Attacks Enemies get -3 on surprise rolls
Size L (9’-14’)
General: Giant pike dwell in deep freshwater lakes. They hunt aggressively and will attack nearly anything.
Combat: Giant pike attack with their bite. Due to their speed, enemies get a -3 penalty on all surprise rolls.
Appearance: Giant pike are merely huge versions of their normal cousins;
General: Portuguese men-o-war are a species of dangerous jellyfish who drift through warm oceans. They are most feared for their long tentacles, which trail behind and below them as they drift. The size of each Portuguese man-o-war should be determined randomly.
Combat: Portuguese men-o-war attack with their poisonous tentacles. The touch of each tentacle will cause 1d10 h.p. of damage, and the victim must make a saving throw vs. paralyzation or be drawn up by the tentacles and devoured in 3d4x10 minutes. Each tentacle can be severed by a single h.p.
of damage, but such damage does not count against the creature as a whole; only strikes against the body have a chance of killing it. Severed tentacles will regenerate in but a few days.
In addition, Portuguese men-o-war are nearly invisible in water; they are 90%
likely to remain undetected until it is too late. (Detect invisibility, true seeing, etc. will remove this benefit.)
Underwater and Waterborne Monster Descriptions - Ray
Magical Treasure 1 item (60%), 1 potion (60%) X.P. Value 1,200 + 16/h.p.
General: Manta rays are enormous creatures that inhabit warm salt water seas. Their gizzards will contain their treasure. The size of the ray should be determined randomly.
Manta rays will rest on the bottom of the sea, where their natural coloration serves to camouflage them from casual discovery with 90% effectiveness.
Combat: Manta rays attack with their mouth and poisonous tail; the latter is only used when the ray is fighting for its life, and the target must be on the ray’s flank or rear. If the ray scores a hit on a creature with its mouth that is more than 2 higher than the minimum number needed to hit, the ray has swallowed the victim. Such victims will be automatically dead within 6 rounds unless the ray is slain and the victim cuts its way out. The interior armor class of the ray is the same as the exterior, but the damage done from within is lessened by 1 point for every round they are inside. Only sharp or pointed weapons will do damage in this way. The poison in the tail spine of the ray will cause paralyzation for 2d4 rounds unless the target makes a saving throw vs. poison.
Appearance: Manta rays are huge creatures that glide through the water.
They are relatively flat, with long spined tails and an enormous maw.
Pungi Ray
General: Pungi rays are found in warm and shallow seas. They tend to linger on the bottom, where their natural camouflage makes them 90% unlikely to be spotted, with just their spines protruding (which themselves look like marine plants).
Combat: Pungi rays do not attack directly, but they are sometimes inadvertently trod upon or fallen on as they lie on the sea bottom. Someone stepping on a pungi ray would suffer one attack from the ray’s protruding spines; someone actually falling on the ray would suffer 2d4 such attacks.
Anyone struck by the spine of a pungi ray must make a saving throw vs.
poison or die. Pungi rays will flee if disturbed.
Appearance: Pungi rays are flat, and wider than they are long, 15’x6’ in size. Their dorsal spines are 1’-2’ in length, but as noted above the creature and its spines are nearly undetectable as it rests on the ocean floor.
Stingray
General: Stingrays are found in shallow warm seas. They tend to rest on the bottom, where they cover themselves with sand and are thus 90%
undetectable. If stepped on, they will attack with their tail spine and then flee, but are otherwise harmless.
Combat: Stingrays attack with their tail spines. Those struck by the tail must make a saving throw vs. poison or be paralyzed for 5d4 rounds and take an additional 5d4 h.p. of damage.
Appearance: Stingrays are small (only 3-4’ across), with pale undersides and dark tops.
S
Sahuagin
Warrior Lieutenant Chieftain / Guard
Magic Resistance Standard Standard Standard
No. of Attacks 1 1 1
Damage Per weapon Per weapon Per weapon
Defenses Keen senses Keen senses Keen senses
Attacks Claws, bite Claws, bite Claws, bite
Size M M M
Intelligence 14 14 14
Alignment Lawful evil Lawful evil Lawful evil
Treasure Type XII XII XII
Treasure Value 1d20 1d20 1d20
Magical Treasure None None None
X.P. Value 35 + 3/h.p. 85 + 4/h.p. 130 + 5/h.p.
Magic Resistance Standard Standard Standard
No. of Attacks 1 1 1
Damage Per weapon Per weapon Per weapon
Defenses Keen senses Keen senses Keen senses
Attacks Claws, bite Claws, bite Claws, bite
Size M M M
Intelligence 14 14 14
Alignment Lawful evil Lawful evil Lawful evil
Treasure Type III XI
Treasure Value 3d8x1,000 1d20
Magical Treasure 2 items (40%), 1 potion (60%) None X.P. Value 350 + 8/h.p. 600 + 12/h.p. 20 + 2/h.p.
General: Sahuagin (aka “sea devils”) are greatly feared, as they are not only universally despised by those races that dwell underwater, but also because they often come ashore and raid human and demi-human settlements along the coasts. They themselves dwell in warm oceans up to 1,500’ deep.
Sahuagin have excellent senses. They are able to see 300’ in water 100 feet deep, and can even see 210’ in water up to 1,000’ deep. Their hearing is quite acute (hearing the clink of armor or weapons, or the rowing of oars, up to a mile away).
A band of sahuagin will always be led by a chieftain plus one lieutenant for every 10 warriors. In their lair there will also be the following individuals.
• One baron
In addition, there is a 10% chance per 10 warriors that there will be a cleric of 1d4+4th level and 1d4 assistant clerics of 3rd or 4th level. These clerics will always be present in the sahuagin lair. Clerics are invariably female.
1 sahuagin lair in 20 will be the stronghold of a prince. In that case, there will be an additional nine guards, an 8th level cleric, and four 4th level clerics. In such a lair the numbers of warriors, females, hatchlings, and eggs is double normal, and there will be 4d6 sharks present. All sahuagin lairs are formed of buildings constructed of stone and slabs of coral, camouflaged by seaweed and other undersea plant life.
There is rumored to be a king of all sahuagin with 10d10 hit dice, in a vast city with many thousands of the creatures, guards, nobles, etc.
Combat: Sahuagin normally attack with their weapons, although they possess sharp talons on their hands and feet that can cause 1d2 and 1d4 h.p. of damage, respectively. They can also bite for 1d4 h.p.
The weapon of any given sahuagin should be determined randomly. For large groups, you may wish to use the % Composition column, rather than rolling percentile dice for each individual warrior.
Die roll (d%) Armed with… % Composition
01-20 Heavy crossbow & dagger 20%
21-50 Spear & dagger 30%
51-00 Trident, net, & dagger 50%
The crossbows used by sahuagin are specially designed for use underwater.
When raiding on land, sahuagin bring 3 javelins instead of nets. Nets are barbed, and can only be escaped by creatures with a strength of 16 or more, who can tear it off.
Appearance: Sahuagin are humanoid, with dark green (almost black) scales which are somewhat lighter on the belly. Their fins and eyes are black.
Mutants: Approximately one sahuagin in 216 is a mutant with four fully-functional arms. (Roll 3d6; if all are 6’s, then the sahuagin is a mutant.) Such mutants are able to attack with all six limbs plus their bite. They are otherwise treated as normal sahuagin, but are worth 50 x.p. + 3/h.p.
Underwater and Waterborne Monster Descriptions - Sea Hag
Attacks Weakness, gaze causes death
Size M
Intelligence 9
Alignment Chaotic evil Treasure Type IV
Treasure Value 6d6+4x100 Magical Treasure 1d2 items (10%) X.P. Value 600 + 3/h.p.
General: Sea hags dwell in shallow warm seas where there is much seaweed and other vegetation in which to make their home. There is a very rare offshoot of the breed that will make their home in fresh water.
Combat: Sea hags will attack with a weapon (almost always a dagger), but their real power is magical in nature. The hag is so ugly that the sight of it will cause weakness unless a saving throw vs. magic is made; the victim will lose half of its strength for 1d6x10 minutes. The gaze of the sea hag will kill any creature within 30’ unless a saving throw vs. poison is successful. The killing gaze can only be used 3 times per day.
Appearance: Sea hags are horribly ugly humanoids with greenish skin and hair. captured and trained as mounts by underwater races such as sea elves and locathah. If so trained, their morale will improve to +2. The size of the sea horse should be determined randomly:
Die roll (d10) Hit dice Damage/attack
1-5 2d10 1d4
6-9 3d10 1d4+1
10 4d10 2d4
Combat: Sea horses attack by ramming their enemies with their head.
Appearance: Giant sea horses appear much as their ordinary cousins, save for their size.
Magical Treasure 1 armor/weapon (10%) X.P. Value 150 + 6/h.p.
General: Sea lions (which should not be confused with the seal species of the same name) are aggressive predators that are half fish and half great cat.
Any treasure they possess will be found in the remains of their prey, which is often taken back to the sea lion den. The young, if captured, can be trained.
Combat: Sea lions attack with their heavy fore claws and powerful bite.
Appearance: Sea lions have the torso, head, and fore claws of a lion, with scales and webbed claws. Their rear half is that of a great fish.