Tuesday, March 5, 2019

Were Jaws

Dajang Jalamar
CR 11                                                                                                              XP: 12,800
Male natural wereshark cleric of Dajobas 11
CE Medium humanoid ((augmented human, shapechanger)
Init +6; Senses low–light vision, scent; Perception +21
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 93 (11d8+44)
Fort +12, Ref +5, Will +13
Resist cold 10
Speed 30 ft.
Melee +2 keen wounding punching dagger +13/+8 (1d4+7 plus 1 Con/19–20/x3), +2 keen wounding punching dagger +13 (1d4+4 plus 1 Con/19–20/x3)
Special Attacks channel negative energy 5/day (DC 17, 6d6), curse of lycanthropy, scythe of evil (5 rounds, 1/day)
Spell-Like Abilities (CL 11th; concentration +15) 7/day—touch of blood, eyes of the shark (5 rounds)
Spells Prepared (CL 11st)
  6th-Cone of Cold (D), Harm
  5th-Dispel Good (D), Flame Strike, Righteous Might
  4th-Chaos Hammer, Control Water (D), Death Ward, Divine Power, Unholy Blight
  3rd-Blindness/Deafness, Deadly Juggernaut, Deeper Darkness, Dispel Magic, Magic Circle Against Good (D), Stone Shape
  2nd-Bulls Strength, Death Knell, Fog Cloud (D), Hold Person, Owls Wisdom, Spiritual Weapon
  1st-Command, Detect Good, Divine Favor, Doom, Protection from Good (D), Shield of Faith
  0th-— Create Water, Detect Magic, Detect Poison, Read Magic (D domain spell)
Domain: Evil, Water
Str 20, Dex 15, Con 17, Int 12, Wis 18, Cha 15
Base Atk +8; CMB +13; CMD 25
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Quick Change (Lycanthrope), Shapechange Casting, Two-Weapon Fighting
Skills Knowledge (religion) +15, Perception +21, Sense Motive +8, Spellcraft +15, Swim +16
Languages Aquan, Common
SQ aura, change shape (human, hybrid, Large shark; polymorph), shark empathy
Gear 2 beads of force, 2 elemental gems (water)
Other Gear Teeth of Dajobas (+2 keen wounding punch daggers, 2 of them, see side box), candle of invocation (chaotic evil), holy symbol of Dajobas, loose fitting silk pants, hemp shoes
Treasure
TEETH OF DAJOBAS 
(MINOR ARTIFACT)
Aura strong conjuration, necromancy and transmutation; CL 20th
Slot none; Weight 1 lb. each
DESCRIPTION
These +2 keen wounding punch daggers are fashioned out of the teeth of a dire great white shark. The weapons have a way of finding their way into the possession of the being chosen by Dajobas to serve as his Chosen Champion—even if the possessor is unaware of the selection. Non–evil creatures may wield these weapons, but when they do so they hear horrible whisperings in their mind, driving them to commit great atrocities in the name of Dajobas.
The possessor of one of these teeth can bestow curse (DC possessor’s Wisdom bonus +12) on a struck opponent as a free action once per day. If both teeth are possessed this ability can be used twice per day. When brought together by a lycanthrope the Teeth of Dajobas can create a blade barrier (the blades are actually whirling shark’s teeth) once per day. The Save DC for the blade barrier effect is equal to the possessor’s Wisdom bonus +16. Both of these abilities are at caster level 12.
If the possessor has 12 class levels (not counting racial Hit Dice, nor the bonus animal Hit Dice from the fel lycanthrope template), the weapons improve to +3 keen wounding punch daggers. If the possessor has 15 class levels, they further improve to +4 keen icy burst wounding punch daggers. If the possessor is a lycanthrope or fel lycanthrope, at 12th level his DR increases by 5 points; at 15th level, he gains resistance to cold 10; at 20th level, his DR changes from silver to silver and good.
DESTRUCTION
To destroy the teeth of Dajobas, first each weapon must be sundered into three pieces. Regardless of the level of the possessor, treat the weapons as having a +5 enhancement bonus for the purposes of determining hardness and hit points. Once the weapons are sundered, one piece of each weapon must be fed to a whale, a turtle, and a dolphin.
Change Shape (Su) Dalang can assume the form of a Large shark. Changing to or from animal or hybrid form is a swift action (due to his Quick Change feat). If slain, Dalang reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however. As a natural lycanthrope, Dalang has complete control over his change shape ability.
Shark Empathy (Ex) In any form, Dalang can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
DALANG JALAMAR (HYBRID FORM)
CR 11                                                                                                           XP 12,800
Male natural wereshark cleric of Dajobas 11
CE Large humanoid (augmented human, shapechanger)
Init +6; Senses blindsense 30 ft., keen scent, low–light vision; Perception +19
AC 17, touch 11, flat–footed 15 (+2 Dex, +6 natural, –1 size)
hp 104 (11d8+55)
Fort +13, Ref +5, Will +13
DR 10/silver; Resist cold 10
Spd 30 ft.
Melee +2 keen wounding punching dagger +13/+8 (1d4+7 plus 1 Con/19–20/x3), +2 keen wounding punching dagger +13 (1d4+4 plus 1 Con/19–20/x3), bite +13 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy 5/day (DC 17, 6d6), curse of lycanthropy, scythe of evil (5 rounds, 1/day)
Domain Spell–Like Abilities (CL 11th; concentration +15) 7/day—icicle (1d6+5 cold damage), touch of evil (5 rounds)
Cleric Spells Prepared (CL 11th, DC 14 plus spell level; concentration +15):
6th—cone of coldD, harm
5th—dispel goodD, flame strike, righteous might
4th—chaos hammer, control waterD, death ward, divine power, unholy blight
3rd—blindness/deafness, deeper darkness, dispel magic, magic circle against goodD, stone shape
2nd—bull’s strength, death knell, fog cloudD, hold person, owl’s wisdom, spiritual weapon
1st—command, detect good, divine favor, doom, protection from goodD, shield of faith
0 (at will)— create water, detect magic, detect poison, read magic
D domain spell; Domains Evil, Water
Abilities Str 22, Dex 15, Con 19, Int 12, Wis 18, Cha 15
Base Atk +8; CMB +15; CMD 27
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Quick Change (Lycanthrope), Shapechange Casting, Two-Weapon Fighting
Skills Knowledge (religion) +15, Perception +19, Sense Motive +6, Spellcraft +15, Swim +17
Languages Aquan, Common
SQ aura, change shape (human, hybrid, Large shark; polymorph), shark empathy
Combat Gear 2 beads of force, 2 elemental gems (water);
Other Gear Teeth of Dajobas (+2 keen wounding punch daggers, 2 of them, see side box), candle of invocation (chaotic evil), holy symbol of Dajobas, loose fitting silk pants, hemp shoes.
Blindsense (Ex): Dalang can locate creatures underwater within a 30-foot radius. This ability works only when he is underwater.
Change Shape (Su): Dalang can assume the form of a Large shark. Changing to or from animal or hybrid form is a swift action (due to his Quick Change feat). If slain, Dalang reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however. As a natural lycanthrope, Dalang has complete control over his alternate form ability.
Keen Scent (Ex): Dalang can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Empathy (Ex): In any form, Dalang can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.
DALANG JALAMAR (SHARK FORM)
CR 11                                                                                                          XP 12,800
Male natural wereshark cleric of Dajobas 11
CE Medium humanoid (aquatic, augmented human, shapechanger)
Init +6; Senses blindsense 30 ft., keen scent, low–light vision; Perception +19
AC 17, touch 11, flat–footed 15 (+2 Dex, +6 natural, –1 size)
hp 104 (11d8+55)
Fort +13, Ref +5, Will +13
DR 10/silver; Resist cold 10
Spd swim 60 ft.
Melee bite +13 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 5/day (DC 17, 6d6), curse of lycanthropy, scythe of evil (5 rounds, 1/day)
Domain Spell–Like Abilities (CL 11th; concentration +15) 7/day—icicle (1d6+5 cold damage), touch of evil (5 rounds)
Cleric Spells Prepared (CL 11th, DC 14 plus spell level; concentration +15):
6th—cone of coldD, harm
5th—dispel goodD, flame strike, righteous might
4th—chaos hammer, control waterD, death ward, divine power, unholy blight
3rd—blindness/deafness, deeper darkness, dispel magic, magic circle against goodD, stone shape
2nd—bull’s strength, death knell, fog cloudD, hold person, owl’s wisdom, spiritual weapon
1st—command, detect good, divine favor, doom, protection from goodD, shield of faith
0 (at will)— create water, detect magic, detect poison, read magic
D domain spell; Domains Evil, Water
Abilities Str 22, Dex 15, Con 19, Int 12, Wis 18, Cha 15
Base Atk +8; CMB +15; CMD 27
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Quick Change (Lycanthrope), Shapechange Casting, Two-Weapon Fighting
Skills Knowledge (religion) +15, Perception +19, Sense Motive +6, Spellcraft +15, Swim +17
Languages Aquan, Common
SQ aura, change shape (human, hybrid, Large shark; polymorph), shark empathy
Combat Gear 2 beads of force, 2 elemental gems (water);
Other Gear Teeth of Dajobas (+2 keen wounding punch daggers, 2 of them, see side box), candle of invocation (chaotic evil), holy symbol of Dajobas, loose fitting silk pants, hemp shoes.
Blindsense (Ex): Dalang can locate creatures underwater within a 30-foot radius. This ability works only when he’s underwater.
Change Shape (Su): Dalang can assume the form of a Large shark. Changing to or from animal or hybrid form is a swift action (due to his Quick Change feat). If slain, Dalang reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however. As a natural lycanthrope, Dalang has complete control over his alternate form ability.
Keen Scent (Ex): Dalang can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Empathy (Ex): In any form, Dalang can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.
Saegen, Monkenthrope, Jeskai Sage
 
 CR 10                                                                                                           XP: 9,600
Male human fel lycanthrope monk 7
LE Medium humanoid (human, shapechanger)
Init +8; Senses blindsense 30 ft., keen scent, low–light vision; Perception +19
AC 24, touch 22, flat-footed 19 (+7 dodge, +2 natural, +4 Dex)
HP 86 (7d8+7d8+21)
Fort +10, Ref +14, Will +16
Defensive Abilities evasion; Will +16 vs. enchantment; Immune disease
Speed 50 ft.
Melee unarmed strike +13/+8 (1d8+2)
Str 15, Dex 18, Con 12, Int 10, Wis 20, Cha 8
Base Atk +10; CMB +12; CMD 33
Feats Agile Maneuvers, Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Lunge, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +14, Climb +6, Escape Artist +14, Intimidate +9, Knowledge (religion) +10, Perception +19, Sense Motive +18, Stealth +14, Swim +12
Languages Common
SQ alternate form, fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, shark empathy, slow fall 30 ft., still mind, wholeness of body
Other Gear tattered robes and simple rope belt
Alternate Form (Su) Saegen can assume the form of a Large Shark. Changing to or from animal or hybrid form is a standard action. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Shark Empathy (Ex) In any form, Saegen can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Keen Scent (Ex) Saegen can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
SAEGEN (HYBRID FORM) 
CR 10                                                                                                           XP 9,600
Male human fel lycanthrope monk 7
LE Large humanoid (human shapechanger)
Init +10; Senses blindsense, keen scent, low–light vision; Perception +17
AC 28, touch 22, flat–footed 21 (+6 Dex, +1 dodge, +1 monk, +5 Wis, +6 natural, –1 size)
hp 100 (14 HD; 7d8 plus 7d8+35)
Fort +11, Ref +16, Will +14; +2 vs. enchantments
Defensive Abilities evasion; DR 5/silver; Immune disease
Spd 50 ft.
Melee unarmed +15/+10 (1d8+5), bite +9 (1d8+2)
Space 10 ft., Reach 10 ft.
Abilities Str 21, Dex 22, Con 14, Int 10, Wis 20, Cha 8
Base Atk +10; CMB +19; CMD 39
Feats Agile Maneuvers, Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Trip, Improved Disarm, Improved Unarmed Strike, Iron Will, Lunge, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +14 (+29 jump), Climb +6, Escape Artist +14, Intimidate +9, Knowledge (religion) +10, Perception +17, Sense Motive +16, Stealth +14, Swim +23
Languages Common
SQ alternate form, fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, shark empathy, slow fall 30 ft., still mind, wholeness of body
Other Gear tattered robes and simple rope belt
Alternate Form (Su): Saegen can assume the form of a Large Shark. Changing to or from animal or hybrid form is a standard action. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Shark Empathy (Ex): In any form, Saegen can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Keen Scent (Ex): Saegen can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
SAEGEN (ANIMAL FORM)
CR 10                                                                                                            XP 9,600
Male human fel lycanthrope monk 7
LE Large humanoid (human shapechanger)
Init +10; Senses blindsense, keen scent, low–light vision; Perception +17
AC 28, touch 22, flat–footed 21 (+6 Dex, +1 dodge, +1 monk, +5 Wis, +6 natural, –1 size)
hp 100 (14 HD; 7d8 plus 7d8+35)
Fort +14, Ref +16, Will +12; +2 vs. enchantments
Defensive Abilities evasion; DR 5/silver; Immune disease
Spd 50 ft.
Melee bite +14 (1d8+7)
Space 10 ft., Reach 5 ft.
Abilities Str 21, Dex 22, Con 14, Int 10, Wis 20, Cha 8
Base Atk +10; CMB +19; CMD 39
Feats Agile Maneuvers, Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Trip, Improved Disarm, Improved Unarmed Strike, Iron Will, Lunge, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +14 (+29 jump), Climb +6, Escape Artist +14, Intimidate +9, Knowledge (religion) +10, Perception +17, Sense Motive +16, Stealth +14, Swim +20
Languages Common
SQ alternate form, fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, shark empathy, slow fall 30 ft., still mind, wholeness of body
Other Gear tattered robes and simple rope belt
Alternate Form (Su): Saegen can assume the form of a Large Shark. Changing to or from animal or hybrid form is a standard action. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Shark Empathy (Ex): In any form, Saegen can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Keen Scent (Ex): Saegen can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile
Anstyn Irons, Wereshark Primitive
CR 9                                                                                                                XP: 6,400
Male human fel lycanthrope barbarian 6/warrior 1
NE Medium humanoid (human, shapechanger)
Init +5; Senses blindsense 30 ft., keen scent, low–light vision; Perception +20
AC 12, touch 12, flat-footed 10 (+1 Dex)
HP 161 (7d8+6d12+1d10+84)
Fort +17, Ref +8, Will +9
Defensive Abilities improved uncanny dodge, trap sense +2; Resist fire 10
Speed 30 ft.
Melee +1 frost greatsword +23/+18/+13 (2d6+14/19-20 plus 1d6 cold)
Special Attacks rage (18 rounds/day), rage powers (guarded stance (+2 dodge vs. melee), intimidating glare, powerful blow +2)
Before Combat Base Statistics are: AC 14, touch 12, flat-footed 12; hp 147; +1 frost greatsword +21/+16/+11 (2d6+14/17–20 plus 1d6 cold); Str 25, Con 18; CMB 19, CMD 31; Swim +15
Str 29, Dex 13, Con 22, Int 8, Wis 12, Cha 12
Base Atk +12; CMB +21; CMD 32
Feats Alertness, Cleave, Dodge, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatsword)
Skills Intimidate +18, Perception +20, Sense Motive +5, Survival +18, Swim +17
Languages Common
SQ alternate form, fast movement, shark empathy
Other Gear +1 frost greatsword, belt of giant strength, minor ring of fire resistance
ANSTYN IRONS (HYBRID FORM)
 CR 9                                                                                                             XP 6,400
Male human fel lycanthrope barbarian 6/warrior 1
NE Large humanoid (human, shapechanger)
Init +7; Senses blindsense 30 ft., keen scent, low–light vision; Perception +20
AC 17, touch 11, flat–footed 13 (+3 Dex, +1 dodge, +6 natural, –2 rage, –1 size)
hp 175 (14 HD; 7d8 plus 6d12 plus 1d10+98
Fort +18, Ref +10, Will +9
Defensive Abilities improved uncanny dodge, trap sense +2; Resist fire 10
Spd 40 ft.
Melee +1 frost greatsword +23/+18/+13 (2d6+19/17–20 plus 1d6 cold),bite +18 (1d8+12) or 2 claws +23 (1d6+12), bite +23 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (19 rounds/day), rage powers (guarded stance (+2 dodge vs. melee), intimidating glare, powerful blow +2)
Abilities Str 35, Dex 17, Con 24, Int 8, Wis 12, Cha 12
Base Atk +12; CMB +25; CMD 37
Feats Alertness, Cleave, Dodge, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatsword)
Skills Intimidate +18, Perception +20, Sense Motive +5, Survival +18, Swim +20
Languages Common
SQ alternate form, fast movement, shark empathy
Other Gear +1 frost greatsword, minor ring of fire resistance,
gauntlets of ogre power
Tactics When not raging, in hybrid form the barbarian’s Base Statistics are: AC 19, touch 13, flat-footed 15; hp 161; +1 frost greatsword +23/+18/+13 (3d6+19/17–20 plus 1d6 cold), bite +21 (1d8+12), 2 claws +21 (1d6+12); Str 31, Con 20; CMB 23, CMD 37; Swim +18
ANSTYN IRONS (ANIMAL FORM) 
CR 9                                                                                                             XP 6,400
Male human fel lycanthrope barbarian 6/warrior 1
NE Large humanoid (aquatic, human, shapechanger)
Init +7; Senses blindsense 30 ft., keen scent, low–light vision; Perception +20
AC 17, touch 11, flat–footed 13 (+3 Dex, +1 dodge, +6 natural, –2 rage, –1 size)
hp 175 (14 HD; 7d8 plus 6d12 plus 1d10+98
Fort +18, Ref +10, Will +9
Defensive Abilities improved uncanny dodge, trap sense +2; Resist fire 10
Spd swim 60 ft.
Melee 2 claws +23 (1d6+12), bite +23 (1d8+18)
Space 10 ft.; Reach 5 ft.
Special Attacks rage (19 rounds/day), rage powers (guarded stance (+2 dodge vs. melee), intimidating glare, powerful blow +2)
Abilities Str 35, Dex 17, Con 24, Int 8, Wis 12, Cha 12
Base Atk +12; CMB +25; CMD 37
Feats Alertness, Cleave, Dodge, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatsword)
Skills Intimidate +18, Perception +20, Sense Motive +5, Survival +18, Swim +28
Languages Common
SQ alternate form, fast movement, shark empathy
Other Gear +1 frost greatsword, minor ring of fire resistance, gauntlets of ogre power
Ka'Noa, Priest of the Shark God
CR 9                                                                                                               XP: 6,400
Male human ranger 6/dalang of Dajobas 3
CE Medium humanoid (human)
Init +3; Senses Perception +15
AC 23, touch 14, flat-footed 19 (+3 Dex, +5 armor, +1 dodge, +3 natural, +1 shield)
HP 100 (6d10+3d8+51)
Fort +11, Ref +9, Will +9
Defensive Abilities Will +13 Fortitude underwater
Speed 20 ft., swim 60 ft.
Melee +2 sharktooth club +10/+5 (1d6+3/x3), mwk spined sea whip +8/+3 (1d4), bite +9 (1d6+1)
Special Attacks blood frenzy 1/day, devourer, favored enemy (humans +4, magical beasts +2), the red kiss
Spells Prepared (CL 3rd)
  2nd-Death Knell (DC 15; D), Hold Person, Shatter
  1st-Bane (DC 14), Command (DC 14), Enlarge Person (D), Protection from Good
  0th-Bleed (DC 13), Detect Magic, Detect Poison, Resistance (D domain spell)
Ranger Spells Prepared (CL 6th)
  2nd-Cats Grace, Cure Light Wounds
  1st-Entangle (DC 14), Longstrider
Domain: Evil, Hunger
Str 12, Dex 16, Con 18, Int 8, Wis 16, Cha 10
Base Atk +8; CMB +9; CMD 23
Skills Acrobatics +4, Bluff +6, Climb +4, Handle Animal +7, Knowledge (geography, nature) +5, Perception +15, Stealth +13, Survival +15, Swim +13
Languages Common, Tulita; telepathy 100 ft. (sharks only)
SQ favored terrain (water +2), fear no brine, hunter’s bond (companions), razor tooth maw, track +3, wild empathy +6
Other Gear +1 gator-hide armor, +2 sharktooth club, masterwork spined sea whip, ring of protection +1, belt of natural armor +3, fishook of the hunter, 4 red coral bracelets (50 gp each), red and blue coral ring (150 gp), 33 gp
Blood Frenzy (Ex) Once a dalang of Dajobas tastes the blood of an enemy they may enter a blood frenzy. This ability is identical to a barbarian’s rage in every way (though it stacks with rage), except the dalang may not choose to end the effect prematurely and cannot break off from battle until the frenzy runs its course. A blood frenzy is invigorating to a dalang and does not leave them fatigued afterward.
Devourer (Su) A dalang feeds on the flesh of their foes to gain great power. In one minute a dalang can completely devour a foe of Medium or smaller size, bones and all, leaving nothing behind. For every foe they eat, the dalang gains 10 temporary hit points and a +1 to attacks, saves, and caster level. The bonus to attacks, saves and caster level does not stack if more than one creature is devoured, but a dalang may gain up to 30 temporary hit points from feasting on foes (they cannot gain more than this at one time). Both the bonus and temporary hit points last for one hour.
Fear No Brine (Ex) A dalang of Dajobas gains a swim speed equal to their highest natural mode of speed or 60 feet (whichever is higher), and gains a +8 racial bonus to Swim checks. They may also take 10 on Swim checks even when circumstances should otherwise prohibit this. The dalang gains the ability to breathe and survive underwater as if they were an aquatic creature. Finally, they gain a +4 on Fortitude saves made underwater.
Razor Tooth Maw (Ex) At first level, the dalang’s change into a shark servitor of Dajobas begins. Henceforth, at will as a free action, their face may split wide, ear to ear and rows of razor-sharp teeth grow from their oversized mouth. This ability affords the dalang a natural bite attack that inflicts 1d6 damage for a Medium dalang.
The Red Kiss (Su) At 3rd level a dalang gains the dread ability to turn those they bite into slavish servitors of their hungry god. Henceforth, anyone bitten by the dalang is infected with lycanthropy (Fortitude DC 10 + dalang’s class level plus Wisdom modifier), becoming an infected wereshark if they do not resist the foul disease (use the Medium shark as the base animal). Infected weresharks are subject to the dalang’s Shark Master ability, and zealously devote themselves to the worship of Dajobas until they are cured, even after the dalang who infected them is slain.
Iku-Tursas, Spawn of Dajobas
CR 11                                                                                                              XP: 12,800
CE Huge magical beast (aquatic)
Init +7; Senses blindsense 30 ft., darkvision 60 ft., keen scent; Perception +29
AC 27, touch 11, flat-footed 24 (-2 size, +16 natural, +3 Dex)
HP 216 (16d12+112)
Fort +17, Ref +13, Will +11
SR 22; Resist cold 10
Speed 0 ft., swim 80 ft.
Melee bite +27 (4d6+1/19-20 plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks hunger of the void, swallow whole (3d8+18 acid damage, AC 18, 45 hp), thrash (3d6+18)
Spell-Like Abilities CL 16th) At will—create water 3/day—control water
Str 35, Dex 17, Con 25, Int 12, Wis 18, Cha 16
Base Atk +16; CMB +30; CMD 43
Feats Combat Reflexes, Critical Focus, Improved Initiative, Iron Will, Quicken Spell-Like Ability (control water, create water), Skill Focus, Weapon Focus (bite)
Skills Escape Artist +13, Intimidate +19, Perception +29, Swim +29
Languages Abyssal, Aquan, Common
Environment any aquatic
Organization solitary
Treasure none
Hunger of the Void (Su) An Iku-Tursas is cursed to remain endlessly ravenous. Any swallowed opponents are subject to a disintegrate effect (CL 16th). A DC 21 Fortitude save partially negates this effect (as the spell). The save DC is Charisma-based. In addition, the Iku-Tursas may eat through a 10’ cube of material of any type (including wall of force or forcecage spell effects) as a standard action.
Keen Secret (Ex) An Iku-Tursas can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Thrash (Ex) As a full-round action, an Iku-Tursas may make a thrash attack against every opponent within reach. It makes a single attack roll and compares the result to each target’s armor class.
This beast resembles an enormous shark whose endless rows of teeth have escaped its maw and now sheath its form, like a lodestone encrusted with needles. A deluge of sanguine, briny seawater oozes from the creature’s flesh, forming a gory wake wherever it thrashes. Void- filled, edacious jaws promise swift oblivion.
The Iku-Tursas dwarfs even the largest shark along the Razor Coast, and is the unnatural alpha hunter in its territory, stripping the sea and coast bare of life. Typically 30 feet long and weighing 8,000 lbs., it is covered in toothlike spines from snout to tail, with the exception of the dorsal, pectoral and caudal fins which are bony, serrated blades. The bloody drool excreted from the Iku-Tursas’ skin is too saline for human consumption.
Created by the Tulita tribes during vile, desperate exultations to Dajobas, the Iku-Tursas is tasked with taking revenge upon the tribe’s enemies by flooding their towns and devouring them wholesale. Any alliance with an Iku-Tursas is treacherous, as the beast immediately attempts to supplant the tribe’s leader.
The Iku-Tursas will flood the area with its quickened control water ability before attempting to swallow its opponents. It will thrash if engaged by multiple melee opponents. An Iku-Tursas always fights to the death.
Chant of the Iku-Tursas
From the ocean rose a giant/Dreadful Tursas, ever hungry/Spread the monster’s mighty jaws/Round itself a dark corona/Rising above the ragged cliffs.
Far it stretches its voided maw/Swallows whiteclouds in their courses/With razor teeth it rends the sunlight/With its spines impales the moonbeams/And the starlight dies in heaven - A Tulita death chant translated by Guild Explorer Greyson Thornfield

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