Abysm’s Dread Kraken

Deep beneath the waves of the oceans of Abysm, Demogorgon’s realm in the Abyss, lurks a creature of unfathomable might.  Spawned and nurtured by the Sibilant Beast, Drigular is to a squid what Demogorgon is to a monkey.  Drigular will rise to the surface at his master’s bidding to whelm and destroy intruders on Demogorgon’s waters.

Drigular
Size/Type:     Colossal Magical Beast (Aquatic, evil, outsider)
Initiative:     +4

Hit Dice:     44d10+484 (726 hp)
Armor Class:     28 (-8 size, +26 natural), touch 2, flat-footed 28
Damage Reduction: 10 / magic
Saves:     Fort +35, Ref +22, Will +18
Resistances: cold & fire 20
Spell Resistance: 30

Speed:     Swim 20 ft. (4 squares)
Attack:     Tentacle +42 melee (4d6+22/19-20) with 10 point power attack
Full Attack:     2 tentacles +42 melee (4d6+26/19-20) and 6 arms +37 melee (1d8+18) and bite +37 melee (4d8+18) with 10 point power attack
Base Attack/Grapple:     +44/+76 (+56 if not concentrating completely on a single target)
Space/Reach:     30 ft./ 20 ft. (90 ft. with tentacle, 45 ft. with arm)
Special Attacks:     Improved grab, constrict 4d6+16 or 1d8+8, swallow whole, smite good (+20 damage 1/day)
Special Qualities:     Darkvision 60 ft., ink cloud, jet, darkvision, spell-like abilities

Abilities:     Str 42, Dex 10, Con 33, Int 21, Wis 20, Cha 20
Skills:     Concentration +58, Diplomacy +7, Hide +0, Intimidate +32, Knowledge (geography) +30, Knowledge (nature) +25, Listen +51, Search +51, Sense Motive +34, Spot +51, Survival +5 (+7 following tracks), Use Magic Device +32
Feats:     Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Improved Natural Armor (x7), Power Attack

Environment:     Abyssal Ocean
Organization:     Solitary
Challenge Rating:     20
Treasure:     Triple standard
Alignment:     any evil
Advancement:     21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment:     —

Improved Grab (Ex)
To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex)
A kraken deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex)
A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex)
A kraken 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 kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Spell-Like Abilities
at-will-deeper darkness, bestow curse, contagion, control weather, control winds, resist energy
3/day-dominate animal (DC 27 Will negates), insanity (DC 22 Will negates)
1/day— unholy aura (DC 23 Fort. or 1d6 strength damage when hit).
Caster level 17th. The save DC is Charisma-based.


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Piranha Swarm

Piranha need no introduction, but their fiendish brethren do. Found in some tributaries of the Styx, these hellish fish will strip suffering souls to the bone in seconds.

Piranha Swarm – CR 5
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +15

AC: 19 (+4 size, +4 dex, +1 natural)
HP: 44 (HD: 10d8)
Fort: +6 Reflex: +10 Will: +4

Speed: 30 feet
Attack: swarm (4d6)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.

Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Alertness, Combat Reflexes, Lightning Reflexes

Abilities: Str 1 Dex 19 Con 10 Int 1 Wis 10 Cha 4

Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 14 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.

Stygian Piranha Swarm – CR 10
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +23

AC: 24 (+4 size, +4 dex, +6 natural)
HP: 133 (HD: 20d8 + 40)
Fort: +14 Reflex: +19 Will: +8

Speed: 30 feet
Attack: swarm (8d8)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.

Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Improved Natural Attack, Iron Will, Alertness, Combat Reflexes, Lightning Reflexes, Great Fortitude, Run

Abilities: Str 1 Dex 21 Con 14 Int 1 Wis 10 Cha 4

Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 19 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.


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Invisiquids

(no images since they’re often… get this… invisible!)

Size/Type: Medium Magical Beast (Aquatic)
Environment: Temperate aquatic
Initiative: +6
Senses: low-light vision Listen +7 Spot +7

Armor Class: 18 (+5 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 8d8+4 (42 hp)
Saves: Fort +4, Ref +8, Will +2

Speed: Swim 60 ft. (12 squares)
Attack: Tentacles +6 melee (0)
Full Attack: Tentacles +6 melee (0) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +4/+10*

Feats: Alertness, Endurance
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision, improved invisibility

Abilities: Str 16, Dex 21, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10

Organization: Solitary or school (6-11)
Challenge Rating: 4
Advancement: 5-8 HD (Large); 9-14 HD (Huge)
Level Adjustment: —

Invisiquids are transparent squids of the deep waters of the Emerald Sea. They are highly prized by Deep Sea Gnomes for their ink, which renders the wearer invisible.

These magical beasts with the bodies of free-swimming mollusks are very aggressive, and have been known to sneak up and devour humanoids in a single swoop. Those which are not devoured are grappled and squeezed until they fall unconscious. The invisisquid ink turns their victims invisible so they cannot be helped by their companions.

Combat

Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. An invisisquid has a +6 racial bonus on grapple checks.

Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Invisibility (Ex): The most defining feature of invisisquids is their ability to turn completely invisible, making them very hard to fight underwater.

Jet (Ex): An invisisquid can jet backward once per round as a full-round action, at a speed of 300 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills

An invisisquid has a +10 racial bonus on any Swim check to perform some special action or avoid any natural 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.


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Deep Sea Gnomes

Deep sea gnomes are aquatic gnomes of the deep sea who live in the Emerald Sea. Meticulous crafters who work with pearls, coral, and anemone to create wondrous items, they are also known to be hoarders of undersea wealth. These hoards are kept in their catacombs carved from coral and stone.

Deep sea gnomes stand 3½ to 4 feet tall and weigh 40 to 45 pounds. Their deep green skin is slightly transluscent and moist to the touch. Their hair is silver, reflecting many colors of light, and their eyes can be any shade of blue. Deep sea gnome males prefer short, carefully trimmed beards. Deep sea gnomes generally wear scale shirts woven together from deep sea fish, and they decorate their clothes with intricate coral stitching or finely-polished shells. Deep sea gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Deep sea gnomes speak their own language, D’aquagnome. Most deep sea gnomes who travel outside gnome waters (as traders, tinkers, or adventurers) know Common and Aquan, while warriors in gnome settlements usually learn Aquatic Goblin or related languages.

Racial Traits: Deep sea gnomes have the aquatic racial traits given in Chapter 2 of the Player’s Handbook, with modifications described on page 6 of Unearthed Arcana, with the following modifications.

* A Deep sea gnome has has a swim speed of 30 feet.
* Deep sea gnomes have darkvision 120′.
* Underwater, deep sea gnomes have a +2 bonus and on land a -1 penalty to AC.
* Deep sea gnomes have a +2 bonus on craft checks involving the use of coral, shells, or other deep sea materials.

As creatures, deep sea gnomes have the following stats.

Deep Sea Gnome
Size/Type: Small Humanoid (Gnome)
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: Swim 30 ft. / Walk 20 ft.
Armor Class: 21 (+1 size, +1 Dex, +4 dodge, +4 scale shirt, +1 buckler), touch 16, flat-footed 18
Base Attack/Grapple: +1/-3 +1/-3
Attack: Trident or spear
Full Attack: Trident +2 melee or spear melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Deep sea gnome traits, spell resistance 12
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills: Hide +2, Listen +2, Spot +2, Swim +4
Feats: Toughness
Environment: Undersea
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium water elementals)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil, with some neutral and neutral good
Advancement: By character class
Level Adjustment: +3


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Coral Horse

Summer is here! To celebrate here at Claw / Claw / Bite ! we’re taking a trip to the ocean. Check out the new monster we found!

Coral Horse

These undersea creatures which resemble modern seahorses are made of pure hardened coral, making them resistant to non-bludgeoning attacks.

Coupled with the difficulty of swinging heavy hammers underwater, these make treacherous foes. They are very territorial and attack anything that comes near their home reefs. They merge with the reefs when they sleep and for protection.

Coral Horse
Size/Type: Large Magic Beast (Aquatic)
Hit Dice: 7d8+6 (40 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4) or tail +3 melee (1d8+3)
Full Attack: 2 hooves +6 melee (1d4+4) bite +1 melee (1d4+2) and 1 tail +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Damage Reduction 5/Bludgeoning
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4, Swim +10
Feats: Endurance, Swim
Environment: Undersea
Organization: Pack
Challenge Rating: 5
Advancement: —
Level Adjustment: —

These animals look like heavy horses made of coral except their hind legs form a tail. A coral horse can fight while carrying a rider (usually these are coral warhorses), but the rider cannot also attack unless he or she succeeds on an (undersea) Ride check.

Combat

These creatures swim very fast, using their mobility to charge predators or lure them away from their nests.


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