappling ramp 500 gp Netting, Large 50 gp Netting, Huge 150 gp Netting, Gargantuan 300 gp Netting, Colossal 500 gp Davit A davit is a special hoist and cradle designed to carry small boats on the deck of a larger ship. Most ships carry a skiff or two stowed on deck, but a davit can accommodate a fairly large boat, and makes launching and recovering the vessel much easier. A large davit can hold a boat of Large size or smaller, and requires a light mount; a huge davit can hold a boat of Huge size or smaller, and requires a heavy mount. pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs GUNPOWDER? Bombards might not be available in all D&D worlds. A bombard is an early cannon, requiring gunpowder or something similar to work. Whether or not gunpowder and firearms are available in your campaign is up to the Dungeon Master. Unavailable: Nothing like gunpowder works in the campaign, so bombards (and other firearms) do not exist. Smokepowder: Gunpowder is not available, but an expensive alchemical substitute known as smokepowder is. Bombards and other firearms exist, but the price of smokepowder is prohibitive, so they are not widely used or available. Smokepowder can be created by anyone with 9 ranks in Craft (alchemy). One pound of powder costs 25 gp; it takes 1 oz. to fire a pistol or musket, 4 pounds to fire a light bombard, or 20 pounds to fire a heavy bombard. Gunpowder: Gunpowder is commonplace and inexpensive. Bombards and other firearms are fairly common, and the cost of gunpowder is not a significant factor in arming a ship with bombards.

105CHAPTER 5 EQUIPMENT SHIPS AND Launching a boat with a davit requires only a single round and one crewmember; recovering a boat requires 1 minute and two crewmembers for a Large boat or eight crewmembers for a Huge boat. The cost of the davit does not include the craft carried in the davit. Diving Bell The diving bell is a sturdy weighted barrel or sphere of wood and iron, fitted with several thick glass portholes. It can hold up to two Medium creatures or four Small creatures. The bell descends on a stout cable from the ship above, and can’t move horizontally—it can only ascend or descend at a rate of 10 feet per round. The bell can descend to a maximum depth of 200 feet. Bells can be left open on the bottom, allowing a swimmer to easily enter or exit the bell. The air inside the bell will prevent the water from completely filling the bell, although the deeper you descend, the less headroom you’ll have. An open bell can descend to a maximum depth of 100 feet, at which point everyone inside will be neck-deep in water. The diving bell apparatus includes a davit or hoist on the ship’s deck for raising or lowering the bell, and a crude hand-powered air pump and waterproofed hose of canvas or leather to provide fresh air to the bell. It takes 2 crewmembers to work the pumps, and 4 crewmembers to operate the winch to raise or lower the bell. The bell itself weighs 1,000 pounds. The hoist on deck takes up a 10-foot space and uses a heavy mount. The price of the diving bell includes the air pump, hoist, and bell. Diving Bell: Medium vehicle; Seaworthiness +0; Shiphandling —; Speed —; Overall AC 5; Hull hp 80 (hardness 6); Ram —; Mounts —; Space 5 ft. by 5 ft.; Height 0 ft. (draft 5 ft.); Watch 1; Complement 2; Cargo 200 pounds; Cost 4,000 gp (bell) or 7,000 gp (bell, pump, and hoist). Grappling Ramp This structure is a long ramp and frame that resembles a small drawbridge. When an enemy ship is near, the grappling ramp is dropped, so that it forms a bridge to the other vessel. The top end of the grappling ramp is usually fitted with iron spikes, cleats, or grapnels so that its drop drives the ramp into the enemy vessel’s deck, holding it fast. A grappling ramp gives you a +4 bonus on Profession (sailor) checks to initiate a grapple with another ship or to maintain a grapple from a foe who wants to escape (see Special Maneuvers, page 27), but no bonus on resisting another ship’s attempt to grapple your own vessel. It also creates a five-foot-wide bridge to the other vessel’s deck. A grappling ramp has a space of 10 feet and weighs 1,000 pounds. It requires a heavy mount. Netting Designed to hinder boarders, ship’s netting consists of a sturdy net of tarred rope that is rigged 10 feet or more above the gunwales. A creature attempting to climb over the rail or gunwale and board the ship (or attempting to leave the ship, for that matter) can’t pass through the netting, but it’s perfectly feasible to make attacks through the netting. Piercing weapons or ranged weapons can be used through the netting at no penalty; slashing or bludgeoning weapons can only be used against foes adjacent to the netting, and take a –4 penalty on attack rolls. A 5-foot section of netting has hardness 2 (the rope is heavily tarred) and 20 hit points. Piercing weapons and bludgeoning weapons deal one-quarter damage to netting instead of the normal one-half damage when attacking an object. Rigging ship’s netting takes 1 hour of work. The number of crewmembers required depends on the size of the netting: 1 crewmember for Large, 4 for Huge, 8 for Gargantuan, and 12 for Colossal. PERSONAL EQUIPMENT Characters adventuring in the water require a variety of unusual gear to retain their fighting edge while submerged. Sailors and aquatic folk have found through long experience that some weapons, armor, and miscellaneous gear is simply more useful than other gear in the water. Adventurers who spend a lot of time in the water find that it’s best to avoid heavy encumbrance. Even creatures who are natural swimmers can’t use their swim speed while carrying a heavy load (see Swim Speeds and Heavy Loads, page 90). ARMOR Wearing any sort of armor in the water is burdensome, even for aquatic peoples, since it interferes with swimming. Heavy armors are particularly impractical, since the wearer must fight the tendency to sink. Even beings that breathe water usually do not want to drift into the blackwater depths where untold horrors lurk. Even if you’re not in the water, wearing armor in an aquatic setting is risky, whether on board ship or fighting to defend a bridge. There is an ever-present danger of falling, or worse, being pushed into the water by an enemy’s rush. Generally aquatic inhabitants and seafarers wear light armor or no armor at all. Heavy armor is often magically treated to reduce its weight or increase its flexibility, or uses special materials whose benefits make up for the disadvantages. Shields larger than bucklers are very uncommon, since they don’t allow free movement of the arm for swimming. Most kinds of metal armor do not fare well in water, especially seawater, so aquatic peoples use alternative materials, such as coral, stone, or plates from large crustaceans. Typical leather armors also don’t hold up in a watery environment, and might be replaced with sharkskin, kelp, or fish scales.

106CHAPTER 5 SHIPS AND EQUIPMENT ARMOR DESCRIPTIONS The armor found on Table 5–4: Aquatic Armor is described below. The time it takes to get into or out of armor depends on its type (see Table 7–7: Donning Armor in the Player’s Handbook). Chitin: Chitin armor is constructed from the shells of giant vermin or similar creatures. For aquatic races, monstrous crabs are the most popular source for chitin armor. The chitin is treated for fl exibility and often cut and reshaped in long strips bound together by tightly woven cord where necessary. Cord: Made from hemp fi bers or similarly tough seaweed woven and knotted into a thick, tough covering, cord armor is common in places where metalworking and leatherworking are not practiced. Keel: This is a tapered ridge, like the long fi n of an eel, that runs along the middle of the outer surface of a piece of armor, usually on the chest, back, and helmet. Adding a keel to a suit of armor lets the wearer move more effi ciently through water. A suit of armor fi tted with a keel grants the wearer a +2 circumstance bonus on Swim checks. A keel does not confer any benefi t to shields. Living Coral: Coral armor is heavy and diffi cult to craft (see page 15 of the Arms andEquipment Guide). An expensive alternative is growing a casing of living coral over the wearer. The user wears a medallion crafted from a piece of living reef, from which coral grows to envelop the body. The living coral is tough but not as stony and infl exible as that of an established reef, allowing relatively free movement. It dies at sundown and regrows again at sunup; this process takes about 2 hours. Dark conditions also cause the coral to die, while extended light keeps it alive. For an additional 500 gp, the following special ability can be grafted onto the coral. Stinging Polyps: The coral polyps’ natural ability to sting prey is enhanced. Once per day, if you get a hold while grappling, the opponent must make a DC 14 Fortitude save or be paralyzed for 1d4 rounds. Sharkskin: Similar to leather armor in appearance, sharkskin is treated so that the sharp toothlike scales covering the skin remain attached to the outside of the armor. Additionally, shark teeth are embedded along the forearms, shoulders, and legs, which count as armor spikes. Sharkskin armor provides a +6 circumstance bonus on Escape Artist checks made when the wearer is bound with rope or similar easily cut bindings. Shell: This armor is created from specially treated tortoise or monstrous crab shells. The armormaking process softens the shells, making them far more pliable and likely to bend instead of shatter when struck. Shell armor includes a breastplate, shoulder guards, and even gauntlets created from smaller and smaller shells. The main difference between shell and chitin armor is the degree of coverage; shell armor usually leaves the legs bare. Table 5–4: Aquatic Armor Armor/Shield Maximum Armor Arcane Spell Speed Armor Cost Bonus Dex Bonus Check Penalty Failure Chance (30 ft.) (20 ft.) Weight1 Light Armor Cord 15 gp +2 +5 –1 15% 30 ft. 20 ft. 15 lb. Sharkskin 85 gp +3 +6 –1 10% 30 ft. 20 ft. 15 lb. Medium Armor Shell 25 gp +3 +3 –2 20% 20 ft. 15 ft. 20 lb. Chitin 75 gp +4 +4 –3 30% 20 ft. 15 ft. 20 lb. Living coral 16,000 gp2 +6 +3 –4 20% 20 ft. 15 ft. 30 lb. Extras Keel 50 gp — — — — — — +2 lb. 1 Weight figures are for armor sized to fit Medium creatures. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. 2 Additional benefit can be added at a cost of 500 gp. Chitin armor and sharkskin armor Illus. by W. England

107CHAPTER 5 EQUIPMENT SHIPS AND WEAPONS The following weapons are all designed for and often used by seafarers and aquatic peoples. Despite this, they usually work just as well in other environments. Some of the weapons on Table 5–5 have special rules; make sure to read the description of the weapon that follows for details. WEAPON DESCRIPTIONS The weapons found on Table 5–5: Aquatic Weapons are described below. Crossbow, Aquatic: This special version of a light crossbow is strung especially tautly with thicker wire and reinforced so as not to snap under the increased tension. The aquatic crossbow is not subject to the normal –2 penalty on ranged attack rolls for every five feet of distance (see Ranged Attacks Underwater, page 93 of the Dungeon Master’s Guide), and uses its normal range increment of 40 feet both in and out of the water. Aquatic crossbows are favored by aventi, merfolk, and tritons. Cutlass: A light slashing weapon especially favored by pirates and other nautical raiders, the cutlass is a heavy blade about 2 feet long with a curved edge. It is easy to wield in close quarters and can deal vicious gashes to an opponent. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed. Harpoon: The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached, to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the harpoon can be used on dry land. If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving throw (DC 10 + the damage dealt). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or lose the spell. The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage. Longbow, Aquatic: Made by the aquatic elves, the aquatic longbow functions as a normal ranged weapon out of the water, with a 60-foot range increment. Underwater, it has a range increment of 10 feet, but it does not take the normal penalty for a ranged attack through water. If you have the Aquatic Shot feat, the aquatic longbow’s range increment improves to 30 feet underwater. Aquatic longbows are favored by aquatic elves. Skipping Blade: This is a double-bladed throwing weapon, about the size of a shuriken but heavier. A skipping blade can’t be used as a melee weapon. The blade is carefully shaped to allow skipping across water or another liquid surface. The weapon’s range increment is increased to 15 feet if there is an intervening body of water between the attacker and the opponent. Although they are thrown weapons, skipping blades are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown. Stingray Whip: The barbed tail of a stingray can be converted into a flexible weapon, something akin to a riding crop. A stingray whip deals no damage to any creature with a +2 or higher armor bonus or a natural armor bonus +4 or higher. Table 5–5: Aquatic Weapons Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2 Light Weapons Cutlass 15 gp 1d4 1d6 19–20/×2 — 3 lb. Slashing Ranged Weapons Longbow, aquatic 400 gp 1d6 1d8 ×3 60 ft. (10 ft.) 3 lb. Piercing Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2 One-Handed Weapons Stingray whip 15 gp 1d4 1d6 ×3 10 ft. 3 lb. Piercing or slashing Ranged Weapons Crossbow, aquatic 250 gp 1d6 1d8 19–20/×2 40 ft. (40 ft.) 4 lb. Piercing Harpoon 15 gp 1d8 1d10 ×2 30 ft. 10 lb. Piercing Skipping blade (3) 1 gp 1d2 1d3 ×3 10 ft. 3 1/2 lb. Slashing 1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.” 3 Range is increased 50% when thrown across water. Cutlass Illus. by W. England

108CHAPTER 5 SHIPS AND EQUIPMENT You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a stingray whip sized for you, even though it isn’t a light weapon for you. The stingray tail no longer contains poison glands, but a residue of its venom remains. A creature that takes damage from the stingray whip must make a DC 12 Fortitude save or take a –1 penalty on attack rolls, damage rolls, and skill checks from painful welts. Treat a stingray whip as leather for purposes of sunder attempts. GEAR Special gear helps to make life more comfortable and to deal with particular hazards and difficulties of aquatic terrain. Table 5–6: Gear of the Waters Adventuring Gear Cost Weight Float bladder 10 gp 3 lb. Swimming goggles 15 gp 1/2 lb. Clothing Cost Weight Hat, bicorne1 50 gp 1 lb. Hat, tricorne1 15 gp 1 lb. Oilskin suit1 10 gp 10 lb. Tools and Skill Kits Cost Weight Sextant 250 gp 10 lb. Special Substances Craft (Alchemy) and Items Cost DC Weight Air plant 25 gp — — Stinkpot 50 gp 20 1 lb. — No weight, or no weight worth noting. 1 These items weigh one-quarter this amount when made for Small characters. Air Plant: The air plant is a bizarre form of pond vegetation whose spongy structure produces and stores air, keeping the plant at the surface so it can receive adequate light. This mass remains alive and continues to produce air even after being cut from the plant, provided it is kept moist and well lit. When placed in the mouth, a fist-sized piece of this material can provide enough air to sustain a Medium air-breathing creature for 5 minutes. After that time, the submerged creature must begin holding its breath and risks drowning. The air plant dies after use and can’t be recharged—another portion must be procured. Float Bladder: This is an emergency flotation device for those who find themselves cast overboard. It can also be used to support a nonswimmer being assisted through water. A float bladder is a sack of oiled hide that can be filled with air. It has a long neck that is knotted shut after filling and ropes or straps to fasten it to the wearer. A float bladder can keep afloat one Medium creature. Treat this as a leather object (hardness 2); if it takes 5 or more points of damage, the skin is punctured. The round after puncturing, the user must begin making Swim checks to remain afloat. A punctured or deflated float bladder is a burden to a swimmer, imposing a –2 penalty on Swim checks if it is not removed. Sextant: A sextant is a sophisticated device used to determine a vessel’s position by measuring the angle formed by the sun or stars and the horizon. It uses mirrors and carefully graduated scales to sight a heavenly body, whose position is compared to a listing in an almanac for the day and year of measurement. A sextant grants a +2 circumstance bonus on Knowledge (geography) checks to set and hold course (see that skill entry on page 86). SwimmingGoggles: This is a leather frame containing a clear piece of glass (sometimes two) made to fit tightly over the eyes. Wearing a set of swimming goggles improves visibility underwater. In clear water, the wearer’s vision extends to 6d8×10 feet. Swimming goggles don’t make it any easier to see through murky or fast-moving water. Hat, Bicorne: A bicorne is a semicircular hat usually worn by captains and admirals. It is braided and showy, the better to call out the high rank of its wearer. Hat, Tricorne: A tricorne is the classic three-cornered hat. It is generally worn by the upper classes and can be both civilian and military garb. A tricorne can range from a simple leather or felt version to a very fancy silk item with feathers. The price given here is for a well-made felt tricorne. Oilskin Suit: Inhabitants of rainy climates and misty seacoasts, and those who make their living from the sea, need reliable clothing to keep out the dampness and chill. An oilskin suit consists of high boots, heavy trousers, a long coat or cape, and a wide-brimmed hat. These garments are made of heavy-duty cloth such as cotton or linen, then waterproofed with flaxseed oil. Stinkpot: This is a simple chemical weapon, consisting of a clay jar filled with a mix of noxious substances. When set alight, the mixture produces a foul-smelling smoke that fills a 10-foot cube (as a fog cloud spell, except that a moderate or stronger wind disperses the smoke in 1 round). Each living creature within the smoke must succeed on a DC 15 Fortitude save or become sickened as long as it remains and for 1d4+1 rounds after it leaves. Each round a creature remains within the smoke, it must make another save. The pot’s contents are consumed in 3 rounds, and the vapors disperse naturally. Lighting a stinkpot is a standard action that provokes attacks of opportunity. Sextant Illus. by W. England

109Illus. by D. Griffith lerics and wizards of the undersea races are renowned for their command of powerful and mysterious magic. Many sea-bottom explorers and Underdark adventurers have perished under the blasphemous spells and rites of Blibdoolpoolp’s mad priests or Umberlee’s monstrous devotees. Surface-dwellers who must live and work upon the sea have spent generations propitiating the cruel and capricious gods of the ocean and mastering spells designed to protect them from the sea’s wrath. NEW DOMAINS The sea deities introduced in Chapter 3 offer several unusual domains to their clerics, ranging from the cold and lightless powers of the deep abyss to the wild and unfettered might of the ocean storm. BLACKWATER DOMAIN Deities: Blibdoolpoolp, Sekolah, Yeathan Granted Power: You are immune to pressure damage from descending into even the greatest of oceanic depths. Blackwater Domain Spells 1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. 2 Pressure Sphere*: Water pressure deals 4d6 damage to submerged targets. 3 Evard’s Black Tentacles: Tentacles grapple all within 20-ft. spread. 4 Transformation of the Deeps*: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels. 5 Blackwater Tentacle*: Create blackwater tentacle that attacks your foe. 6 Blackwater Taint*: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level. 7 Dark Tide*: Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour. 8 Maelstrom*: Conjures a deadly whirlpool to suck in and batter foes. 9 Doom of the Seas*: Summons a fiendish kraken under your command. *New spell described in this chapter.

110CHAPTER 6 SPELLS AND MAGIC ITEMS OCEAN DOMAIN Deities: Aventernus, Deep Sashelas, Ishtishia, Umberlee, Valkur, Whale Mother Granted Power: You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it becomes applicable and lasts until the duration expires or the effect is no longer needed. This duration need not be consecutive; it can be used in increments as small as 1 round. Ocean Domain Spells 1 Endure Elements: Exist comfortably in hot or cold environments. 2 Sound Burst: Deals 1d8 sonic damage to subjects; might stun them. 3 Water Breathing: Subjects can breathe underwater. 4 Freedom of Movement: Subject moves normally despite impediments. 5 Wall of Ice: Creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. 6 Otiluke’s Freezing Sphere: Freezes water or deals cold damage. 7 Waterspout*: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. 8 Maelstrom*: Conjures a deadly whirlpool to suck in and batter foes. 9 Elemental Swarm*: Summons multiple water elementals. *New spell described in this chapter. SEAFOLK DOMAIN Deities: Aventernus, Eadro, Whale Mother Granted Power: You gain Expert Swimmer or Rapid Swimming (your choice) as a bonus feat. Seafolk Domain Spells 1 Quickswim*: Your swim speed increases by 10 ft. 2 Fins to Feet*: Transforms tails, tentacles, or finned extremities into humanoid legs and feet. 3 Scales of the Sealord*: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels. 4 Siren’s Call*: Compel one creature/2 levels to submerse itself. 5 Commune with Nature: Learn about terrain for 1 mile/level. 6 Airy Water*: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties. 7 Megalodon Empowerment*: Gain scent, water breathing, swim speed for 1 hour/level. 8 Depthsurge*: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. 9 Foresight: Sixth sense warns of impending danger. *New spell described in this chapter. STORM DOMAIN Deities: Ishtishia, The Mockery, Procan, Umberlee Granted Power: You gain resistance to electricity 5. Storm Domain Spells 1 Entropic Shield: Ranged attacks against you have 20% miss chance. 2 Gust of Wind: Blows away or knocks down smaller creatures. 3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. 4 Sleet Storm: Hampers vision and movement. 5 Ice Storm: Hail deals 5d6 damage in cylinder 40 feet across. 6 Call Lightning Storm: As call lightning, but 5d6 damage per bolt. 7 Control Weather: Changes weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures. 9 Storm of Vengeance: Storm rains acid, lightning and hail. BARD SPELLS 1ST-LEVEL BARD SPELL Quickswim: Your swim speed increases by 10 ft. 2ND-LEVEL BARD SPELL Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement. 3RD-LEVEL BARD SPELLS Detect Ship: Detect and identify ships. Roar of the Waves: Make one target/2 levels deafened and shaken. Siren’s Call: Compel one creature/2 levels to submerse itself. 4TH-LEVEL BARD SPELL Flowsight: You can scry creatures in contact with a body of water. 6TH-LEVEL BARD SPELL Rapture of the Deep: Target becomes comatose.

111 MAGIC ITEMS SPELLS AND CHAPTER 6 CLERIC SPELLS 3RD-LEVEL CLERIC SPELL Air Breathing: Subject breathes air as easily as water. DRUID SPELLS 1ST-LEVEL DRUID SPELLS Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. Quickswim: Your swim speed increases by 10 ft. Webfoot: Target gains +4 on Swim and is less hindered by bog terrain. 2ND-LEVEL DRUID SPELLS Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet. Jaws of the Moray: Subject gains a bite attack. Pressure Sphere: Water pressure deals 4d6 damage to submerged targets. Swim: Subject gains swim speed and +8 bonus on Swim checks. Tern’s Persistence: Subject can travel overland 50% longer without fatigue. Tojanida Sight: Gain all-around vision. Urchin’s Spines: Target grows spines that damage opponents. 3RD-LEVEL DRUID SPELLS Air Breathing: Subject breathes air as easily as water. Favorable Wind: Produces a strong wind that lasts 10 min./level. Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels. 4TH-LEVEL DRUID SPELLS Control Currents: Changes current direction and speed. Thalassemia: Turns blood to seawater, dealing 1d6/level damage. Wake Trailing: You can track a ship across the sea. 5TH-LEVEL DRUID SPELLS Blackwater Tentacle: Create blackwater tentacle that attacks your foe. Flowsight: You can scry creatures in contact with a body of water. Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/ 3 levels. 6TH-LEVEL DRUID SPELLS Mudslide: Landslide buries, mires creatures within a 40-ft. radius. Stormwalk: Teleport yourself and one creature/2 levels from a storm. 7TH-LEVEL DRUID SPELL Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. 8TH-LEVEL DRUID SPELLS Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level. Red Tide: Creates a surge of tainted water that sickens, weakens, and nauseates. 9TH-LEVEL DRUID SPELL Doom of the Seas: Summons a fiendish kraken under your command. PALADIN SPELLS 2ND-LEVEL PALADIN SPELL Steed of the Seas: Make your special mount amphibious. RANGER SPELLS 1ST-LEVEL RANGER SPELLS Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. Quickswim: Your swim speed increases by 10 ft. Tern’s Persistence: Subject can travel overland 50% longer without fatigue. Urchin’s Spines: Target grows spines that damage opponents. Webfoot: Target gains +4 on Swim and is less hindered by bog terrain. 2ND-LEVEL RANGER SPELL Tojanida Sight: Gain all-around vision. 3RD-LEVEL RANGER SPELLS Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft; add natural armor bonus +1/3 levels. Wake Trailing: You can track a ship across the sea.

112CHAPTER 6 SPELLS AND MAGIC ITEMS SORCERER/WIZARD SPELLS 1ST-LEVEL SORCERER/WIZARD SPELLS Trans Quickswim: Your swim speed increases by 10 ft. Wave Blessing. Keeps one creature/level from sinking. 2ND-LEVEL SORCERER/WIZARD SPELLS Abjur Stormrunner’s Ward: Add +4 (+1/4 levels) to ship’s checks to weather storms. Turbidity: Water surrounding you becomes cloudy, granting concealment. Evoc Pressure Sphere: Water pressure deals 4d6 damage to submerged targets. Trans Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet. Jaws of the Moray: Subject gains a bite attack. Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. Sink: Subject loses buoyancy. Swim: Subject gains swim speed and +8 bonus on Swim checks. Tern’s Persistence: Subject can travel overland 50% longer without fatigue. Urchin’s Spines: Target grows spines that damage opponents. 3RD-LEVEL SORCERER/WIZARD SPELLS Div Detect Ship: Detect and identify ships. Evoc Favorable Wind: Produces a strong wind that lasts 10 min./level. Trans Air Breathing: Subject breathes air as easily as water. Water to Acid: Transforms 1 cu. ft./level of water into acid. 4TH-LEVEL SORCERER/WIZARD SPELLS Ench Siren’s Call: Compel one creature/2 levels to submerse itself. Illus Disguise Ship: Disguises a ship. Necro Aboleth Curse: Subject’s skin undergoes a horrible transformaton. 5TH-LEVEL SORCERER/WIZARD SPELLS Conj Blackwater Tentacle: Create blackwater tentacle that attacks your foe. Div Flowsight: You can scry creatures in contact with a body of water. Necro Thalassemia: Turns blood to seawater, dealing 1d6/level damage. Trans Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties. Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels. 6TH-LEVEL SORCERER/WIZARD SPELLS Conj Mudslide: Landslide buries, mires creatures within a 40-ft. radius. Necro Blackwater Taint:Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level. 7TH-LEVEL SORCERER/WIZARD SPELL Conj Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. 8TH-LEVEL SORCERER/WIZARD SPELLS Conj Mordenkainen’s Capable Caravel: Creates magical ship with extradimensional staterooms. Stormwalk: Teleport yourself and one creature/2 levels from a storm. Evoc Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. 9TH-LEVEL SORCERER/WIZARD SPELL Conj Planar Navigation: Send a whole ship to another plane. The spells herein are presented in alphabetical order . ABOLETH CURSE Necromancy Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes You bestow a dreadful affliction on the creature you touch, similar to the effect of an aboleth’s foul contact. The skin of the target creature transforms into a transparent, glistening membrane. A creature so transformed must keep this membrane moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. In addition, its natural armor bonus (if any) decreases by 1, but it can never drop below 0. This transformation does not affect natural armor bonuses provided by magic items. This curse cannot be dispelled, but it can be removed with a remove curse spell if cast within 24 hours. Afterward, only a heal, mass heal, SPELLS

113 MAGIC ITEMS SPELLS AND CHAPTER 6 limited wish, miracle, or wish spell can remove the affliction. AIR BREATHING Transmutation [Air] Level: Cleric 3, druid 3, sorcerer/ wizard 3 Components: S, M/DF Casting Time: 1 standard action Range: Touch Target: Living creatures touched Duration: 2 hours/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The transmuted creature can breathe air freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe water. Air breathing counters and dispels water breathing. Arcane Material Component: A tiny vial of water. AIRY WATER Transmutation [Air, Water] Level: Seafolk 6, sorcerer/wizard 5 Components: S, M Casting Time: 1 standard action Range: 0 ft. Area: 20-ft.-radius emanation centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell turns normal water (or watery solutions) into a frothy substance that is as breathable as air. Both air-breathing and water-breathing creatures within the area can breathe normally. Moving through airy water is easier than moving through normal water. Swimmers make a DC 10 Swim check once per round; they swim at their normal speed on a success, or half their normal speed on a failure. Creatures with a swim speed can simply use their swim speed without penalty. Creatures can instead use their land speed to move along the bottom at their normal speed. Creatures walking on the bottom do not pay any movement penalty for walking on sand, stone, or pebble seafloor and only pay 2 squares of movement per square of muck or mud entered (see Marine Dungeon Terrain on page 21). Finally, airy water negates underwater combat penalties for all melee attacks, although ranged attacks still take the normal underwater penalty. The spell does not filter or purify solid particles, so casting airy water on very turbid liquids, for example, would produce an area filled with dust or smoke (and impose similar penalties). Material Component: A small handful of alkaline salts. BLACKWATER TAINT Necromancy [Evil, Water] Level: Blackwater 6, sorcerer/wizard 6 Components: V, S, M Illus. by F. Hooper Mialee and Tordek explore the seafloor with an airy water spell

114CHAPTER 6 SPELLS AND MAGIC ITEMS Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft. radius Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes In the dark, sunless abysses of the deep ocean, shadows gather, the cold beckons, and the corpses of many things in the oceans lie slowly rotting. These black waters are often poisoned with the energies of undeath. When this spell is cast, you call up the cold blackness of those stygian depths, infusing the waters in the spell’s area with negative energy. Those in or entering the area must make a Fortitude save to resist its terrible power. Those who fail the save are chilled to the bone, taking 1d6 points of damage per two levels (to a maximum of 10d6) and gain a negative level. Those who make the save take half damage and avoid the negative level. All undead in the area are healed of 1d6 points of damage per two caster levels (maximum of 10d6). Furthermore, the spell’s area is treated as though there were a desecrate spell active within it. This area of blackwater remains in place for the spell’s duration, affecting creatures who enter the area in subsequent rounds. A creature can only be affected once by the spell, regardless of success or failure on the saving throw, so creatures who leave and reenter the area take no additional effect (although the desecrate effect remains throughout the spell’s duration). Material Component: Bone or scale of a fish that dwells in the deep, sunless parts of the ocean. BLACKWATER TENTACLE Conjuration (Creation) [Evil, Water] Level: Blackwater 5, druid 5, sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One tentacle Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: No You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it. The tentacle appears at a particular point within range and can’t move from that location. It attacks the opponent you designate once each round, starting with the round the spell is cast. It has a reach of 20 feet (though it can’t make attacks of opportunity). Its attack bonus is equal to your caster level plus the ability modifier you would normally use to set the save DC (Wisdom for cleric or druid, Intellgence for wizard, Charisma for sorcerer). The tentacle deals 2d8 + caster level (max. +20) points of damage with a successful hit. Any Large or smaller creature hit by a blackwater tentacle must succeed on a Fortitude save or gain a negative level. Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the spell. The tentacle never provides nor benefits from a flanking bonus. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action). The tentacle has 5 hit points per caster level and an AC of 10 + your caster level. It automatically fails all saves. If reduced to 0 hp, the tentacle is destroyed. Material Component: Powdered squid beak and a single dried sucker from a kraken’s tentacle. CONTROL CURRENTS Transmutation [Water] Level: Druid 4 Components: V, S Casting Time: 1 standard action Range: 20 ft./level Area: 20-ft./level radius emanation centered on you Duration: 10 min./level Saving Throw: None Spell Resistance: No You alter the flow of water in the area surrounding you. You can change the direction of an existing current, boost its strength, or cause still water to flow at a desired rate. The new current speed and direction persists until the spell ends or you decide to alter the effect, which requires concentration. You can choose to create an area of calm water up to 80 feet in diameter at the center of the affected area if you so desire, and you can create a limited effect in a smaller circular area within the spell’s range. Current Direction: You can choose one of two basic current patterns to function over the spell’s area. • You can direct the current to flow in one direction across the entire area from one side to the other. • You can create a rotation, causing the water to swirl around the center in a clockwise or counterclockwise direction. Current Strength: For every three caster levels, you can increase or decrease the current’s speed by 10 feet. For example, a 9th level druid could increase the speed of a vigorous current (20 feet per round) to a dangerous current (50 feet per round) or reduce it to calm, placid water. See Currents and Streams, page 10, for more information about current strength and Swim checks. DARK TIDE Necromancy [Evil, Water] Level: Blackwater 7 Components: V, S, DF Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Area: One-half mile radius spread Duration: 1 hour/level (D) Saving Throw: Fortitude half Spell Resistance: Yes

115 MAGIC ITEMS SPELLS AND CHAPTER 6 You infuse the target area with the enervating essence of the blackwater depths, creating a tide of blackwater that spreads out from the designated point of origin at a rate of 100 feet per round until it fills the entire area. The water is black and terribly chilling, and its touch causes a sense of fear in those affected by it. Those within the area must make a Fortitude save when they first enter the blackwater (or when it first surrounds them). Failure indicates that they take 1 point of Strength damage. Additionally, every creature in the area takes 1d6 points of negative energy damage for every hour they remain in the dark, murky waters (no save). Spells that protect against negative energy damage will prevent the Strength damage. Creatures who take damage from the dark tide are considered shaken as long as they remain in the area. This spell is a favored first move by sahuagin and other blackwaterdwelling creatures before they attack the settlements of their enemies. DEPTHSURGE Evocation [Water] Level: Druid 8, Seafolk 8, sorcerer/ wizard 8 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20 ft. radius Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes The water within the area suddenly explodes outward in a massive surge, as if driven by a powerful explosion. Each creature or object in the area is subject to damage equal to 2d6 + caster level. Any creature struck by this attack must then succeed on a Fortitude save or be driven 10 feet away from the center of the blast. If a ship is in the area, the captain must immediately make a sinking check (DC equal to spell save DC). See Sinking, page 32. At least half of the spell’s area must contain water at least 10 feet deep, or else the spell fails. You must center the effect at or below the water’s surface. Material Component: A sphere of volcanic rock. DETECT SHIP Divination Level: Bard 3, sorcerer/wizard 3 Components: V, S, F Casting Time: 1 standard action Range: Special Target: You Duration: 24 hours (D) Saving Throw: None Spell Resistance: No You gain the ability to discern the presence of ships around you. You perceive ships located within a distance of 1 mile per caster level, regardless of current visibility (or even whether or not they are beyond the horizon). You need not be seeking them to become aware that they are there—this spell will alert you to the presence of a ship if you are below decks or asleep. Exactly what can be ascertained depends on whether the ships in question are within sight or not yet visible. Not Visible: You sense only the presence of ships other than your own in the area. A DC 15 Profession (sailor) check allows you to determine the number, direction, and range to each new ship you sense. If you sense a ship’s direction and range, you continue to be aware of this information until the other ship is no longer in range of the spell. Within Sight: If a ship is actually within sight, you can gain additional information by studying the vessel for 1 round. You need not be able to see the vessel clearly—a spot on the horizon is sufficient. A Profession (sailor) check gives you information about the ship or ships: Check Result Information 10 Type of ship 12 Course, speed, and time to intercept (if possible) 15 What kind of weaponry the ship is carrying 18 Ship’s name 20 Any signs of allegiance (pirate flags, symbols of nation of origin, etc.) 25 Port of call of the sighted ship This spell cannot penetrate illusions. Focus: A small disk of ground glass, hung on a golden chain and worn about the neck while the spell is in effect. This focus is worth 50 gp. DISGUISE SHIP Illusion (Glamer) Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One ship Duration: 1 hour/level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No You cloak a ship in illusion, making it appear as a ship of another type of your choice. You can choose what it appears as down to small details such as what weaponry it bears and what flags it is flying. You can make the ship to be any other water-going vessel, though it cannot seem to be more than 50% smaller or larger. Creatures within the area are not hidden or changed in appearance, nor are their possessions. Material Component: A tiny replica of a ship. DOOM OF THE SEAS Conjuration (Summoning) [Evil] Level: Blackwater 9, druid 9 Components: V, S, DF, XP Casting Time: 1 full round Range: Touch Effect: One summoned creature Duration: 1 round/level (D)

116CHAPTER 6 SPELLS AND MAGIC ITEMS Saving Throw: None Spell Resistance: No It is said that in the deepest recesses of blackwater caverns dwell krakens of immense power, horrific creatures touched by malevolent extraplanar powers. Though this might certainly be true, it is likely that most experiences with such creatures comes as a result of this spell. With this spell, you summon a fiendish kraken from the depths. (The statistics block for this creature appears below.) The doom of the seas obeys you for the duration of the spell. XP Cost: 500 XP. FAVORABLE WIND Evocation [Air] Level: Druid 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: 10 min./level (D) Saving Throw: Fortitude negates Spell Resistance: No This spell produces a stream of wind that can fill a ship’s sails, disperse vapors and gases, and keep flying creatures at bay. The wind force is strong, with a speed of about 30 mph. It begins where you stand and blows directly away from you; you can easily propel a sailing vessel by standing astern of the mast and directing the wind forward to fill the sails. Tiny or smaller creatures in the path of the wind are knocked prone, or if flying are blown back 1d6×10 feet. Small creatures are checked and cannot make headway against the wind. Small airborne creatures are instead blown back 1d6×5 feet. Medium and larger creatures can move normally within the effect. A favorable wind can’t push a creature beyond the limit of its range. Any creature, regardless of size, takes a –2 penalty on ranged attacks Doom of the Seas, Fiendish Kraken CR — NE Gargantuan outsider (aquatic) Init +6; Senses darkvision 60 ft., low-light vision; Listen +30, Spot +30 AC 23, touch 8, flat-footed 21 hp 310 (20 HD); DR 10/magic Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 30 Fort +21, Ref +14, Will +13 Speed swim 30 ft. (6 squares) Melee 2 tentacles +30 (2d8+14/19–20) and 6 arms +25 (1d6+7) and bite +25 (4d6+7) Space 20 ft; Reach 15 ft. (tentacle 60 ft., arm 30 ft.) Base Atk +20; Grp +46 Atk Options Blind-Fight, Combat Expertise, Improved Trip, smite good 1/day (+6 attack, +20 damage) Special Actions constrict 2d8+14 (tentacle) or 1d6+7 (arm), improved grab, ink cloud, jet Spell-Like Abilities (CL varies): 1/day (CL 20th)— blasphemy (DC 23), contagion (DC 19), desecrate, destruction (DC 23), horrid wilting (DC 24), summon monster IX (fiends only), unhallow, unholy blight (DC 20) 1/day (CL 9th)—control weather, control winds, dominate animal (DC 19), resist energy 3/day (CL 20th)—darkness, poison (DC 20), unholy aura (DC 24) Abilities Str 38, Dex 14, Con 30, Int 25, Wis 20, Cha 22 SQ half-fiend traits Feats Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will Skills Concentration +33, Diplomacy +31, Heal +28, Hide +13, Intimidate +29, Knowledge (geography) +30, Knowledge (nature) +32, Knowledge (the planes) +30, Listen +30, Search +30, Sense Motive +28, Spot +30, Survival +28, Swim +37, Use Magic Device +29 Tentacles: Tentacles and arms can be severed by treating them as though they were weapons and sundering them. Tentacles have 20 hp, and arms have 10 hp. Constrict (Ex): The Doom of the Seas deals automatic arm or tentacle damage plus constrict damage with a successful grapple check. Improved Grab (Ex) To use this ability, the Doom of the Seas must hit an opponent of any size with its arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Ink Cloud (Ex): The Doom of the Seas can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. Jet (Ex): The Doom of the Seas can jet backward once per round as a full-round action, moving in a straight line at a speed of 280 feet. This does not provoke attacks of opportunity. Half-Fiend Traits: Unlike most half-fiends, the Doom of the Seas does not possess wings. It does, however, have webbing between its tentacles that augments its swim speed. All the Doom of the Seas’ attacks are considered magic weapons for the purpose of overcoming damage reduction. Skills: The Doom of the Seas has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

117 MAGIC ITEMS SPELLS AND CHAPTER 6 and on Listen checks in the area of a favorable wind. The wind automatically extinguishes candles, torches, and similar unprotected flames. In addition to the above-noted effects, favorable wind can do anything that a strong natural wind could do. It can fan a large fire, disperse gases and vapors to the limit of its range in 1 round, and make sailing difficult for small craft nearby. FINS TO FEET Transmutation Level: Seafolk 2, druid 2, sorcerer/ wizard 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Willing creature touched Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. Creatures so affected lose any natural swim speed they possess but gain a land speed instead. Transmuted Medium creatures have a base land speed of 30 feet, Small and smaller creatures have a base land speed of 20 feet, and Large or larger creatures have a base land speed of 40 feet. The creature loses any natural attacks based on its tail or tentacles. FLOWSIGHT Divination (Scrying) Level: Bard 4, druid 5, sorcerer/ wizard 5 Components: V, S, M/DF Casting Time: 1 minute Range: Touch Area: 60-ft. radius Duration: 1 round/level (D) Saving Throw: Will negates; see text Spell Resistance: Yes By touching a nearby source of water— a standing pool, a stream, or even a portion of a larger body of water—you can perceive creatures and objects in contact with the water. You can concentrate to focus flowsight on a given creature. You retain your full visual acuity, including any magical effects, as well as any auditory enhancements you might have. This action makes the subject potentially aware of the magical scrying; on a Will save, it prevents you from learning more about it, and you cannot try again on that subject for 24 hours. However, you can turn your consciousness to another subject in contacted with the water and make a new scrying attempt each round. Arcane Material Component: A piece of limestone. JAWS OF THE MORAY Transmutation Level: Druid 2, sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell grants the subject a bite attack, which deals damage as indicated below. As a primary attack, it adds the creature’s Strength modifier to damage. It can also be used as a secondary natural attack in conjunction with a manufactured weapon. Such secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon would do, but the subject takes the usual –5 penalty (or –2 with the Multiattack feat) for the bite attack when used as a secondary natural attack. If the subject hits with its bite attack, it attaches itself to the foe and deals automatic bite damage each round it remains attached. It does not need to make a grapple check, and it does not provoke attacks of opportunity. An attached attacker loses its Dexterity bonus to Armor Class. It cannot use other weapons while attached, but each attack upon from the grappled foe requires a successful grapple check. Others can attack an attached creature with a weapon or grapple. To remove the attached creature through grappling, the opponent must achieve a pin against it. A creature with a natural bite attack can use its own bite damage, if greater, but still gains the ability to attach itself. Size Damage Fine 1d2 Diminutive 1d3 Tiny 1d4 Small 1d6 Medium 1d8 Large 2d6 Huge 2d8 Gargantuan 4d6 Colossal 4d8 JIG OF THE WAVES Enchantment (Compulsion) [MindAffecting] Level: Bard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: One or more creatures in a 10-ft.-radius burst Duration: Concentration + 1d4 rounds Saving Throw: Will negates Spell Resistance: Yes You cause one or more creatures to begin dancing a merry jig. This spell affects a number of HD of creatures equal to the caster level. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Those who are dancing receive a –2 penalty on attack rolls, saving throws, skill checks, ability checks and Armor Class for the time that they dance. Though they can take

118CHAPTER 6 SPELLS AND MAGIC ITEMS actions normally (using the penalties given above), their movement is not their own. Each round, a creature affected by this spell must take a move action to move half her speed in a random direction. If this movement would place the target in danger (such as dancing into a fire or off the deck), the dance causes the target to stop just short of the threat. Targets can still take their actions, either before or after their movement as they choose. KUO-TOA SKIN Transmutation Level: Druid 1, ranger 1, sorcerer/ wizard 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject’s skin, as well as clothing, armor, and other personal effects (including worn magic items), take on an oily sheen like the slippery skin of kuo-toas. For the duration of the spell, the subject gains a +8 bonus on Escape Artist checks and cannot be snared by webs (magical or otherwise). Arcane Material Component: A kuotoa scale. MAELSTROM Conjuration (Creation) [Water] Level: Blackwater 8, Ocean 8 Components: V, S, DF Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Effect: Whirlpool 120 ft. wide and 60 ft. deep Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No This spell causes a deadly vortex to form in water. A body of water at least 120 feet wide and 60 feet deep must be present, or the spell is wasted. Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make Reflex saves or be sucked in. These creatures take 3d8 points of damage upon being sucked in. Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell’s saving throw. Once inside, creatures and objects take 3d8 points of battering damage each round. They remain trapped for 2d4 rounds. Subjects of Large or smaller size are ejected from the bottom of the vortex. Huge, Gargantuan, or Colossal subjects are ejected from the top. MEGALODON EMPOWERMENT Transmutation Level: Druid 8, Seafolk 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level or 1 round/ level (D) The mighty megalodon is a terror to most things that swim. However, it is also undeniably perfect in its form, made to be the ultimate hunting machine. When this spell is cast, you take on some of the essence of this greatest of sharks. You become a predator without peer, capable of finding and destroying your prey. When the spell is initially cast, you take what is called the Form of the Hunter: your features undergo a subtle change, becoming more angular. Your skin darkens to a blue-black hue and becomes slightly rough to the touch. Your sense of smell sharpens, granting you the scent special ability and a +10 racial bonus to Survival checks for the purpose of tracking by scent. Additionally, your swim speed increases by 10 feet; if you do not already possess a swim speed then you gain a swim speed equal to your normal land movement. You also gain the ability to breathe water. You can retain this form for up to 1 hour per caster level (as noted above). At any time during the spell’s duration, you can shift into the terrible Form of the Killer as a standard action. Doing so dramatically reduces the remaining time of the spell, however, reducing it to 1 round per caster level, regardless of how much time was originally remaining. In the Form of the Killer, you swell in size, increasing by one size category (see page 291 of the Monster Manual for guidelines on changes to abilities and traits for such a change). You retain the scent and swim speed benefits of the Form of the Hunter, and the rough hide of the megalodon fully manifests—those who strike you with unarmed or natural attacks must make a Reflex save or take 1d4 points of damage. You also gain bite and claw natural attacks and are considered to have the Multiattack feat for the purpose of using them. These natural attacks deal damage according to your new size (see page 296 of the Monster Manual for details): for a Medium caster, this gives a bite attack for 1d8 points of damage and two claw attacks for 1d6 points of damage). Finally, your base attack bonus equals your character level, you gain a +4 natural armor bonus (in addition to that gained from the size increase), and you gain a +3 competence bonus on Fortitude and Reflex saves. You lose the ability to cast spells (but not to use spell-like abilities). If you possess the wild shape ability, you can assume the shapes of animals one size category larger than normal. Assuming the Form of the Killer lasts for the duration of the spell— once it has been done, you cannot

119 MAGIC ITEMS SPELLS AND CHAPTER 6 return to the Form of the Hunter without recasting. Material Component: A potion of water breathing and three teeth from a shark of at least Large size. MORDENKAINEN’S CAPABLE CARAVEL Conjuration (Creation) Level: Sorcerer/wizard 8 Components: V, S, F Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: Ship plus extradimensional space, up to three 10-ft. cubes/level (S) Duration: 1 day/2 levels (D) Saving Throw: None Spell Resistance: No You conjure into existence a fine, seaworthy ship to carry you and your companions safely and comfortably. A caravel is a fairly small, doubledecked sailing ship (see page 98 for more information). It holds a generous amount of cargo and offers cramped quarters for crew and passengers. The ship produced by this spell has even more room for cargo and passengers, contained within an extradimensional space. The entry point to this space is a hatch on the aft upper deck. Lifting the hatch reveals a set of wooden stairs, which descend about 6 feet to a horizontal shimmering in the air about 4 feet wide. Only those you designate can enter this space, and the extradimensional portal is shut and made invisible behind you when you enter. Those without authorization to enter instead continue descending the steps to an ordinary cargo hold. You can open the portal again from your own side at will. Those who pass beyond the portal’s entrance find themselves in a magnificent foyer with many staterooms whose doors open from this space. The atmosphere is clean, fresh, and warm. You can create any deck plan you desire within the limit of the spell’s effect. The cabins are furnished, and the galley contains sufficient foodstuffs and preparation equipment to serve three full meals per day per person per caster level. A staff of near-transparent pursers (up to two per caster level), liveried and obedient, wait upon all who enter. They function as unseen servant spells except that they are visible and can go anywhere within the extradimensional space. Since the place can be entered only through its special portal, outside conditions do not affect the passenger space, nor do conditions inside it pass to the plane beyond. Bad weather or other marine hazards can still threaten the vessel, but even if it sinks, the passenger space remains safe and isolated (though exiting it might prove difficult). The ship is crewed by a minimum complement of spectral deckhands, which perform the basic tasks of maintenance. These, like the cabin servants, behave as unseen servants but can travel anywhere on board ship and can enter the extradimensional space if you so direct. The spectral deckhands respond to the direction of the helmsman, reducing the number of crew necessary to control the caravel to 1. If you do not provide a real helmsman, the ship will steer itself on the last course a living helmsman provided but will not be able to avoid collisions or hazards or adjust to changing conditions. Focus: A miniature ship carved from mahogany, rigged with silk sails and gold thread, with a total value of 500 gp. MUDSLIDE Conjuration (Creation) [Earth, Water] Level: Druid 6, sorcerer/wizard 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10. ft./level) Effect: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: No You create a landslide of mud and water, which crushes, buries, and mires those caught in its path. The mud covers the area of the spell to a depth of about 10 feet (although it might fill low-lying areas or fail to cover high points in the area, at the DM’s discretion). Creatures within the spell’s effect must make a Reflex save. Those who fail take 8d6 points of damage and are buried (see Avalanches on page 90 of the Dungeon Master’s Guide). Those who succeed take 3d6 points of damage and are not buried. Creatures of the fire subtype who are actually aflame (such as salamanders, azers, and fire elementals) instead take 8d8 or 3d8 points of damage, respectively. A creature who escapes burial ends up on top of the mudslide, mired in deep mud. After the initial slide, the mudslide persists indefinitely, producing an area of deep bog (average depth 10 feet) until the water in it evaporates. It requires 4 squares of movement to enter 1 square of deep bog, and running or charging are impossible in the area. Underwater, the mudslide remains indefinitely, producing an area of deep muck. It costs 2 squares of movement to enter a square containing deep muck, the DC of Balance and Tumble checks increases by 5, and the DC of Move Silently checks increases by 2. Aboveground, the mud normally dries out in 2 to 3 days. A transmute mud to rock spell hardens the slide into stone, trapping any creatures still within. PLANAR NAVIGATION Conjuration (Teleportation) Level: Sorcerer/wizard 9 Components: V, S, F/DF Casting Time: 1 minute Range: Touch Target: One ship Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

120CHAPTER 6 SPELLS AND MAGIC ITEMS You move yourself and the contents of an entire ship to another plane of existence. When you begin casting the spell, a fog descends about the vessel, and clears within a minute. The ship always appears on a body of water large enough for the ship to sit in safely, unless the destination plane has no body of water large enough to hold the ship, in which case the ship simply materializes right side up, lying on the ground. If the destination plane is one that possesses an ocean, the ship automatically appears there. Note that this spell does not grant the ship or its inhabitants any ability to survive on the destination plane—the ship simply appears in the plane upon a body of water (or, in the case of planes that are made up of nothing but water, in the water). Any characters or creatures aboard unwilling to move to the new plane are entitled to a Will saving throw to resist the effect, but might find themselves floating in the water when the ship vanishes from around them. Arcane Focus: A sextant (see page 108). PRESSURE SPHERE Evocation [Water] Level: Blackwater 2, druid 2, sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes This spell suddenly causes the water around a target to take on the terrible, bone-crushing pressure of the deepest ocean trenches. This pressure deals 4d6 points of damage (Fortitude save for half). The area of the spell can be constrained by the available water; it has no effect on creatures or objects that are within the radius but not in the water, or on squares of water that are not at least 5 feet deep. The spell must be centered at or below the surface of the water. QUICKSWIM Transmutation Level: Bard 1, druid 1, ranger 1, Seafolk 1, sorcerer/wizard 1 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) This spell increases your base swim speed by 10 feet; this adjustment counts as an enhancement bonus. It has no effect on other modes of movement, such as land speed, burrow, climb, or fly. If you do not have a swim speed, you gain no benefit from this spell. Arcane Material Component: A scale from any fish. RAPTURE OF THE DEEP Enchantment (Charm) [MindAffecting] Level: Bard 6 Components: V, F Casting Time: 1 standard action Range: Medium (100 ft. + 10. ft./level) Area: One living creature Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes You fill the target creature’s thoughts and ears with the sublime music of the deep waters. The creature is completely immersed in this sensation and does nothing but experience it fully. It enters a comatose state and cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, so elves and dragons are not immune to it. Dispel magic and break enchantment cannot remove this effect, but a heal, limited wish, miracle, or wish spell restores the creature to consciousness. An air-breathing creature in the water affected by this spell begins to sink and will drown if not rescued. A flying creature immediately falls and might take falling damage. Damage does not awaken the charmed creatures. Focus: A conch shell. RED TIDE Evocation [Water] Level: Druid 8 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Burst in the shape of a circular disk, 10 ft. wide/level, 5 ft. high Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: Yes This visually impressive spell causes a surging, frothing wave of thick, red Pressure sphere crushes a merrow Illus. by F. Voywinkel

121 MAGIC ITEMS SPELLS AND CHAPTER 6 seawater that washes over everything in the area. All creatures in the area of a red tide are immediately knocked prone and must make a Fortitude saving throw. Flying or swimming creatures in the area aren’t knocked prone, but they take a –4 penalty on the Fortitude save. A living creature who makes its Fortitude save against a red tide is sickened for 1 minute and takes a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for that time. A creature who fails this saving throw feels the full effect of the red tide. Such creatures are immediately nauseated for 1 minute (unable to attack, cast spells, or concentrate), and they take 3d6 points of Strength damage. After 1 minute the nausea ends, but the creature must make a second Fortitude saving throw or take an extra 3d6 points of Strength damage. Creatures immune to poison are immune to these effects of a red tide. The tainted water evoked by this spell vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet. All open flames in the area are nevertheless extinguished if they fail a Reflex save, and all creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6; Fort save half). ROAR OF THE WAVES Illusion (Pattern) [Fear, MindAffecting, Sonic] Level: Bard 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One target/2 levels, no two of which can be more than 30 ft. apart Duration: 1 round/level (D) Saving Throw: Will partial; see text Spell Resistance: Yes The ocean’s voice is a terrible and majestic thing. Bards understand the power of the ocean’s song and have harnessed that in this spell. The targets of this spell are suddenly bombarded by the sound of the roaring ocean. The target is deafened for the duration of the spell. Additionally, each target must make a Will save or be shaken. This sound can be heard by anyone within 30 feet of the targets, but only those actually targeted are affected. Material Component: Pieces of shell that have been battered by the surf. SCALES OF THE SEALORD Transformation Level: Druid 3, ranger 3, Seafolk 3 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) You transform yourself into a form better suited to the watery environment, growing shimmering scales and gaining webbed hands and feet. For the duration of the spell, your swim speed increases by 10 feet. If you had no swim speed, you gain a swim speed of 15 feet, gaining a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line. Finally, you gain a natural armor bonus +1/three caster levels, maximum of +5. However, because of your strange appearance, you gain a penalty to Charisma-based checks equal to the natural armor bonus when dealing with nonaquatic creatures. Material Component: Handful of thick scales. SINK Transmutation (Water) Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10. ft./level) Target: One living creature Duration: 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The target creature loses its natural buoyancy, sinking like a stone in water or liquids of similar density (but not mud or lava). Each round, the affected creature must make a DC 25 Swim check simply to keep its head above water, or a DC 30 Swim check to move 5 feet in any direction. Failing a check by 5 or more causes the target to go underwater, and it must hold its breath or begin to drown (see Drowning on page 304 of the Dungeon Master’s Guide). Failing a check by 10 or more causes the target to sink 5 feet. A DC 25 Swim check is needed to surface by 5 feet. A creature under the effect of sink is adequately ballasted to walk on the bottom, if it so chooses. A creature with a swim speed takes a –10 ft. penalty to its swim speed (minimum 5 ft.) and sinks 5 feet every round at the end of its turn unless it succeeds on a DC 25 Swim check. Sink counters and dispels wave blessing. SIREN’S CALL Enchantment (Compulsion) [MindAffecting] Level: Bard 3, Seafolk 4, sorcerer/ wizard 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 levels, no two of which can be more than 30 ft. apart Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The targets of this spell hear a sudden, distant song that instills in them a longing for the sea. Those who have

122CHAPTER 6 SPELLS AND MAGIC ITEMS heard it compare it to the song of a siren. A target who fails a saving throw against this spell moves immediately toward the nearest stretch of ocean that it can find and attempts to completely submerse itself in the water. This flight will be by the safest means possible, withdrawing from combat, fighting defensively, and not passing through threatened areas. The target will only fight if someone actively attempts to prevent it from following through with its search for the ocean; if this fight is with an ally, the target is granted a second saving throw to throw off the effects of the spell. In some environments, this means that those affected simply flee in the direction of the nearest coast. Along a shoreline, targets often plunge into the surf. Aboard ship, they leap overboard. If the subject has no idea where to find a substantial body of water, it simply chooses a random direction and continues until the spell expires. Once the spell’s subjects are in the water, they begin swimming toward the deepest part of it they can reach, immersing themselves completely and refusing to come up for air, though they hold their breath as long as they are able. STEED OF THE SEAS Transmutation Level: Paladin 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Your mount Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: Yes Paladins are understandably loathe to enter into the water depths without their loyal steeds to assist them. With this spell, you imbue your mount with the ability to enter the water without harm by granting it the aquatic subtype. Additionally, the mount gains a swim speed equal to half its normal speed. A mount under the effects of this spell is able to breathe water; in fact, it is amphibious and thus subject to no ill effect in or out of the water. STORMRUNNER’S WARD Abjuration Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 full round Range: Touch Target: One ship Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No You ward a single ship against foundering and storm damage, making it easier to sail in dangerous weather. You add a +4 bonus on any checks made to sail in severe winds, windstorms, or gales. You also add this bonus to foundering checks and capsizing checks for that ship. This bonus improves by +1 per 4 caster levels, to a maximum of +8. The stormrunner’s ward does nothing to protect the crew from the winds and green water that might roll over the side of the ship. Material Component: Handful of copper powder. STORMWALK Conjuration (Teleportation) Level: Druid 6, sorcerer/wizard 6 Components: V, S, DF Casting Time: 1 full round Range: Touch Target: You and up to one other creature for every two levels Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) As teleport, save that you draw upon the power of a storm to teleport yourself and a number of others from one place to another. Upon casting the spell, the storm suddenly intensifies in the area where the spell was cast, obscuring sight of those affected—whether because of a thickening of fog, a sudden increase in the downfall of hail and sleet, or a strike of lightning. On the next round, the disturbance disappears and the characters affected by the spell are gone. Though the targets of the spell disappear instantaneously once the spell is cast, they do not immediately reappear at the spell’s destination. Instead, 10 minutes elapse during which a storm quickly develops in the target location. This is plainly not a natural occurrence to anyone who witnesses it, unless there is already a storm in progress. Then an intensification of this storm obscures sight at the target location, and the targets of the spell reappear. The targets always appear in some place that is open to the storm—thus, they can appear on the upper parapets of a castle, but not inside the castle. Though 10 minutes have passed since they disappeared, it appears to the travelers as though the transport were instantaneous. Additionally, for the 10 minutes while the targets are gone, they are treated as though they were in another plane. SWIM Transmutation [Water] Level: Druid 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 10 min./level (D) Saving Throw: None Spell Resistance: Yes (harmless) This spell gives the recipient a swim speed equal to its land speed (though not the ability to breathe water or hold its breath beyond normal limits). So long as the creature isn’t carrying more than a light load, it can swim at its normal speed without

123 MAGIC ITEMS SPELLS AND CHAPTER 6 making Swim checks. It also gains a +8 competence bonus on any Swim check to perform some special action or avoid a hazard. The creature can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits and bonuses of the spell still apply. Arcane Material Component: A goldfish scale. TERN’S PERSISTENCE Transmutation Level: Druid 2, ranger 1, sorcerer/ wizard 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject gains the sea bird’s ability to travel great distances without undue exertion. The subject can travel overland 50% longer than normal before risking injury or fatigue. For example, a character can walk up to 12 hours overland before having to make Constitution checks to avoid fatigue, or can hustle for 90 minutes before taking nonlethal damage. The subject still can’t run for extended periods, but it can move at run speed tactically for a number of rounds equal to 1-1/2 times its Constitution score. Arcane Material Component: A few feathers or a pinch of guano from a tern. THALASSEMIA Necromancy Level: Druid 4, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude half; see text Spell Resistance: Yes This spell thins the target creature’s blood to little more than seawater, dealing 1d6 points of damage per level (maximum 15d6). Only living creatures with a circulatory system and blood can be affected by this spell; it does not harm creatures immune to critical hits. Creatures with the fire subtype instead take 1d8 points of damage per level. TOJANIDA SIGHT Divination Level: Druid 2, ranger 2 Components: S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You gain all-around vision, allowing you to see in any direction. You gain a +4 bonus on Spot and Search checks, and you cannot be flanked for the duration of the spell. However, you cannot avert your eyes when confronted by a creature with a gaze attack, though you can still close your eyes in such a circumstance. TRANSFORMATION OF THE DEEPS Transmutation Level: Blackwater 4, druid 5, sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature/3 levels Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: Yes (harmless) The creature you touch undergoes a transformation that allows it to survive in the terrible lightless depths of the oceans. This creates subtle changes in the spell’s target, whose eyes become completely black and whose flesh becomes hard and cold. The target of this spell gains the ability to breathe water and is rendered immune to damage from both the temperature and the pressure in extreme depths of water. Additionally, she gains darkvision out to 60 feet. Material Component: A bit of stone or mud from a deep ocean trench. TURBIDITY Abjuration Level: Sorcerer/wizard 2 Components: S, M Casting Time: 1 standard action Range: 0 ft. Area: 20-ft.-radius spread centered on you Duration: 1 min./level Saving Throw: None Spell Resistance: No You cause the water surrounding you to swirl and fill with suspended sediments, decreasing visibility and making it harder for foes to attack you. This roiling cloud obscures all vision, including darkvision, beyond 5 feet. Creatures within the area up to 5 feet from an attacker have concealment (20% miss chance), while those farther away have total concealment (50% miss chance). Creatures other than you within this cloud must make a Concentration check to cast a spell (DC 15 + spell level). Ranged attacks that pass through the turbidity automatically fail. A vigorous current (1–3 knots) disperses the clouded water in 4 rounds; a dangerous or stronger current (4 or more knots) disperses it within 1 round. This spell only functions under water. Material Component: A handful of mud.

124CHAPTER 6 SPELLS AND MAGIC ITEMS URCHIN’S SPINES Transmutation Level: Druid 2, ranger 1, sorcerer/ wizard 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates; see text (harmless) Spell Resistance: Yes (harmless) The transmuted creature’s skin (including clothing and armor) is covered by 2-inch spines. An opponent who grapples the subject or strikes it with a natural weapon takes 1d3 points of piercing damage from the spines, which also inject a mildly irritating poison. The opponent must make a DC 13 Fortitude save or take initial and secondary damage of 1d2 Dexterity. Arcane Material Component: A spine from a sea urchin. WAKE TRAILING Divination [Water] Level: Druid 4, ranger 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One ship Duration: 24 hours Saving Throw: None Spell Resistance: No You are able to track a vessel over open water by following flotsam and other signs of a ship’s recent presence. These signs of passage are relatively subtle, but as long as the spell is active you can find those signs on a Survival check, as though you were tracking a Huge, Gargantuan, or Colossal creature (depending on the size of the ship) over soft ground. The following modifiers are used in place of those given on page 101 of the Player’s Handbook. The caster must have the Track feat to use this spell. Survival DC Condition Modifier Every 4 hours since the trail +1 was made Every hour of water-affecting weather since the trail was made +1 Trail leads through vigorous +2 currents Trail leads through dangerous +5 or stronger currents Poor visibility (apply only the largest): Moonlight +3 Fog or precipitation +3 Overcast or moonless night +6 If multiple ships have passed in a given area, you can track a specific ship only if you have some knowledge of the size or type of the ship, or other knowledge that differentiates that ship from the other vessels (for instance, if you know the ship is made from a unique type of wood or is crewed by minotaurs). Material Component: A bit of driftwood wrapped with red thread. WATER TO ACID Transmutation [Water] Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10. ft./level) Area: Up to 1 cu. ft./level Duration: Instantaneous Saving Throw: None Spell Resistance: No You transform a volume of water into an equal volume of acid, which deals damage to creatures that come into contact with it. You cannot transform water inside a creature’s body, but you can affect water surrounding it. Water containing more than a trace of dissolved or suspended substances can’t be affected by this spell. You can fill a flask with acid produced in this way and throw it as a splash weapon that deals 1d6 points of acid damage on a direct hit and 1 point of acid damage from a splash (see page 128 of the Player’s Handbook). Each round a creature is in contact with the acid, it takes 1d6 points of acid damage. Underwater, the acid created by this spell dissipates after 1 round/caster level. The acid dissolves metallic objects it contacts. It deals 1d6 points of damage per round and ignores the object’s hardness. A magic item makes a Fortitude saving throw each round for half damage. Material Component: A few drops of vinegar. WATERSPOUT Conjuration (Creation) Level: Druid 7, Ocean 7, sorcerer/ wizard 7 Components: V, S, DF Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Effect: Cylinder 10 ft. wide and 80 ft. tall Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No Waterspout causes water to rise up into a whirling, cylindrical column that looks exactly like a tornado made of water. A body of water at least 10 feet wide and 20 feet deep must be present, or the spell is wasted. If the waterspout encounters insufficient depth after it has formed, it collapses. The waterspout moves at a speed of 30 feet and must remain over water. You can concentrate on controlling the waterspout’s every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing the waterspout’s movement or changing its programmed movement is a standard action for you. The waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell’s range, it collapses and the spell ends. The waterspout batters creatures and objects it touches, and it often sucks them up inside its vortex. Any creature or object that comes

125 MAGIC ITEMS SPELLS AND CHAPTER 6 in contact with the waterspout must succeed on a Reflex save or take 3d8 points of damage. Medium or smaller creatures who fail their save are sucked into the waterspout and whirled about inside its powerful currents, taking 2d6 points of damage each round with no save allowed. Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking falling damage) 1d8×5 feet from the base of the waterspout. Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make Reflex saves or be sucked into the spout if they are Medium or smaller. Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as explained above. Only the smallest boats—canoes, kayaks, coracles, and the like—can be sucked into the spout. The occupant of any such craft can make a Profession (sailor) check instead of a Reflex save to avoid being sucked into the waterspout. WAVE BLESSING Transmutation [Water] Level: Sorcerer/wizard 1 Components: V Casting Time: 1 immediate action Range: Medium (100 ft. + 10 ft./level) Targets: One Medium or smaller object or creature/level, no two of which can be more than 30 ft. apart Duration: 10 min./level Saving Throw: None Spell Resistance: Yes (harmless) On the seas, there is always the danger of falling overboard, especially to those wearing armor or who simply cannot swim. The affected targets do not go under the water if they fail a Swim check for any reason, including being tied up, unconscious, or heavily loaded. However, the targets can still be dragged under by the actions of other creatures. You can cast this spell with an instant utterance. Casting this spell is an immediate action. You can even cast this spell when it isn’t your turn. Wave blessing counters and dispels sink. WEBFOOT Transmutation Level: Druid 1, ranger 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The transmuted creature becomes better acclimated to wetlands and watery environments. It gains a +4 bonus on Swim checks and is not hindered when moving through shallow bog terrain. It treats an area of deep bog as shallow bog for purposes of movement and Tumble checks (see Marsh Terrain on page 88 of the Dungeon Master’s Guide). EPIC SPELLS Epic-level characters can master the following new spells for adventuring in maelstrom environments. Part the Waters: Forces a path through a body of water. River Dragon: Transforms a river into a black or bronze dragon. Seas of Blood: Water becomes bloody and poisonous to nonevil creatures, and fiendish dire sharks appear. PART THE WATERS Abjuration [Water] Spellcraft DC: 68 Components: V, S, XP Casting Time: 10 minutes Range: Personal Area: Cylinder, up to 300 ft. radius and 30 ft. high (S); see text Duration: 1 hour (D) To Develop: 612,000 gp; 13 days; 24,480 XP. Seed: ward (DC 14); Factors: Change from touch to personal (–2 DC), change area from radius to 10-ft.-by-30-ft. cylinder (+4 DC), increase area by 3000% Part the waters Illus. by L. Moyer

126CHAPTER 6 SPELLS AND MAGIC ITEMS (+120 DC), dismissible by caster (+2 DC). Mitigating Factors: Increase casting time to 10 minutes (–20 DC), reduce duration (–48 DC). You cause a large body of water or a river to move away from the area you designate, leaving a relatively dry path. The water is held away from the sides of the area like a wall. You can make as narrow or as wide a path as you desire within the spell’s capacity. The default shape is a cylinder up to 300 feet wide and 30 feet high, but you can deform the area into a long, narrow path through shallow water or a high but small cylinder in deep water. The area of dry land moves with you and can be shaped as often as you please during its duration. RIVER DRAGON Transmutation [Water] Spellcraft DC: 78 Components: V, S, XP Casting Time: 1 minute Range: 75 ft. Effect: One summoned creature Duration: 20 rounds Saving Throw: No Spell Resistance: Yes To Develop: 702,000 gp; 14 days; 28,080 XP. Seeds: summon (DC 14) and transform (DC 21); Factors: transform inanimate object to creature (+10 DC), summon different creature type (+10 DC, dragon), summon CR 23 creature (+42 DC), transform 36 HD creature (+42 DC). Mitigating Factors: Burn 4,000 XP (–40 DC), half cost to summon from transformed creature (–21 DC). You transform part of a stream or river into a wyrm dragon with the water subtype, either a black dragon (an evil spell) or a bronze dragon (a good spell). The dragon appears where you designate within the river or stream and acts immediately on your turn. It attacks your opponents to the best of its abilities (preferring to use its breath weapon on the first round). You can direct the dragon not to attack, to attack particular enemies, or to perform other actions. When the spell’s duration elapses, or when you dismiss the dragon, it immediately transforms into an equal volume of water. Treat this as rough water for any creatures caught in it (see page 84 of the Player’s Handbook); if they fail their Swim checks, they are knocked prone for 1 round. XP Cost: 4,000 XP. SEAS OF BLOOD Transmutation [Evil] Spellcraft DC: 64 Components: V, S, Ritual, XP Casting Time: 10 minutes Range: 300 ft. Area: 200-ft.-radius emanation Duration: Permanent Saving Throw: Fortitude negates; see text Spell Resistance: Yes To Develop: 576,000 gp; 12 days; 23,040 XP. Seeds: summon (DC 14) and transform (DC 21); Factors: Change from target to area (+12 DC, 20-ft. radius), increase area by 1000% (+40 DC, 200-ft. radius), summon CR 11 creature (+18 DC), multiply summon seed by 3 for extra creatures (+64 DC). Mitigating Factors: Increase casting time to 10 minutes (–20 DC), five additional casters each contributing 9th-level spell slots (–85 DC). You transform an area of water into a viscous, bloody soup. Non-evil, waterbreathing creatures within the spell’s area must succeed on a Fortitude save or take 1d4 points of nonlethal damage per round they remain with in the seas of blood. A creature who becomes disabled as a result of nonlethal damage begins to take lethal damage at the same rate. Creatures who fail this save also become nauseated while they remain in the bloody water and for 1d6 rounds after leaving. Those who make the save are instead sickened while they remain in the bloody water and for 1d6 rounds after leaving. Other non-evil living creatures in the spell’s area (whether or not they are in the water) are sickened while they remain and for 1d6 rounds after leaving. The bloody water does not diffuse into its surroundings. When you finish casting the spell, three fiendish dire sharks appear where you designate within the spell’s area and act immediately on your turn. The sharks depart after 20 rounds, but thenceforth whenever a good-aligned creature enters the bloody area, another group of fiendish dire sharks appear and attack. The bloody water provides concealment (20% miss chance) to creatures up to 10 feet away and total concealment (50% miss chance) beyond that distance. This is a ritual spell requiring five other spellcasters, each of whom must contribute one 9th-level spell slot to the casting. NEW PSIONIC POWERS The following new powers supplement those described in the Expanded Psionics Handbook for psionics adventuring in maelstrom environments. BLACKWATER MIND Telepathy [Mind-Affecting] Level: Psion/wilder 4 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Power Points: 7 With blackwater mind, you surround your mind in mental patterns inspired by the blackwaters of the ocean depts, confusing and distressing those who try to telepathically contact your mind.

127 MAGIC ITEMS SPELLS AND CHAPTER 6 Anyone who attempts to manifest a telepathic power that targets you must make a Will save (DC equal to this power’s DC). Those who fail the Will save suddenly find themselves trapped in what seems to be a smothering, lightless place of unimaginable pressure and bitter cold. Such targets are dazed, shaken, and blinded for 2d6 rounds. This power does not actually protect from telepathic intrusion; rather, it is an attack triggered in response to a telepathic intrusion by another. You might still be affected by the attacker’s power, even if the attacker is in turn affected by yours. The only clue that you have activated this power is the momentary darkening of your eyes, which turn a deep black hue, like the seas’ abyssal depths. Augment: For every 2 additional power points you spend, you gain a +1 bonus on saving throws to resist any powers that trigger the blackwater mind. HELMSMAN Clairsentience Level: Seer 2 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 3 When you manifest this power, you become more in tune with the ship around you. There is a sudden muting of all the normal shipboard noises in your vicinity when it is activated, as though the ship were suddenly holding its breath. You are in communion with the ship, understanding the nuances of its condition. Under your direction, the ship’s speed increases by 10 feet/round. In addition, you gain a bonus equal to one half your manifester level (round down) when making Profession (sailor) checks while aboard the ship on which you manifested the power. This can be used even if you do not actually have ranks in the skill. Augment: You can augment this power in one of three ways: 1. For every 2 additional power points spent, you gain a bonus equal to one-half your manifester level for one other skill of your choice: Balance, Climb, Craft (woodworking), or Use Rope. This bonus only applies while you are on the ship in which you manifested the power. 2. For every 4 additional power points spent, the ship speed increases by another 10 feet/round. 3. You can spend 4 additional power points to gain tremorsense while on board the ship, allowing you to detect the presence of all creatures within 30 feet of you that are in contact with the ship. HELMSMAN, TRUE Clairsentience Level: Seer 6 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 11 As helmsman, save that your understanding and communion with the ship has reached truly unearthly levels. At this level of understanding, your mind merges with the nascent sentience of the ship’s spirit, allowing you to form a powerful gestalt understanding with it. At any point, you can redirect your senses to any part of the ship as though you were manifesting the clairvoyant sense power, though the point of viewing can move up to 30 feet per round and you gain the benefit of the specialized shipboard tremorsense (see helmsman) through that manifestation. Moreover, you gain the ability to speak with the ship itself. The ship’s personality contains elements of all the people who have captained it in its existence, so that a ship with an esteemed military past will seem to be very orderly and precise in its thoughts, while a ship that has seen generations of pirate captains is likely to be more rapacious and violence seeking. The ship can relate its entire history, though its understanding of things outside of itself will tend to be somewhat incomplete—it can relate what the hazards of sailing into a given harbor were like, but it can’t necessarily tell you what the shorefolk called that harbor. Augment: As helmsman. WATER-BORN Psychometabolism Level: Egoist 3, psychic warrior 3 Display: Visual, olfactory, auditory; see text Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 5 With the smell of the sea and the sound of rushing waves, your body adapts itself perfectly to the aquatic environment, becoming slightly clammy to the touch. You gain the aquatic subtype and a swim speed equal to your base land speed. In this form you are perfectly amphibious, capable of breathing air or water equally. Augment: By spending an additional 2 power points, you can adapt your body to survive even in the terrible lightless depths of the ocean trenches, becoming immune to the pressure damage. This does not, however, grant you the ability to see in those depths.

128CHAPTER 6 SPELLS AND MAGIC ITEMS NEW MAGIC ITEMS Just as the various aquatic and seafaring races have created a number of unique spells for dealing with their environment, they have also created many magic items not often seen ashore. Aventi, aquatic elves, merfolk, sahuagin, and tritons are the most prolific crafters of magic items beneath the seas, and most items reflect their particular interests, cultural inclinations, and needs. SPECIAL MATERIALS Metallurgy beneath the water is a rare and precious skill, but some aquatic folk have mastered this difficult art, creating unique materials from which to craft their weapons and armor. (See Special Materials on page 283 of the Dungeon Master’s Guide.) Pearlsteel: A strange metal crafted by secretive aventi metallurgists working near volcanic vents in the ocean floor, pearlsteel is gleaming, shining steel covered with a blue-white sheen like mother of pearl. Created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker, pearlsteel is highly prized by all undersea races and constitutes a major trade item for the aventi. Pearlsteel is very light, especially in water. Pearlsteel items weigh 25% less than their normal equivalents. Item Market Price Modifier Light armor +500 gp Medium armor +1,000 gp Heavy armor +1,500 gp Shield +500 gp Weapon +1,500 gp Pearlsteel also slices more smoothly through the resistance that water presents. When a slashing weapon made of pearlsteel is used in the water, its damage is reduced by –1 rather than the normal –2 for fighting in the water with a slashing weapon, and its damage is reduced by –2 instead of half. Likewise, damage dealt underwater by a bludgeoning weapon made of pearlsteel is reduced by –2 rather than reduced by half. The market price modifier for such a weapon is +1,500 gp. Riverine: This unusual material is made from water under extremely high pressure, usually obtained from the Elemental Plane of Water but sometimes from the blackwater trenches far below the ocean’s surface. The water swirls and flows continuously, sandwiched between fields of magical force. Half of the Armor Class bonus from armor and shields made from riverine is a deflection bonus (round down). For example, a suit of riverine chainmail would provide a +2 armor bonus and a +3 deflection bonus to AC. This substance is considered masterwork and can be enhanced magically as any other armor. Riverine is sometimes also used to create walls and even containers. Being enclosed in magical force, it is immune to all damage and is unaffected by most spells. However, disintegrate immediately destroys an item made of riverine, as does a rod of cancellation, a sphere of annihilation, or a Mordenkainen’s disjunction spell, causing the water to spill out in a sudden rush. Armor and shields made of riverine do not form a complete enclosure, so breath weapons and spells do still affect the wearer. However, walls of riverine block ethereal travel, breath weapons, and spell effects, just as a wall of force does. Type of Riverine Item Item Cost Modifier Light armor +9,000 gp Medium armor +16,000 gp Heavy armor +25,000 gp Shield +4,000 gp Other items +2,000 gp/lb. ARMOR Magic armor and shields have enhancement bonuses ranging from +1 to +5, which stack with armor and shield bonuses. All magic armor is also masterwork armor, reducing armor check penalties by 1. Armor and shields can also have special abilities, which count as additional bonuses for determining the market value of the item but do not improve AC. Magic Armor and Shield Special Ability Descriptions In addition to enhancement bonuses, armor and shields can have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus. Buoyant: This special ability can be placed only on a suit of armor. Buoyant armor looks no different from a normal suit, but it is much lighter. It weighs only half as much as normal, and its armor check penalty is not doubled for Swim checks. The armor is no less awkward to wear, however, so medium and heavy armors still slow the wearer. Moderate transmutation; CL 7th; Craft Magic Arms and Armor, freedom of movement; Price +1 bonus. Deep: This special ability can be placed only on a suit of armor. A suit of deep armor is a dull black color. The wearer gains the ability to breathe water and is immune to damage from cold water and to pressure in extreme depths of water. Additionally, he gains darkvision out to 60 feet. Moderate transmutation; CL 9th; Craft Magic Arms and Armor, transformation of the deeps; Price +22,500 gp. Gilled: This special ability can be placed only on a suit of armor. Gilled armor has a decorative fluted border around the neck. A water-breathing wearer of gilled armor can breathe and speak freely in air.

129 MAGIC ITEMS SPELLS AND CHAPTER 6 Moderate transmutation; CL 5th; Craft Magic Arms and Armor, air breathing; Price +7,500 gp. Nacreous: A shield or suit of nacreous armor has a pearlescent sheen. The wearer has improved protection from piercing weapons, gaining an additional +2 bonus to AC against such attacks. Faint abjuration; CL 3rd; Craft Magic Arms and Armor, mage armor; Price +1 bonus. Specific Armors The following specific suits of armor usually are preconstructed with the exact qualities described here. Electric Eel Hide: This suit of +2 buoyant slick hide armor is black and slimy looking. Opponents that hit the wearer with natural weapons, unarmed attacks, or weapons composed mostly of metal (such as a sword or pick, but not a wooden-hafted spear) take 1d6 points of electricity damage. In addition, three times per day, on command, the wearer can deal 5d6 points of electricity damage by making a melee touch attack. Underwater, the wearer can instead spend a daily use to produce an electrified burst with a 5-foot radius. All creatures within this area other than the wearer take 2d6 points of electricity damage. Moderate conjuration, evocation, and transmutation; CL 9th; Craft Magic Arms and Armor, freedom of movement, grease, shocking grasp; Price 23,015 gp; Cost 11,590 gp + 914 XP. Windrunner’s Shirt: This +1 mithral shirt seems to ripple and flash like sunlight on running water. On command, the wearer can extrude saillike membranes that reach from wrist to knee. By spreading her arms, the wearer causes these sails to fill with air and push her along the surface water with the speed of a small sailcraft in a moderate wind. (The wearer can choose to take advantage of existing winds instead.) The wearer can use this ability for up to 1 hour each day. The duration of the effect need not be consecutive. Moderate conjuration, evocation, and transmutation; CL 6th; Craft Magic Arms and Armor, favorable wind, minor creation, water walk; Price 20,820 gp; Cost 10,960 gp + 789 XP. WEAPONS Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. Weapons can also have special abilities, which count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). Magic Weapon Special Ability Descriptions In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus. Acidic Burst: An acidic burst weapon functions as a corrosive weapon (see below) that also releases a burst of acid upon making a critical hit. The acid does not harm the wielder or the weapon. In addition to the extra acid damage from the corrosive special weapon ability, an acidic burst weapon deals an extra 1d10 points of acid damage on a critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of acid damage instead;. if the multiplier is ×4, add an extra 3d10 points of acid damage. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a critical hit. Strong evocation; CL 12th; Craft Magic Arms and Armor and acid fog or Melf’s acid arrow; Price +2 bonus. Aquatic: Weapons with this enhancement have a silvery-blue tinge, similar in sheen to the scales of certain fish. The wielder is treated as though he were under the effects of a freedom of movement spell for the purpose of using this weapon while underwater; it negates the penalties that would otherwise apply from using the weapon underwater. Moderate abjuration; CL 5th; Craft Magic Arms and Armors, freedom of movement; Price +1 bonus. Corrosive: Upon command, a corrosive weapon becomes slick with a thick layer of acidic slime. The acid does not harm the wielder and does not wash away in water. The effect remains until a counter command is given. A corrosive weapon deals an extra 1d6 points of acid damage per hit. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition. Moderate evocation; CL 10th; Craft Magic Arms and Armor and acid fog or Melf’s acid arrow; Price +1 bonus. Specific Weapons The following specific weapons usually are preconstructed with the exact qualities described here. Krakentooth: A mighty trident nearly seven feet in length, the head of this trident appears as a kraken, with its central arms forming the shorter middle prong of the weapon and its tentacles extending out to form the longer, outer prongs. Krakentooth tridents are favored by those undersea races who have extensive antagonistic dealings with land-folk. The krakentooth is a +2 wounding shocking burst trident. Moderate conjuration and evocation; CL 10th; Craft Magic Arms and Armor, call lightning/lightning bolt; Price 50,315 gp; Cost: 25,315 gp + 2,012 xp.

130CHAPTER 6 SPELLS AND MAGIC ITEMS Pearl Trident: This +3 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet. Moderate transmutation; CL 9th; Craft Magic Arms and Armor, telekinesis; Price 36,815 gp; Cost 17,815 gp + 1,280 XP. Reaver’s Cutlass: This +1 wounding cutlass is the weapon favored by the most bloody-hearted of pirates. Its hilt is wrapped in tanned humanoid skin, and it seems to sing for blood as it is swung. If a reaver’s cutlass attaches to an opponent, it twists into the wound as though alive and continues to deal Constitution damage each round it remains attached. To remove it, an opponent must achieve a pin and spend one full round wrenching it free. The weapon makes a grapple check as the wielder (even though she no longer holds it) and takes no size penalty. Strong evocation; CL 12th; Craft Magic Arms and Armor, animate objects, Mordenkainen’s sword; Price 26,310 gp; Cost 13,310 gp + 1,040 XP. Sharkdoom Spear: This +2 keen thundering spear is tipped a heavy, four-fl anged spearhead with a spiraling blade. Although well suited to dispatching sharks, as its name suggests, it is also popular with those who hunt other large aquatic creatures. An aquatic creature that takes damage from the sharkdoom spear must succeed on a DC 13 Fortitude save or be affected as by a sink spell (–10 ft. penalty to its swim speed, sink 5 feet every round unless it succeeds on a DC 25 Swim check) for 12 minutes. A creature already affected by the sink effect takes no additional penalty for multiple hits. Strong evocation; CL 12th; Craft Magic Arms and Armor, keen edge, sink, sound burst; Price 44,302 gp; Cost 22,302 gp + 1,760 XP. Sword of the Glorious Pearl: A +3 aquatic holy pearlsteel bastard sword, the sword of the glorious pearl is treasured by the aventi people, and the Order of the Pearl undertakes quests to recover one should it fall out of aventi hands. In addition to the benefi ts, granted by the sword’s aquatic and holy special abilities, the sword of the glorious pearl also grants its wielder the benefits of the Extra Turning feat as long as he grips its hilt. More than one user cannot benefi t from this ability in a day—it takes 24 hours for a new user to attune to the sword in order to use this benefi t. The wielder must already possess the ability to turn undead. Strong abjuration and evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, freedom of movement, creator must be good and must possess the Extra Turning feat; Price 75,335 gp; Cost to Create: 37,835 gp + 3,000 xp. RINGS A character can effectively wear only two rings at a time. A third magic ring doesn’t work if the wearer is already wearing two magic rings. Rings common among aquatic and seafaring folk are described below. Four Winds: The ring of the four winds is favored and coveted by mariners and sea-going adventurers for its ability to harness the four winds to do the ring-bearer’s will. The ring creates small gusts of wind when the wearer is attacked, granting a +2 deflection bonus to the wearer’s AC. Additionally, the character can use feather fall upon herself as an immediate action at any time, even when it isn’t her turn. Finally, with a command word the wearer can use the ring to bring about a stormrunner’s ward effect three times per day. Moderate abjuration, evocation [air], transmutation; CL 3rd; Forge Ring, feather fall, mage armor, stormrunner’s ward; Price 20,000 gp. Landwalking: This brass ring has a pattern of fish scales etched into it. An aquatic humanoid or monstrous humanoid who dons the ring develops legs and feet (if it does not already have them), which persist as long as the ring is worn. It loses its swim speed, but gains a land speed of 30 feet. The ring also confers air breathing on the wearer. Strong transmutation; CL 5th; Forge Ring, air breathing, fi ns to feet; Price 10,000 gp. Vortex: This platinum ring is fi tted with an aquamarine. On command, the ring of the vortex allows the wearer to take the form of a vortex (see Huge water elemental on page 101 of the Monster Manual). While in vortex form, the Krakentooth trident Illus. by W. England

131 MAGIC ITEMS SPELLS AND CHAPTER 6 wearer does not need to breathe and has a swim speed of 120 feet but no land speed (and cannot leave the water). The wearer can take no actions other than moving, does not threaten the area around him, and does not provoke attacks of opportunity for moving. The wearer can remain in this form for up to 10 rounds per day; the duration of this effect need not be consecutive rounds. Strong transmutation; CL 15th; Forge Ring, control water, shapechange; Price 44,000 gp. RODS AND STAFFS Any character can use a rod, but a staff is a spell trigger item. Rod of the Legendary Mariner: Crafted of brass and a piece of highly polished driftwood, the rod of the legendary mariner makes life aboard a ship easier, granting its bearer a +5 bonus on Profession (sailor) checks. Additionally, the rod of the legendary mariner can be used to bring forth a purify food and drink effect three times per day, a create water effect three times per day, and a detect ship effect once per day. Moderate varies; CL 5th; Craft Rod, purify food and water, create water, detect ship, must have at least 8 ranks in Profession (sailor); Price 20,000 gp. Staff of the Waves: This coral staff is shaped like an eel. It allows use of the following spells: • create water (1 charge) • wind wall (1 charge) • control water (2 charges) • control winds (2 charges) • control currents (2 charges) Strong conjuration, evocation, and transmutation; CL 11th; Craft Staff, control currents, control water, control winds, create water, wind wall; Price 65,000 gp. WONDROUS ITEMS New wondrous items are described below. Admiral’s Bicorne: This elaborately braided headgear is made of rich blue felt, embroidered with golden thread. It often has a showy badge called a cockade, proclaiming nationality, faith, family crest, and the like. A humanoid or monstrous humanoid who dons the admiral’s bicorne gains a +5 bonus on Profession (sailor) checks and all Charisma-based checks (including Leadership) as long as it is worn. The wearer’s voice is magically amplified, so that it can be heard clearly by anyone within 100 feet; class features and effects that depend on hearing the speaker benefit from the increased range. Finally, the admiral’s bicorne grants a +2 morale bonus on attack rolls, saves, and skill checks to allies within sound of the wearer’s voice (including the wearer). Strong conjuration; CL 10th; Craft Wondrous Item, eagle’s splendor; heroism, owl’s wisdom, ventriloquism. Price 51,000 gp; Weight 1 lb. Bag of Teeth: This small sack is made of fish skin and contains a handful of piranha teeth. By opening the bag and scattering its contents in a body of water, the user creates a piranha swarm (see page 162). The swarm is average in all regards and remains for 10 minutes. The swarm moves toward and attacks the closest living creature in the water, and the user has no control over its target or direction of travel. If no other creature is available, the swarm remains where it was summoned and attacks the first creature that approaches. Strong conjuration; CL 13th; Craft Wondrous Item, summon swarm; Price 2,000 gp; Weight 1 lb. Captain’s Lantern: This exquisite brass and greenglass lantern constantly protects the ship to which it is attuned with an alarm effect. The captain of the ship can speak a command word while touching a copper coin to the underside of the lantern to create a lantern token. Those who possess a lantern token do not set off the alarm. The captain can turn the alarm on or off with a command word. The captain can, at any time, negate all the current lantern tokens, turning them back into nonmagical copper coins. Tokens radiate a very minor abjuration effect. Faint abjuration; CL 3rd; Craft Wondrous Items, alarm; Price 12,000 gp; Weight 2 lb. Everfull Sails: Sails crafted of a sky-blue canvas with strange silver flecking, these magical sails are always filled with a strong wind when fully unfurled. The wind created behind the sails is sufficient to drive the ship forward at its full normal speed, and the sails ignore any other winds that might be blowing contrary to that generated by the sails themselves. The winds stop when the sails are furled or otherwise pulled down. A ship requires one set of everfull sails per mast, or the magic does not function (although the sails work as normal sails). Moderate evocation [air]; CL 3rd; Craft Wondrous Item, gust of wind; Price 12,000 gp; Weight 500 lb. Figurine of Wondrous Power (Pearlsteel Turtle): This miniature statuette of a sea turtle is about the size of a human hand. Tossing down the figurine and uttering the command word causes it to transform into a giant sea turtle. The creature obeys and serves its owner; it understands Common but does not speak. The giant sea turtle described here is a Huge version of a common sea turtle and is not aggressive. It serves only as a transport and does not obey orders to attack, although it will defend itself if threatened. Giant Turtle: CR 3; Huge magical beast (aquatic); HD 8d10+32, hp 87; Init +0; Speed 20 ft., swim 30 ft.; AC 25, touch 8, flat-footed 25; Base Atk +8; Grp +23; Atk or Full Atk +13 melee (1d8+3, bite)*; Space/Reach 15 ft./10 ft. (bite 10 ft.); SQ darkvision 60 ft., hold breath, low-light

132CHAPTER 6 SPELLS AND MAGIC ITEMS vision; AL N; SV Fort +10, Ref +6, Will +6; Str 25, Dex 10, Con 19, Int 6, Wis 14, Cha 6. *A giant turtle’s bite is treated as a secondary attack and adds only half the creature’s Strength bonus to the damage roll. Skills and Feats: Listen +10, Spot +9, Swim +12; Alertness, Iron Will. Languages: Common (does not speak). Hold Breath (Ex): A giant turtle can hold its breath for 1 hour before it risks drowning. Skills: A giant turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. This creature can be harnessed to pull a boat or raft at up to one half its swim speed. It is possible to ride on the turtle’s shell, but doing so requires a harness or rope or improvising handholds. Hanging onto the slick shell while the animal moves is extremely difficult, requiring a DC 20 Ride check each minute of travel. The pearlsteel turtle can be used up to three times per week for up to 6 hours at a time. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10,000 gp; Weight 5 lb. Finned Gauntlets: These sharkskin gauntlets are adorned with sweeping fins. The wearer gains a natural swim speed of 30 feet, with a +8 competence bonus on Swim checks to perform some special action or avoid a hazard. The wearer can always take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming. Both gloves must be worn for the magic to be effective. Faint transmutation; CL 5th; Craft Wondrous Item, alter self; Price 10,000 gp; Weight 1 lb. Living Figureheads: Each of the several kinds of living figureheads is carved from fine wood and resembles an ordinary figurehead. When a command word is spoken, the figurehead animates and is able to use special powers as described below. The living figurehead obeys and serves the ship’s master (usually the captain). Unless stated otherwise, it can speak Common and communicate telepathically with its master, provided it is within 100 feet. If a living figurehead is broken or destroyed in its carving form, it is forever ruined. If destroyed while animated, it simply reverts to a wooden carving that can be used again at a later time. An animated living figurehead is a construct of the same size as the object (see Animated Object on page 13 of the Monster Manual), but it has the Intelligence, Wisdom, and Charisma scores given in its entry. Special abilities whose save DCs depend on Constitution use the animated figurehead’s Charisma score instead. Dragon Head: This Large dragon’s head and neck are carved from cedar or spruce and painted as a chromatic or metallic dragon, with gaping mouth and fierce eyes. When animated, this living figurehead gains a breath weapon appropriate to the kind of dragon. It also confers on its ship immunity to a type of energy damage according to the kind of dragon. Dragon Head: As Large animated object, with the following changes: Speed 0 ft.; Atk or Full Atk +5 melee (1d8+4, bite); Space/Reach 10 ft./5 ft.; SA breath weapon; SQ hardness 5, immunity to energy, telepathy; AL N; SV Will HD/3 + Wis modifier; Int, Wis, Cha as dragon type. Languages: Common and Draconic. Breath Weapon (Su): As dragon type; see below. The breath weapon can be used once every 1d4 rounds. The save DC is Charisma-based. Dragon Variety Breath Weapon Damage Save DC Black 80-foot line of acid 10d4 13 Blue 40-foot cone of lightning 10d8 14 Green 40-foot cone of corrosive 10d6 14 (acid) gas Red 40-foot cone of fire 10d10 14 White 40-foot cone of cold 10d4 12 Brass 80-foot line of fire 10d6 14 Bronze 80-foot line of lightning 10d6 16 Copper 80-foot line of acid 10d4 15 Gold 40-foot cone of fire 10d10 16 Silver 40-foot cone of cold 10d8 16 Immunity to Energy (Ex): The ship gains immunity to a specific type of energy according to dragon type; see the following table. Living figurehead Illus. by W. England

133 MAGIC ITEMS SPELLS AND CHAPTER 6 Dragon Variety Immunity Black Acid Blue Electricity Green Acid Red Fire White Cold Brass Fire Bronze Electricity Copper Acid Gold Fire Silver Cold The animated dragon head has the mental statistics of a young adult dragon of its kind (see pages 68–88 of the Monster Manual). The item can be used once per week for up to 10 minutes at a time. Strong transmutation; CL 15th; Craft Wondrous Item, animate objects, protection from energy, and one of the following: acid fog or water to acid (acid), cone of cold (cold), lightning bolt (electricity), fireball or scorching ray (fire); Price 40,000 gp (black or white), 44,000 gp (green, brass, or copper), 49,000 gp (blue or bronze), gp (red or silver), or 56,000 gp (gold); Weight 500 lb. Ebony Porpoise: This living figurehead is carved from ebony, waxed and polished to a high gloss. When animated, this living figurehead grants its ship swift movement through the water, doubling its ordinary speed. Alternatively, the ebony porpoise can move a becalmed sailing ship as though it were propelled by a strong wind. The ebony porpoise also allows its ship to clear aquatic hazards, such as reefs, shipwreck debris, and the like, by making long leaps. The ship is briefly airborne, its keel clearing the water by up to 10 feet, for up to 15 rounds per day. The duration of these leaps need not be consecutive rounds. The animated figurehead is treated as a Large animated object. Its increased speed ability can be used three times per week for up to 6 hours at a time. Strong transmutation; CL 15th; Craft Wondrous Item, levitate, quickswim; Price 100,000 gp; Weight 400 lb. Golden Shedu: This living figurehead is carved into a likeness of the forequarters of a shedu, a creature with the head of a bearded man and the body of a winged bull (see page 153 of Fiend Folio for more on this being). It is crafted of mahogany and overlaid with gold leaf. When animated, this living figurehead grants its ship a fly speed of 60 feet with poor maneuverability. In addition, the golden shedu allows its ship and crew to shift briefly from the Material Plane to the Ethereal Plane as the etherealness spell. The animated figurehead has a Charisma score of 16 but is otherwise treated as a Large animated object. Its flight ability can be used twice per week for up to 1 hour at a time. It can transport the ship to the Ethereal Plane for up to 10 minutes each week; the duration of the etherealness effect need not be consecutive periods. Strong transmutation; CL 17th; Craft Wondrous Item, etherealness, fly; Price 100,000 gp; Weight 350 lb. Purpleheart Kraken: This living figurehead is a (much) smaller-than-life rendition of a kraken. It carved from the wood of the amaranth tree, which has a rich purple-brown color, and has tourmaline gems inlaid for its eyes. When animated, the tentacles of the purpleheart kraken reach out to grab opponents or to hold fast an enemy ship. In addition, the figurehead can produce a control winds effect as a 15th-level caster. The item can be used once per week for up to 10 minutes at a time. The animated figurehead is treated as a Large animated object, except that instead of a single slam attack, it has 8 slams that each deal 1d8+3 points of damage. It also has the improved grab ability, allowing it to attempt to start a grapple as a free action without provoking attacks of opportunity. It can constrict, dealing automatic slam damage against a held creature or object. The tentacles can grab creatures of up to Large size and can hold multiple Small or smaller creatures. The tentacles have a reach of 30 feet. While animated, the master’s ship gains a +8 bonus on any Profession (sailor) checks made to start a ship-to-ship grapple. Strong transmutation; CL 15th; Craft Wondrous Item, animate objects, control winds, entangle; Price 45,000 gp; Weight 500 lb. Magnificent Captain’s Coat: This heavy woolen coat prevents the wearer from becoming wet in rain and sea spray. The wearer also gains the benefit of an endure elements spell against cold (but not hot) extremes of weather. Additionally, the effects from powerful winds (see page 95 of the Dungeon Master’s Guide) are reduced by one step on the wearer. Thus, when the wearer of this coat is standing in windstorm-speed winds, she receives only the penalties associated with severe winds; if the wearer is standing in a strong wind, she receives only moderate wind penalties. Finally, this coat grants its wearer a +5 competence bonus on both Profession (sailor) and Balance checks. Threat the coast as a shirt or vestment for determing whether it can be worn with other magic items. Moderate abjuration, transmutation [air]; CL 5th; Feat, control winds, endure elements, other requirements; Price 11,000 gp; Weight 4 lb. Oars of Speed: Carved of lightweight yet durable wood, this pair of oars can be fitted on a rowboat or used to paddle a canoe or other small watercraft. They grant an enhancement bonus of +10 feet to the vessel’s speed. This bonus does not improve with the addition of more oars of speed. Boats requiring more than two oars can benefit from oars of speed, but all the vessel’s oars must be oars of speed to gain the speed bonus.

134CHAPTER 6 SPELLS AND MAGIC ITEMS Faint transmutation; CL 5th; Craft Wondrous Item, quickswim, creator must have 5 ranks in the Craft (boatbuilding) skill; Price 2,500 gp per pair; Weight 15 lb. each. Planar Helm: This ship’s wheel, crafted of silver and ebony, is made to be mounted at a ship’s helm. Once this has been done, the planar helm operates just as any other ship’s wheel. Additionally, twice per day anyone who knows the proper phrase can use the helm to produce a planar navigation effect on the ship. Strong conjuration; CL 13th; Craft Wondrous Items, planar navigation; Price 65,520 gp; Weight 25 lb. Sails of Displacement, Minor: Sails of displacement are crafted of a misty gray-blue canvaslike material, the edges of which seem to be slightly blurred in the sea breeze. This grants a 20% miss chance to ship-to-ship attacks against the ship fitted with them, functioning continually. Moderate illusion; CL 5th; Craft Wondrous Item, displacement; Price 120,000 gp; Weight 500 lb. Sea-steed’s Bridle: Crafted of leather with silver bits shaped as shells, this bridle can transform any animal or magical beast trained to accept riders into an aquatic form, as though it were the target of a steed of the seas spell. Doing so requires the use of a command word to shift into the altered form, and a second use to return to normal form. The item will shrink or enlarge to fit any size creature. Creatures affected by this bridle need not actually be paladin’s special mounts. Moderate transmutation; CL 8th; Craft Wondrous Item, steed of the seas; Price 28,800 gp; Weight 1 lb. Stormrider Cloak: A cloak crafted of water-resistant storm-gray wool and accented with gold lightning-pattern embroidery, the stormrider cloak allows the user to use a fly effect three times per day, for up to 5 minutes each time. Additionally, the user gains resistance to electricity 10. Moderate abjuration and transmutation; CL 5th; Craft Wondrous Item, fly, resist energy; Price 30,000 gp; Weight 1 lb. Secure Lines: This thick, tarred rope comes in 50-foot lengths and weighs twice as much as normal rope. Its magical enhancement grants it hardness 2 and 5 hp, and it requires a DC 25 Strength check to burst. Designated creatures moving over lines and rigging fashioned from this rope gain a +5 enhancement bonus on Balance and Climb checks. In addition, should a crew member fall from the rigging, the lines snake out and grab him in midair, preventing a fall and gently setting the creature to the deck of the ship. The master of a vessel designates crew members for the secure lines, adding or removing individuals as the ship’s complement changes. Adding or removing a crew member requires a command word. Moderate conjuration and transmutation; CL 9th; Craft Wondrous Item, animate rope, fabricate; Price 10,800 gp; Weight 20 lb. Sovereign Sealant: This thick, colorless spread makes ships and watertight containers less susceptible to damage and leaks. One drum of sovereign sealant is sufficient to treat a boat or container of Huge size, or two hull sections of a larger craft. A treated wooden item gains +2 hardness and is completely waterproof. A ship treated with sovereign sealant can lose one more hull section than normal before sinking. Moderate conjuration; CL 8th; Craft Wondrous Item, minor creation; Price 8,000 gp per drum; Weight 60 lb. Water Wheels: This set of four wooden wheels fits most wheeled vehicles, allowing one so equipped to float in water, regardless of its size or composition (although a vehicle with large openings will quickly become waterlogged). A vehicle so equipped has no independent mode of propulsion once afloat but must be rowed or fitted with sails unless it has magical propulsion or dray creatures capable of swimming. Faint transmutation; CL 5th; Craft Wondrous Item, wave blessing; Price 10,000 gp; Weight 20 lb each. Wind Pipe: A device built for pumping air into submerged or otherwise enclosed spaces, this is a 2-foot-long brass tube, threaded so that additional lengths of ordinary tubing can be attached. The wind pipe has a diameter of 3 inches. When activated, a flow of air equivalent to a moderate wind blows through the pipe. The intake end must be surrounded by air for the magic to work. Even if the space the air moves into has no outlet, the wind pipe provides circulation of the air magically. Moderate evocation; CL 10th; Craft Wondrous Item, favorable wind; Price 7,000 gp; Weight 10 lb.

135Illus. by D. Griffith ll sailors know that the world’s seas— whether on the surface or far from the light of the sun—are filled with countless terrible monsters, ranging from mysterious fey to titanic leviathans that can drag a whole ship down to a watery doom. Coastal towns and lonely islands are harried by slimy things that creep ashore in search of human blood. Sinister hunters lurk in the shallows awaiting unwary travelers, and great sea monsters as old as the world itself haunt certain straits and passages, destroying any who are foolhardy enough to venture within their grasp. AMPHIBIOUS CREATURE Perhaps only a few times in any generation, an individual member of an otherwise landbound race is born fully capable of surviving both on land and in water. These amphibious creatures display specific adaptations to watery environments. Typically, these are the result of something in the creature’s heritage—perhaps an aquatic ancestor, or even the result of recent interbreeding—but regardless of the reason, the effect is the same. SAMPLE AMPHIBIOUS CREATURE Amphibious Medusa Medium Monstrous Humanoid (Aquatic) Hit Dice: 6d8+6 (33 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 15 ft. Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+6 Attack: Light crossbow +7 ranged (1d8/19–20) or dagger +7 melee (1d4/19–20) or snakes +7 melee (1d4 plus poison) Full Attack: Light crossbow +7 ranged (1d8/19–20) or dagger +7/+2 melee (1d4/19–20) and snakes +2 melee (1d4 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Petrifying gaze, poison Special Qualities: Amphibious, darkvision 60 ft. Saves: Fort +3, Ref +6, Will +6 Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 15 Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +7, Spot +8, Swim +8

136CHAPTER 7 MONSTERS Feats: Point Blank Shot, Precise Shot, Weapon Finesse Environment: Temperate aquatic Organization: Solitary or covey (2–4) Challenge Rating: 7 Treasure: Double standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: — Though at first glance this creature appeared to be a well-proportioned human, a closer look reveals a hideous face crowned with a mass of writhing, hissing snakes instead of hair, eyes glowing a deep, feral red, and scaly, blue-green skin. The amphibious medusa is a hateful, repulsive creature that petrifies living beings with its gaze. It prizes art objects, fine jewelry, and wealth. Its activities often revolve around obtaining these items. An amphibious medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding its face behind a hood or veil. An amphibious medusa can be found in nearly every climate, both on land and underwater. This particular amphibious medusa dwells in a large port city, where it has become active in the criminal underworld to gain its desires, forming a robbery ring and organizing a smuggling cabal. A typical amphibious medusa is 5 to 6 feet tall and about the same weight as a human. Amphibious medusas speak Common. Combat An amphibious medusa tries to disguise its true nature until the intended target is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents. Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charismabased. Poison (Ex): Injury, Fortitude DC 14, 1d6 Str/2d6 Str. The save DC is Constitution-based. Skills: An amphibious medusa has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. CREATING AN AMPHIBIOUS CREATURE “Amphibious” is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). An amphibious creature uses all the base creature’s statistics and abilities except as noted here. Size and Type: The creature gains the aquatic subtype, but its creature type and other subtypes are unchanged. Size is unchanged. Speed: An amphibious creature gains a swim speed equal to half the normal land speed of the base creature (not including any adjustments for feats, class features, or other effects). Special Qualities: An amphibious creature retains all the special qualities of the base creature and also gains the following special quality. Amphibious: An amphibious creature can breathe air and water equally well. Abilities: Adjust from the base creature as follows: Dex –2. Amphibious creatures are less agile and flexible than their surface kin. Skills: An amphibious creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line. Environment: Any (usually aquatic). Level Adjustment: +0. ANGUILLIAN Medium Aberration (Aquatic) Hit Dice: 3d8+6 (28 hp) Initiative: +6 Speed: 20 ft. (4 squares), swim 40 ft. Armor Class: 16 (+2 Dex, +4 natural), touch 12, flatfooted 14 Base Attack/Grapple: +2/+4 Attack: Pincer +4 melee (1d4+2) or spear +4 melee (1d8+3/×3) Full Attack: 2 pincers +4 melee (1d4+2) and bite +2 melee (1d4+1) or spear +4 melee (1d8+3/×3) and bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Attach, blood drain Special Qualities: Darkvision 90 ft. , landwalking, light blindness, speak with eels, vulnerability to fire Saves: Fort +5, Ref +3, Will +3 Abilities: Str 15, Dex 14, Con 15, Int 10, Wis 14, Cha 6 Skills: Hide +10 (+14 in coral, rock, or kelp), Listen +2, Spot +10, Survival +6, Swim +10 Feats: Improved Initiative, Multiattack Environment: Cold aquatic Organization: Solitary, team (2–6 plus 1 dire eel), patrol (5–10 plus 1 2nd-level subchief plus 1–2 dire eels), band (20–40 plus 1 2nd-level subchief per 20 adults and 1

137MONSTERS CHAPTER 7 5th-level chieftain plus 2–5 dire eels), or tribe (60–100 plus 100% noncombatants plus 1 2nd-level subchief per 20 adults, and 1 5th-level chieftain per 40 adults, and 1 high chief of 6th–8th level plus 2–5 dire eels) Challenge Rating: 2 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +2 This creature resembles a cross between a humanoid and an eel, with two fl eshy appendages tipped with bony pincers, two stubby hind legs, and a hideous circular mouth fi lled with rings of teeth. Anguillians are aquatic hunters that inhabit the blackwater abysses of cold seas. Their favorite prey is whales and giant squid, which they hunt down in large parties. They are scavengers too when need be, willing to eat any kind of fl esh—even that of their own dead. They can’t tolerate bright light and dare the surface only on moonless nights, to raid island shores or passing ships. During such brief sojourns out of the water, they wield crude spears of bone and coral in their pincers. An adult anguillian is about 6 feet long and weighs 180 pounds. Anguillians speak a dialect of Sahuagin. More intelligent individuals also speak Aquan and languages of other undersea races. COMBAT A group of anguillians surround the opponent in all dimensions, darting in and attacking, then withdrawing as others move in. Attach (Ex): If an anguillian hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached anguillian loses its Dexterity bonus to AC and has an AC of 14. An attached anguillian can be struck with a weapon or grappled itself. To remove an attached anguillian through grappling, the opponent must achieve a pin against the anguillian. Blood Drain (Ex): An anguillian that begins its turn attached to an opponent bores into its opponent’s body and begins to drain fl uids. It deals 1d4 points of Constitution damage each round it remains attached. Landwalking (Ex): Anguillians can survive out of water for 1 hour per 3 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide). Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds anguillians for 1 round. On subsequent rounds, they are dazzled while operating in bright light. Speak with Eels (Ex): Anguillians can communicate with eels and dire eels up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Anguillians can use the Handle Animal skill to befriend and train eels, even if untrained. Skills: Anguillians have a +4 racial bonus on Hide and Spot checks. The bonus on Hide checks improves to +8 in areas of coral, rock, or heavy kelp. An anguillian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ANGUILLIAN SOCIETY A community of anguillians is a patriarchal hierarchy. A high chief rules and is served by numerous chieftains, who hold administrative positions, and subchiefs, who lead small hunting or battle groups. A leader faces frequent challenges from young males, for strength is the only measure of leadership anguillians recognize. ANGUILLIAN CHARACTERS An anguillian’s favored class is ranger. Most anguillian leaders are rangers or fi ghters. Anguillian rangers usually choose animals as their favored enemy. Anguillian clerics worship Umberlee or The Mockery, and typically choose the domains of Destruction and Water. Anguillian Illus. by D. Baker

138CHAPTER 7 MONSTERS AVENTI 1st-Level Aventi Warrior Medium Humanoid (Human, Aquatic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 13 (+3 studded leather), touch 10, flatfooted 13 Base Attack/Grapple: +1/+2 Attack: Spear +3 melee (1d8+1) Full Attack: Spear +3 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Aventi traits Saves: Fort +3, Ref +0, Will –1 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 Skills: Handle Animal +2, Intimidate +2, Swim +9 Feats: Weapon Focus (spear) Environment: Temperate aquatic Organization: Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 4th–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1/2 Treasure: Standard Alignment: Often lawful good Advancement: By character class Level Adjustment: +0 AVENTI SERGEANT 3rd-Level Aventi Fighter Medium Humanoid (Human, Aquatic) Hit Dice: 3d10+6 (27 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 15 (+1 Dex, +4 +1 studded leather), touch 11, fl at-footed 14 Base Attack/Grapple: +3/+5 Attack: Masterwork halberd +7 melee (1d10+3/×3) Full Attack: Masterwork halberd +7 melee (1d10+3/×3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Aventi traits Saves: Fort +5, Ref +2, Will +2 Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12 Skills: Handle Animal +7, Intimidate +5, Swim +12 Feats: Cleave, Iron Will, Power Attack, Weapon Focus (halberd) Environment: Temperate aquatic Organization: Squad (2–8), company (11–20 plus 2 3rd-level sergeants and 1 leader of 4th–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 3 Treasure: Standard Alignment: Often lawful good Advancement: By character class Level Adjustment: +0 The being before you seems human at fi rst glance, but his hair has a slight greenish tinge, and his forearms and calves have tough spines lying fl at along his skin. He wears leather armor and carries a spear. The aventi are a race of aquatic humanoids very closely related to humans – in fact, they were human before their transformation at the hands of Aventernus, their god, who sought to preserve his people in the face of a terrible cataclysm. They live in kingdoms ruled by paladin-kings of their god and protected by elite fi ghters and paladins, including the Order of the Pearl, knights clad in shimmering pearlsteel. Aventi are of human height and proportions, with human features (excepting their hair color, which tends toward green or bluish tints). They have folding spurs or spines on the forearms and calves that anchor swimming fi ns; when the spines lie fl at, they are not very noticeable. An aventi can easily pass for human by covering his legs and arms in long clothing. Aventi speak Common, and many also learn Elven and Aquan, the languages of their neighbors. Aventi Illus. by E. Polak

139MONSTERS CHAPTER 7 Most aventi encountered outside their homes are warriors; the information presented here is for one of 1st level. COMBAT Aventi are clever warriors who think in three dimensions, preferring to flank opponents by approaching them from both above and below, which tends to confuse surfacedwellers. They usually wear leather armor studded with copper rivets or tough shells, and wield piercing weapons such as spears and short swords, which are not affected by water resistance. The aventi warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis, 9, Cha 8. The aventi sergeant presented here had the following ability scores before racial adjustment: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12. AVENTI AS CHARACTERS Aventi possess the following racial traits. —Medium size. —An aventi’s base land speed is 30 feet. In water, an aventi has a swim speed of 30 feet. —Aquatic: Aventi are aquatic humanoids, and have the aquatic and human subtypes. —Amphibious (Ex): Aventi can breathe water or air equally well, without limitation. —Water Spell Power (Ex): An aventi’s effective caster level is +1 for spells with the water descriptor. —Human Blood: For all effects related to race, an aventi is considered a human. Aventi are just as vulnerable to special effects that affect humans as humans are, and they can use magic items that are only usable by humans. —Automatic Languages: Common. Bonus Languages: Aquan, Elven, Sahuagin. —Favored Class: Any. BLACKSKATE Large Undead (Aquatic) Hit Dice: 4d12 (26 hp) Initiative: +3 Speed: Swim 40 ft. (8 squares) Armor Class: 18 (+3 Dex, +6 natural, –1 size), touch 12, flat-footed 15 Base Attack/Grapple: +2/+11 Attack: Stinger +6 melee (1d6+2 plus poison) Full Attack: Stinger +6 melee (1d6+2 plus poison) and bite +1 melee (1d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Blood rage, poison Special Qualities: Blood tracker, darkvision 60 ft., damage reduction 5/slashing, scent, undead traits Saves: Fort +1, Ref +4, Will +5 Abilities: Str 20, Dex 17, Con —, Int 12, Wis 12, Cha 16 Skills: Escape Artist +5, Hide +8 (+12 on seafloor), Listen +4, Move Silently +12, Search +4, Spot +4, Survival +8, Swim +16 Feats: Stealthy, Swim-By Attack* Environment: Any aquatic Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: 5–12 HD (Large) Level Adjustment: — *New feat described in Chapter 4 The thing before you undulates in the currents, moving winglike projections at its sides like a pallid manta ray. Its body is an amalgamation of tattered flesh. Its is face made up of shattered pieces of bone roughly pulled together into a mismatched puzzle, as is the tail that now arcs scorpionlike over its back. A blackskate is made up of cast-off bits of flesh, bone, scale, and cartilage that settle to the ocean floor. Somehow this organic detritus mixes with the dark currents of the blackwater trenches and a terrible undead creature is created. A blackskate’s body is difficult to damage: the best way to destroy one is to hack it to pieces, which isn’t an easy task in the water. A blackskate seeks out living, warm-blooded creatures. Though it does not consume blood the way vampires and their ilk do, warm blood drives a blackskate into what merfolk call the blood rage—a state in which the creature becomes even more formidable. Blackskate Illus. by D. Baker

140CHAPTER 7 MONSTERS A blackskate is capable of inexorably tracking anyone whose blood it has scented, so long as it and its prey are in the same ocean. COMBAT A blackskate prefers to lie in wait, concealing itself beneath a thin layer of sand and silt much like a living stingray, and uses its deadly tail attack on the first creature that comes near it. It usually chooses to enter its blood rage at the first opportunity. Blood Rage (Ex): A blackskate that begins its turn within 30 feet of a living, wounded creature can enter a blood rage. It thrashes back and forth with tremendous power, gaining a +2 bonus on attack and damage rolls and +2 dodge bonus to AC. The blood rage lasts for a number of rounds equal to 3 + the blackskate’s Charisma modifier (normally 6 rounds total). It can enter a blood rage once per day. Poison (Ex): A blackskate’s venomous stinger is capable of administering a necrotic poison that causes flesh to quickly wither and slough off. Injury, Fortitude DC 15, 1d6 Con/1d6 Con. The save DC is Charisma-based. Blood Tracker (Su): A blackskate is capable of tracking anyone whose blood it has tasted (that is, anyone whose blood has been shed near it in the water). It can follow any such trail infallibly, as long as its quarry remains in the same body of water as the blackskate. It succeeds automatically, unless the quarry uses some magical means of concealing its path. In such an instance, the blackskate can make a Survival check (DC 10 + caster level of spell or effect) in order to continue tracking its prey. Skills: *When it is lying still along the seafloor, a blackskate gains a +4 racial bonus on Hide checks. A blackskate has a +8 racial bonus to any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. CALLER FROM THE DEEPS Huge Elemental (Water) Hit Dice: 9d8+90 (130 hp) Initiative: –1 Speed: Swim 50 ft. (10 squares) Armor Class: 22 (–1 Dex, –2 size, +15 natural), touch 7, flat-footed 22 Base Attack/Grapple: +6/+22 Attack: Tentacle +13 melee (2d6+8) Full Attack: 2 tentacles +13 melee (2d6+8) Space/Reach: 15 ft./15 ft. Special Attacks: Constrict 2d6+8, enervating grip, improved grab Special Qualities: Damage reduction 5/—, darkvision 60 ft., elemental traits, siren’s call, summon watery ally Saves: Fort +16, Ref +2, Will +4 Abilities: Str 26, Dex 9, Con 30, Int 15, Wis 12, Cha 14 Skills: Concentration +22, Listen +13, Spot +13, Swim +28 Feats: Combat Reflexes, Improved Natural Attack (tentacles), Swim-By Attack*, Weapon Focus (tentacles) Environment: Any aquatic Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always neutral evil Advancement: 10–18 HD (Huge); 19–27 HD (Gargantuan) Level Adjustment: — *New feat described in Chapter 4 An inky blot of cold black water, this horrific tentacled mass ripples and seethes in the water. In the deep, black places of the ocean, strange things come to rest. Corpses, cast-offs magics, even light itself is pulled into these places and consumed. Little wonder then that sometimes, in such places, a malevolence grows. Impelled by the rot of the things of the light and driven by a horrible hunger, this thing becomes impatient waiting for the tides of the sea to pull the world above it down into its ravenous maw. It forms for itself a body out of the black, cold waters where it found its genesis and leaves the blackwater trenches of the deep oceans, seeking life and light to consume. A caller from the deeps has the ability to call things to itself, so that it can consume them. It often lures sailors Caller from the deeps Illus. by D. Griffith

141MONSTERS CHAPTER 7 overboard with its call, enwrapping them as they leap into the cold water and feeding on their life’s warmth. When endangered, a caller from the deeps has the ability to summon aquatic creatures to defend it. COMBAT A caller from the deeps maintains a very simple technique for hunting. It begins by calling its prey to itself, using siren’s call. It then grapples those who enter the water, drowning them. Should any manage to put up enough of a fight to endanger its serenity, it summons a creature to defend itself and distract any adversaries. Only if its opponents fight their way past this summoned minion or manage to directly engage the caller itself will this creature focus its full attention and might on them. Constrict (Ex): A caller from the deeps deals automatic tentacle damage with a successful grapple check. Enervating Grip (Su): While dealing damage in a grapple, a caller from the deeps also drains the vitality of its target. Those who take grappling damage from a caller from the deeps must make a DC 24 Fortitude save or take 1 point of Constitution damage. This save DC is Constitution-based. Improved Grab (Ex): To use this ability, a caller from the deeps must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple, it establishes a hold and can both constrict and use its enervating grip ability. Elemental Traits: A caller from the deeps has immunity to poison, magic sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore it to life). Siren’s Call (Sp): Three times per day, a caller from the deeps can use a siren’s call effect (DC 18). This new spell is described on page 121. Summon Watery Ally (Sp): Once per hour, a caller from the deeps can summon a Medium water elemental or a Large fiendish shark. This creature remains for 10 minutes or until slain. This is the equivalent of a 4th-level spell. Skills: A caller from the deeps has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. CRAB, MONSTROUS Monstrous crabs range in size from Small to Colossal. They are voracious scavengers that will eat anything, living or dead, they come across. Monstrous crabs have the following special abilities, regardless of size. Constrict (Ex): A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check. Improved Grab (Ex): To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Monstrous crabs have a +4 racial bonus on grapple checks. Amphibious (Ex): Although monstrous crabs are aquatic, they can survive indefinitely on land. Vermin Traits: A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Skills: A monstrous crab has a +4 racial bonus on Hide and Spot checks. SMALL MONSTROUS CRAB Small Vermin (Aquatic) Hit Dice: 1d8+4 (8 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 15 (+1 size, +4 natural), touch 11, flatfooted 15 Base Attack/Grapple: +0/+0 Attack: Claw +1 melee (1d4) Full Attack: 2 claws +1 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Constrict 2d4, improved grab Special Qualities: Amphibious, low-light vision, scent Saves: Fort +3, Ref +0, Will +0 Abilities: Str 10, Dex 11, Con 12, Int —, Wis 11, Cha 2 Skills: Hide +8, Spot +4 Feats: ToughnessB Environment: Temperate aquatic Organization: Colony (2–5) or swarm (6–11) Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: 2 HD (Small) Level Adjustment: — MEDIUM MONSTROUS CRAB Medium Vermin (Aquatic) Hit Dice: 3d8+6 (19 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +2/+8 Attack: Claw +4 melee (1d6+2)

142CHAPTER 7 MONSTERS Full Attack: 2 claws +4 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Constrict 2d6+2, improved grab Special Qualities: Amphibious, low-light vision, scent Saves: Fort +4, Ref +1, Will +1 Abilities: Str 15, Dex 11, Con 12, Int —, Wis 11, Cha 2 Skills: Hide +4, Spot +4 Feats: ToughnessB Environment: Temperate aquatic Organization: Solitary, colony (2–5), or swarm (6–11) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4–5 HD (Medium) Level Adjustment: — LARGE MONSTROUS CRAB Large Vermin (Aquatic) Hit Dice: 6d8+9 (36 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 18 (–1 size, +9 natural), touch 9, flat-footed 18 Base Attack/Grapple: +4/+17 Attack: Claw +8 melee (1d8+5) Full Attack: 2 claws +8 melee (1d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 2d8+5, improved grab Special Qualities: Amphibious, low-light vision, scent Saves: Fort +6, Ref +2, Will +2 Abilities: Str 21, Dex 11, Con 12, Int —, Wis 11, Cha 2 Skills: Hide +0, Spot +4 Feats: ToughnessB Environment: Temperate aquatic Organization: Solitary or colony (2–5) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 7–11 HD (Large) Level Adjustment: — HUGE MONSTROUS CRAB Huge Vermin (Aquatic) Hit Dice: 12d8+27 (81 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 22 (–2 size, +14 natural), touch 8, flat-footed 22 Base Attack/Grapple: +9/+28 Attack: Claw +14 melee (2d6+7) Full Attack: 2 claws +14 melee (2d6+7) Space/Reach: 15 ft./15 ft. Special Attacks: Constrict 4d6+7, improved grab Special Qualities: Amphibious, low-light vision, scent Saves: Fort +10, Ref +4, Will +4 Abilities: Str 25, Dex 11, Con 14, Int —, Wis 11, Cha 2 Skills: Hide –4, Spot +4 Feats: ToughnessB Environment: Temperate aquatic Organization: Solitary or colony (2–5) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 13–23 HD (Huge) Level Adjustment: — GARGANTUAN MONSTROUS CRAB Gargantuan Vermin (Aquatic) Hit Dice: 24d8+51 (159 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 26 (–4 size, +20 natural), touch 6, flat-footed 26 Base Attack/Grapple: +18/+45 Attack: Claw +25 melee (3d6+11) Full Attack: 2 claws +25 melee (3d6+11) Space/Reach: 20 ft./20 ft. Special Attacks: Constrict 6d6+11, improved grab Special Qualities: Amphibious, low-light vision, scent Saves: Fort +16, Ref +8, Will +8 Abilities: Str 33, Dex 11, Con 14, Int —, Wis 11, Cha 2 Skills: Hide –8, Spot +4 Feats: ToughnessB Environment: Temperate aquatic Organization: Solitary or pair Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: 25–47 HD (Gargantuan) Level Adjustment: — COLOSSAL MONSTROUS CRAB Colossal Vermin (Aquatic) Hit Dice: 48d8+99 (315 hp) Initiative: –1 Speed: 40 ft. (8 squares) Armor Class: 28 (–8 size, –1 Dex, +27 natural), touch 1, flat-footed 28 Base Attack/Grapple: +36/+65 Attack: Claw +41 melee (4d6+13) Full Attack: 2 claws +41 melee (4d6+13) Space/Reach: 30 ft./30 ft. Special Attacks: Constrict 8d6+13, improved grab Special Qualities: Amphibious, low-light vision, scent Saves: Fort +28, Ref +15, Will +16 Abilities: Str 37, Dex 9, Con 14, Int —, Wis 11, Cha 2

143MONSTERS CHAPTER 7 Skills: Hide –13, Spot +4 Feats: ToughnessB Environment: Temperate aquatic Organization: Solitary Challenge Rating: 13 Treasure: None Alignment: Always neutral Advancement: 49–60 HD (Colossal) Level Adjustment: — DARFELLAN 1st-Level Warrior Medium Humanoid (Darfellan) Hit Dice: 1d8+1 (5 hp) Initiative: –1 Speed: 10 ft. in hide armor (2 squares), base speed 20 ft.; swim 30 ft. in hide armor, base swim 40 ft. Armor Class: 12 (–1 Dex, +3 hide), touch 9, flat-footed 12 Base Attack/Grapple: +1/+3 Attack: Harpoon +4 melee (1d10+3) or harpoon +0 ranged (1d10+2) or bite +3 melee (1d6+3) Full Attack: Harpoon +4 melee (1d10+2) and bite –1 melee (1d6+1) or harpoon +0 ranged (1d10+2) Space/Reach: 5 ft./5 ft. Special Attacks: Racial hatred (sahuagin) Special Qualities: Echolocation, hold breath Saves: Fort +3, Ref –1, Will –1 Abilities: Str 15, Dex 9, Con 12, Int 10, Wis 9, Cha 8 Skills: Handle Animal +3 (+7 marine mammals), Listen –1, Spot –1, Swim +8 Feats: Weapon Focus (harpoon) Environment: Temperate aquatic Organization: Solitary, band (2–8), or pod (10–40 plus 100% noncombatants plus 1 3rd-level barbarian per 10 adults, 1 5th-level bard, and 1 5th-level barbarian) Challenge Rating: 1/2 Treasure: Standard Alignment: Often chaotic neutral Advancement: By character class Level Adjustment: +0 DARFELLAN BARBARIAN 3rd-Level Barbarian Medium Humanoid (Darfellan) Hit Dice: 3d12+6 (31 hp) Initiative: +0 Speed: 20 ft. in chitin armor (4 squares), base speed 30 ft.; swim 30 ft. in chitin armor, base swim 40 ft. Armor Class: 15 (+0 Dex, +5 +1 chitin), touch 10, flat-footed 15 Base Attack/Grapple: +3/+6 Attack: Masterwork ranseur +6 melee (2d4+4/×3) or harpoon +4 ranged (1d10+3) Full Attack: Masterwork ranseur +6 melee (2d4+4/×3) or harpoon +4 ranged (1d10+3) Space/Reach: 5 ft./5 ft. Special Attacks: Racial hatred (sahuagin), rage Special Qualities: Echolocation, hold breath, trap sense, uncanny dodge Saves: Fort +5, Ref +1, Will +2 Abilities: Str 16, Dex 11, Con 15, Int 8, Wis 12, Cha 10 Skills: Handle Animal +4 (+8 marine mammals), Jump +4, Listen +3, Spot +2, Survival +5, Swim +10 Feats: Power Attack, Weapon Focus (harpoon) Environment: Temperate aquatic Organization: Solitary, band (2–5), or pod (10–40 plus 100% noncombatants plus 1 3rd-level barbarian per 10 adults, 1 5th-level bard, and 1 5th-level barbarian) Challenge Rating: 3 Treasure: Standard Alignment: Often chaotic neutral Advancement: By character class Level Adjustment: +0 This humanoid is blocky in build, with a thick neck and a bulletshaped head. Her skin is glossy black, broken by irregular white markings, and her wide mouth shows pointed teeth. Darfellan Illus. by J. Thomas

144CHAPTER 7 MONSTERS Darfellans are descended from orca lycanthropes and lead a simple hunting lifestyle. Their settlements are usually along rocky, forested coasts. Darfellans are a somewhat wild people who enjoy swimming, playing, and hunting in the coastal waters, sometimes in the company of orcas. They are the dedicated foes of any who hunt and kill whales. They love song, dance, and story and hold frequent gatherings to share traditional tales and new lore. Darfellans speak their own language, and some learn Common or Aquan. COMBAT Although they can be violent, darfellans do not usually initiate a battle, though they attack whale hunters without hesitation. They prefer to fight in the water, surrounding an enemy while darting in to make attacks. Out of water, they begin with ranged harpoon attacks, hoping to impale and then reel in enemies. Skills: A darfellan has a +4 racial bonus on Handle Animal checks when working with orcas, dolphins, seals, whales, and other marine mammals. A darfellan has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The darfellan warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis, 9, Cha 8. The darfellan barbarian presented here had the following ability scores before racial adjustment: Str 14, Dex 13, Con 15, Int 8, Wis 12, Cha 10. DARFELLANS AS CHARACTERS Darfellans possess the following racial traits: — +2 Strength, –2 Dexterity. —Medium size. —A darfellan’s base land speed is 20 feet. In water, a darfellan has a swim speed of 40 feet. — Hold Breath (Ex): A darfellan can hold her breath for a number of rounds equal to 8 × her Constitution score before she risks drowning. — Natural Attack: A darfellan has a natural bite attack that deals 1d6 points of damage. — Echolocation: A darfellan has blindsense out to 20 feet when in water. — Racial Hatred: A darfellan has a +2 racial bonus on attack rolls and damage rolls against sahuagin. —Automatic Language: Darfellan. Bonus Languages: Aquan, Common. —Favored Class: Barbarian. DARFELLAN SOCIETY Darfellans inhabit small coastal settlements consisting of related family groups. Their society is not hierarchical, although the elders have great influence in matters affecting a community. Each village is self-contained, but darfellans have frequent gatherings in which the inhabitants of an area exchange news and participate in athletic and artistic activities. Darfellans honor the Whale Mother, their patron deity, but also pay respect to other deities of the sea, especially Deep Sashelas (see page 49). DINOSAUR Dating back to the very dawn of the world, marine dinosaurs still hunt remote islands, uncharted seas, and hidden cavern-worlds deep in the Underdark. Large, powerful, and all-too-often blessed with savage and territorial dispositions, these creatures match the largest and hungriest sharks in terms of the threat they pose to adventurers in or around water. The four creatures described here are not dinosaurs per se; they’re actually marine reptiles who are often found near lands where dinosaurs exist. ARCHELON Huge Animal Hit Dice: 12d8+84 (138 hp) Initiative: –2 Speed: 10 ft. (2 squares), swim 20 ft. Armor Class: 21 (–2 size, –2 Dex, +15 natural), touch 6, flat-footed 21 Base Attack/Grapple: +9/+26 Attack: Bite +16 melee (2d6+13) Full Attack: Bite +16 melee (2d6+13) Space/Reach: 15 ft./10 ft. Special Attacks: — Special Qualities: Hold breath, low-light vision Saves: Fort +16, Ref +2, Will +5 Abilities: Str 28, Dex 7, Con 22, Int 2, Wis 13, Cha 7 Skills: Listen +11, Spot +6, Swim +17 Feats: Great Fortitude, Toughness (×4) Environment: Warm aquatic Organization: Solitary or pair Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 13–24 HD (Huge); 25–36 HD (Gargantuan) Level Adjustment: — This huge turtle is easily 15 feet from nose to tail, with a powerful beaked jaw. Its feet are large, paddlelike flippers.

145MONSTERS CHAPTER 7 The archelon is a large, primitive sea turtle. While it often feeds on floating carrion or shellfish it digs up out of the mud, it is highly aggressive and is not afraid to come up out of the water in order to reach a meal on shore. Combat The archelon attacks with a snap of its oversized jaws. Hold Breath (Ex): An archelon can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical archelon, this is 220 rounds, or 22 minutes. Skills: An archelon has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ICHTHYOSAUR Large Animal Hit Dice: 10d8+50 (95 hp) Initiative: +3 Speed: Swim 50 ft. (10 squares) Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 12 Base Attack/Grapple: +7/+16 Attack: Bite +11 melee (1d8+7) Full Attack: Bite +11 melee (1d8+7) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Hold breath, low-light vision, scent Saves: Fort +14, Ref +10, Will +4 Abilities: Str 20, Dex 17, Con 20, Int 2, Wis 13, Cha 9 Skills: Listen +9, Spot +10, Swim +13 Feats: Alertness, Combat Reflexes, Great Fortitude, Swim-By Attack Environment: Warm aquatic Organization: Solitary, pair, or school (3–6) Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 11–15 HD (Large); 16–30 HD (Huge) Level Adjustment: — Dolphinlike in appearance, this creature has a long, narrow jaw filled with countless small, sharp teeth. It is large and fast, with a single vertical fin in the center of its back. The ichthyosaur is a fast marine reptile. Like a dolphin or killer whale, it is completely adapted to life in the water; it has fins instead of feet and a powerful tail for swimming. It is every bit as dangerous as a shark of the same size. Combat An ichthyosaur’s jaws are designed for catching small fish with ease. Against a larger foe, such as a swimming adventurer, it uses hit-and-run tactics, racing in to snap and slash with its long, fang-studded jaws. Hold Breath (Ex): An ichthyosaur can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. For a typical ichthyosaur, this is 120 rounds, or 12 minutes. Skills: An ichthyosaur has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs DINOSAUR NAMES IN EBERRON In the world of Eberron, where dinosaurs and related giant reptiles are fairly common, people do not use the names of these creatures bestowed upon them by real-world paleontologists. The following table indicates the Common and Draconic names of the giant marine reptiles described in this book as they are used in Eberron—and perhaps in other worlds. Scientific Name Common Name Draconic Name Archelon Giant snapper Haka’hurak’aan Ichthyosaur Maultooth Ka’khuva’ost Mosasaur Sea render Vharag’ost Plesiosaur Fintail titan Haka’paharan’ost Ichthyosaur Illus. by F. Hooper

146CHAPTER 7 MONSTERS MOSASAUR Huge Animal Hit Dice: 15d8+99 (166 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 50 ft. Armor Class: 19 (–2 size, +1 Dex, +10 natural), touch 9, flat-footed 18 Base Attack/Grapple: +11/+28 Attack: Bite +18 melee (2d8+9) Full Attack: Bite +18 melee (2d8+9) and tail slap +13 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, swallow whole Special Qualities: Hold breath, low-light vision, scent Saves: Fort +17, Ref +10, Will +6 Abilities: Str 28, Dex 13, Con 22, Int 2, Wis 13, Cha 9 Skills: Listen +12, Spot +12, Swim +17 Feats: Alertness, Great Fortitude, Improved Natural Attack (bite), Toughness (×3) Environment: Warm aquatic Organization: Solitary or pair Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: 16–29 HD (Huge); 30–45 HD (Gargantuan) Level Adjustment: — This fearsome reptilian creature has a long, crocodilian body, with flippers instead of feet and a finned tail. Its huge jaws are filled with sharp teeth. The mosasaur is a voracious beast that tries to make a meal out of anything smaller that it comes across. It can grow to a length of 40 feet or more, counting its long tail. Combat A mosasaur attacks with its huge, gaping jaws, and can deliver powerful slaps of its crocodilian tail as well. Improved Grab (Ex): To use this ability, a mosasaur must hit an opponent at least two sizes smaller (Medium for a Huge mosasaur) with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the target in the following round. Swallow Whole (Ex): A mosasaur can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent each round takes 1d6+9 points of bludgeoning damage plus 1d8 points of acid damage from the mosasaur’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 20 points of damage to the mosasaur’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge mosasaur’s gullet can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. Hold Breath (Ex): A mosasaur can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. For a typical mosasaur, this is 132 rounds, or over 13 minutes. Skills: A mosasaur has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. PLESIOSAUR Gargantuan Animal Hit Dice: 16d8+112 (184 hp) Initiative: +4 Speed: 10 ft. (2 squares), swim 70 ft. Armor Class: 12 (–4 size, +6 natural), touch 6, flat-footed 12 Base Attack/Grapple: +12/+36 Attack: Bite +20 melee (4d6+18) Full Attack: Bite +20 melee (4d6+18) Space/Reach: 20 ft./20 ft. Special Attacks: Improved grab Special Qualities: Hold breath, low-light vision, scent Saves: Fort +19, Ref +10, Will +6 Abilities: Str 34, Dex 10, Con 24, Int 2, Wis 13, Cha 9 Skills: Listen +9, Spot +9, Swim +27 Feats: Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Rapid Swimming*, Swim-By Attack* Environment: Warm aquatic Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: 17–32 HD (Colossal) Level Adjustment: — *New feat described in Chapter 4 This sleek, reptilian creature has a graceful, turtle-shaped body, with long, elegant flippers. Its sinuous neck ends in a snakelike head with extremely sharp teeth. The plesiosaur, among the smartest of all dinosaurs, is a highly curious beast whose attention is often drawn to boats and anything out of the ordinary in its territory. Its many sharp teeth are well-suited to grabbing, holding, and swallowing fish whole; its slender neck

147MONSTERS CHAPTER 7 means it cannot swallow anything more than 18 inches wide. A plesiosaur averages about 45 feet long, with its extremely long neck accounting for roughly half that length. Combat While not aggressive, a plesiosaur might prod or nudge something that attracts its attention, such as a small boat (which from beneath might rather resemble another plesiosaur) or a clumsy swimmer. If attacked it defends itself vigorously with a powerful bite. A fully roused plesiosaur makes good use of its astonishing swim speed, Swim-By Attack, and the reach granted by its long flexible neck to make swift hit-and-run attacks. Improved Grab (Ex): To use this ability, a plesiosaur must hit an opponent at least two sizes smaller (Large for a Gargantuan plesiosaur) with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the target in the following round. Hold Breath (Ex): A plesiosaur can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical plesiosaur, this is 240 rounds, or 24 minutes. Skills: A plesiosaur has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. DIRE ANIMAL Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance. DIRE BARRACUDA Large Animal (Aquatic) Hit Dice: 8d8+16 (52 hp) Initiative: +2 Speed: Swim 80 ft. (16 squares) Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +6/+14 Attack: Bite +9 melee (1d8+6) Full Attack: Bite +9 melee (1d8+6) Space/Reach: 10 ft./5 ft. Special Attacks: Sprint Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +8, Will +5 Abilities: Str 19, Dex 15, Con 14, Int 1, Wis 12, Cha 2 Skills: Listen +6, Jump +29, Spot +6, Swim +12 Feats: Alertness, Iron Will, Run Environment: Warm aquatic Organization: Solitary, pair, or school (3–6) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge) Level Adjustment: — This very long, narrow-bodied fish flashes through the water, razor-sharp teeth snapping. The dire barracuda is about 10 feet long and weighs around 300 pounds. It has bony protrusions along the spine and a mouth full of outsize teeth. Combat The dire barracuda is much more aggressive than its smaller cousin and sometimes hurls itself out of the water to attack. Sprint (Ex): A dire barracuda can move up to three times Plesiosaur its normal speed (240 feet) when it makes a charge. Illus. by S. Wood

148CHAPTER 7 MONSTERS Skills: A dire barracuda has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. DIRE EEL Large Animal (Aquatic) Hit Dice: 6d8+15 (42 hp) Initiative: +5 Speed: Swim 30 ft. (6 squares) Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +4/+12 Attack: Bite +8 melee (1d8+6) Full Attack: Bite +8 melee (1d8+6) Space/Reach: 10 ft./5 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +6, Will +3 Abilities: Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2 Skills: Hide +1 (+5 in coral, rock, or kelp), Listen +5, Spot +6, Swim +12 Feats: Improved Initiative, Toughness, Weapon Focus (bite) Environment: Warm aquatic Organization: Solitary or pair Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 7–12 HD (Large); 13–18 HD (Huge) Level Adjustment: — The dire eel is a moraylike animal of unusual size. It can reach lengths of 20 feet or more and weigh up to 500 pounds. It resembles its smaller relations in other respects. Attach (Ex): If a dire eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached eel loses its Dexterity bonus to AC and has an AC of 12. An attached eel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature. Skills: Dire eels have a +4 racial bonus on Hide checks, which improves to +8 in areas of coral, rock, or heavy kelp. An eel has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ELF, AQUATIC 1st-Level Warrior Medium Humanoid (Elf, Aquatic) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 40 ft. Armor Class: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Trident +3 melee (1d8+1) Full Attack: Trident +3 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Aquatic elf traits, superior low-light vision Saves: Fort +3, Ref +1, Will –1 (+1 against enchantments) Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8 Skills: Handle Animal +1, Listen +1, Ride +3, Search +1, Spot +1, Swim +9 Feats: Weapon Focus (trident) Environment: Temperate aquatic Organization: Squad (2–4), patrol (5–10 plus 2 3rd-level dolphinriders and 1 leader of 4th to 6th level plus 1–2 porpoises), or band (30–80 plus 25% noncombatants plus 1 3rd-level dolphinrider per 10 adults, 5 5th-level lieutenants, and 2 7th-level captains, plus 5–8 porpoises or 1–2 orcas, plus 2d6 hippocampi) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Level Adjustment: +0 AQUATIC ELF DOLPHIN RIDER 1st-Level Druid/2nd-Level Fighter Medium Humanoid (Elf, Aquatic) Hit Dice: 1d8+2 plus 2d10+4 (25 hp) Initiative: +3 Speed: 30 ft. in masterwork sharkskin armor (6 squares), swim 40 ft. Armor Class: 16 (+3 Dex, +3 sharkskin), touch 13, flat-footed 13 Base Attack/Grapple: +2/+3 Attack: Trident +4 melee or +6 ranged (1d8+1) Full Attack: Trident +4 melee or +6 ranged (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: Porpoise animal companion, spells Special Qualities: Aquatic elf traits, spontaneous casting, superior low-light vision, wild empathy +0 (–4 magical beasts) Saves: Fort +7, Ref +3, Will +3 (+5 against enchantments) Abilities: Str 12, Dex 17, Con 14, Int 8, Wis 13, Cha 8

149MONSTERS CHAPTER 7 Skills: Concentration +4 (+8 casting defensively), Handle Animal +5, Knowledge (nature) +3 Listen +3, Ride +5, Search +1, Spot +3, Survival +5, Swim +9 Feats: Combat Casting, Weapon Focus (trident) Environment: Temperate aquatic Organization: Squad (2–4), patrol (5–10 plus 2 3rd-level dolphinriders and 1 leader of 4th to 6th level plus 1–2 porpoises), or band (30–80 plus 25% noncombatants plus 1 3rd-level dolphinrider per 10 adults, 5 5th-level lieutenants, and 2 7th-level captains, plus 5–8 porpoises or 1–2 orcas, plus 2d6 hippocampi) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral good Advancement: By character class Level Adjustment: +0 This humanoid is slender and slightly shorter than a human. He has pale, greenishsilver skin and emerald-green hair. His ears are pointed, and his fingers and toes are partially webbed. Aquatic elves are also known as sea elves. Other than skin and hair color, they resemble their terrestrial kin, but the gill slits beneath their ears and the delicate webbing of fingers and toes proclaims their marine nature. Aquatic elves are peaceful by nature and love to roam the open seas, in the company of aquatic animals such as porpoises and whales. However, they loathe the sahuagin and above all the foul malenti who mock their elven form. The presence of sahuagin sends an entire aquatic elf community to battle, and the fighting does not end until one side or the other is eradicated. Porpoises and orcas willingly ally with aquatic elves and assist them in combat, but they are not beasts of burden. Aquatic elves often ride trained hippocampi into battle. They speak Common and Elven, and often know the language of sahuagin as well. COMBAT When aquatic elves fight, they are ruthless and clever. In water, they start by charging from below (especially against foes not used to fighting in three dimensions). They sometimes try to drive an aquatic enemy on shore to render it helpless. Battles between sea elves and sahuagin also include large numbers of porpoises and sharks. Aquatic elf warriors favor light armor, usually “leather” crafted from eel or shark skins, or from fish scales sewn onto thick cloth. Druid Spells Prepared: 0—cure minor wounds (DC 11), flare (DC 11), read magic; 1st—charm animal (DC 12), magic fang (DC 12). Skills: An aquatic elf has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. The aquatic elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. The aquatic elf dolphin rider presented here had the following ability scores before racial adjustments: Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8. AQUATIC ELVES AS CHARACTERS Aquatic elves possess the following racial traits. —+2 Dexterity, –2 Intelligence. —Medium size. —An aquatic elf’s base land speed is 30 feet. An aquatic elf has a swim speed of 40 feet. —Immunity to sleep spells and effects, and a +2 racial bonus on saving throws against enchantment spells or effects. —Gills: An aquatic elf can survive out of the water for 1 hour per point of Constitution. After that, he risks suffocation (see Suffocation, page 304 of the Dungeon Master’s Guide). —Superior Low-Light Vision (Ex): Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. —+2 racial bonus on Listen, Search, and Spot checks. An aquatic elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he where actively looking for it. —Weapon Proficiencies: Aquatic elves are automatically proficient with the net, spear, trident, and aquatic crossbow (see page 107). Aquatic elf Illus. by J. Thomas

150CHAPTER 7 MONSTERS —Automatic Languages: Common, Elven. Bonus Languages: Aquan, Draconic, Sahuagin. —Favored Class: Fighter. AQUATIC ELF SOCIETY Aquatic elves cherish privacy and freedom. Their communities are built in coral caves or seaweed-filled lagoon bottoms, camouflaged to avoid notice. Druids and rangers keep watch on the settlement and use magic to further hide its existence, along with snares and traps to discourage exploration. A typical sea elf settlement contains several hundred inhabitants, and communities stay in touch through a system of messengers, often riding hippocampi. Porpoises, and occasionally orcas, are never far from a sea elf village, and the community’s druids are especially attentive to these creatures, seeing them as emissaries of the water spirits. The animals also assist in defending the settlement. Eadro, the patron deity of merfolk, tritons, and locathah, receives some worship, but most sea elves honor Deep Sashelas (see page 49). GOLEM, CORAL Huge Construct (Aquatic) Hit Dice: 16d10+40 (128 hp) Initiative: +0 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 20 (–2 size, +12 natural), touch 8, flat-footed 20 Base Attack/Grapple: +12/+26 Attack: Slam +16 melee (2d8+6 plus stun) or coral star +10 ranged (1d6+6 plus stun) Full Attack: 4 slams +16 melee (2d8+6 plus stun) or 4 coral stars +10 ranged (1d6+6 plus stun) Space/Reach: 15 ft./15 ft. Special Attacks: Stun Special Qualities: Construct traits, damage reduction 10/bludgeoning and magic, darkvision 60 ft., fast healing 10, low-light vision Saves: Fort +5, Ref +5, Will +5 Abilities: Str 22, Dex 11, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Warm aquatic Organization: Solitary Challenge Rating: 9 Treasure: See text Alignment: Always neutral Advancement: 17–24 HD (Huge); 25–32 HD (Gargantuan) Level Adjustment: — A creature composed of beautiful, sharp coral lurches forward with four thick coral legs. Stemming from its core are four semihollow coral arms bristling with sharp, colorful fl anges. Coral golems are dazzlingly beautiful creations, built to guard undersea lairs and sunken treasure troves. They can be constructed from coral of any color. A coral golem stands 20 feet tall but is largely hollow and weighs a mere 3,000 pounds. A coral golem cannot speak or make any vocal noise. It moves with a ponderous but smooth gait, and it crackles and crunches with each heavy step. The coral from a destroyed coral golem can be salvaged and sold for 500 gp per Hit Die of the golem. The coral recovered from a destroyed coral golem cannot be used to fashion a new coral golem. COMBAT A coral golem’s lurching gait belies its deadly accuracy in battle. It attacks with four heavy limbs that are treated as bludgeoning, piercing, and slashing weapons for the purpose of overcoming damage reduction. In addition to its painful slam attacks, a coral golem can break off small, star-shaped fragments of its body and hurl them at opponents. These coral stars can be thrown and have a range increment of 30 feet underwater and 120 feet on land. Coral golem Illus. by J. Nelson


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