Sunday, March 10, 2019

Kaiju, Anguirius

Kaiju, Anguirius
CR 26                                                                                                             XP: 2,457,600
N Colossal dragon (kaiju)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +49
AC 40, touch 4, flat-footed 38 (+1 Dex, -8 size, +36 natural)
HP 860 (40d20+440); regeneration 25
Fort +10, Ref +1, Will +2
DR 20/adamantine and epic (6/-); Immune cold, death effects, fire, sleep, and paralysis; SR 37
Speed 40 ft.
Melee Bite +50 melee (8d6+17/19-20/x2), 2 claws +45 melee (5d6+8), tail slap +45 melee (3d10+8)
Space 30 ft., Reach 20 ft.
Special Attacks Roar, trample 10d10+25
During Combat Though not as large or powerful as Godzilla or Ghidorah, Anguirius is still a terrifying, implacable foe capable of overpowering all but the very mightiest heroes. His hard scales protect him from almost all harm, and if somehow injured, he can heal from seemingly mortal wounds. Anguirius's natural weapons are treated as epic for the purposes of overcoming damage reduction.
Str 45, Dex 12, Con 30, Int 6, Wis 15, Cha 23
Base Atk +40; CMB +65; CMD 76
Feats Ability Focus (Roar), Alertness, Blind-Fight, Combat Reflexes, Damage Reduction (x2), Dodge, Endurance, Epic Toughness (x2), Improved Critical (Bite), Power Attack, Weapon Focus (Bite, Claw, Tail Slap)
Skills Intimidate +30, Perception +49, Sense Motive +4, Survival +45, Swim +48
Environment any
Organization Solitary (Unique)
Treasure None
Roar (Ex) Anguirius's roar can produce a cone of fear-inducing sound 100 feet long. This forces any creature in the cone to make a Will save (DC 38) or be frightened for 2d6 rounds. This is a sonic, mind-affecting fear effect and can be used three times per day. The save DC is Charisma-based.
Trample (Ex) As a Full-Round Action, a Creature with the trample ability can attempt to overrun any Creature that is at least one size category smaller than itself. This works just like the overrun Combat Maneuver, but the trampling Creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of Damage equal to the trampling creature's slam Damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 Penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling Creature and receive a Reflex save to take half Damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling Creature can only deal trampling Damage to each target once per round, no matter how many times its movement takes it over a target Creature. Reflex DC 47 half. The save DC is Strength-based.
Regeneration (Ex) Only adamantine or epic weapons or the breath weapons of other creatures of the dragon type deal normal damage to Anguirius.
Anguirus is a four-legged dinosaur that looks similar to an Ankylosaurs. He has several horns at the top of his head and a single horn above his nose like a rhinoceros. His face is long and drawn out, like a crocodile, and has rows of jagged, serrated teeth. His carapace is studded with long, sharp spikes. Anguirus' tail is covered with spikes and makes up most of his body length. His hind limbs are longer than his forelimbs and he can stand up on them to his full height, though he generally walks upon all fours. Anguirius is over 200 feet long. He is a gigantic, armored reptile possessing immense strength, but few magical abilities. He is covered with long spines.
Anguirus is armed with sharp teeth, claws and a spiky carapace, and lacks ranged capability, in contrast to many of Godzilla's later opponents such as King Ghidorah and Mechagodzilla. In his first appearance in Godzilla Raids Again, it is explained that Anguirus' is capable of moving fast in spite of its bulk, and that brain extends into his chest and abdominal areas, allowing him to react quickly. He is able to lunge at his opponents with massive leaps and is also capable of burrowing substantial distances. He has also shown the ability to curl himself into a ball and propel himself at tremendous speed in Godzilla: Final Wars, an ability most likely inspired by the video game Godzilla: Destroy All Monsters Melee. The Final Wars version also possessed a tail club like a real Ankylosaurs, though he was not witnessed using it in combat.
Anguirus also has remarkable stamina and determination, and is described as an aggressive fighter in Godzilla Raids Again. Despite repeatedly facing more powerful opponents than himself, most notably Godzilla, King Ghidorah, Gigan and Mechagodzilla, he has never retreated from a fight without first taking substantial punishment. Perhaps the finest example of Anguirus' persistence was his performance against King Ghidorah in Destroy all Monsters, in which he attached himself to one of King Ghidorah's necks with his jaws, staying on as King Ghidorah was flying away, until King Ghidorah bit Anguirus' own neck, causing him to fall.
It can be gathered that Anguirus is a dinosaur, either awoken by nuclear tests or existing remotely. Anguirus was the first enemy that Godzilla ever faced, in 1955 (Godzilla Raids Again). Apparently, Anguirus' species was extremely competitive toward other hostile creatures, thus explaining his attacks on Godzilla. Godzilla and Anguirus battled in Osaka, and after a fierce struggle Godzilla won with a bite to the neck. He then appeared to incinerate his opponent's body with his atomic blast. Anguirus was re-introduced (in a brand-new costume) in the 1968 film Destroy All Monsters as an ally of Godzilla, living with him on Monster Island. Fans have alternately speculated that this was a new Anguirus, or that the first had somehow survived. This costume was re-used throughout the remainder of the Showa series, and Anguirus continued in his capacity as Godzilla's ally. He helped Godzilla repel the space monsters, Gigan and King Ghidorah, in 1972 (Godzilla vs. Gigan). He and Godzilla returned to Monster Island, but the island was disturbed by nuclear bomb tests (Godzilla vs. Megalon). The ground beneath Anguirus cracked and he fell into a pit. Anguirus next appeared at the beginning of Godzilla vs. Mechagodzilla, in a snowy region (possibly Siberia), where he witnessed Mechagodzilla's first emergence. Due to the previous movie where he fell into a pit, he rose from the ground... He followed Mechagodzilla underground to Japan and engaged him there. However, Mechagodzilla was too powerful for Anguirus, and severely injured him, breaking his jaw in a bloody display. Anguirus was forced to retreat, possibly to summon the real Godzilla. In 1999, (Destroy All Monsters takes place in this year, though it was made in 1968) Anguirus and the other inhabitants of Monsterland were captured and mind-controlled by an alien race known as Kilaaks who desired to dominate Earth. Anguirus guarded the Kilaak base until the humans severed the mind control. Anguirus was then sent to fight King Ghidorah at Fuji, where he and the other monsters successfully destroyed the space dragon once and for all. While fighting King Ghidorah, Anguirus fell and inadvertently revealed the Kilaaks' underground base, allowing Godzilla to destroy it. Anguirus and the other monsters returned to their home where they lived in peace to this day.

NISSA

Nissa Revane, World Waker



CR 20                                                                                                             XP: 307,200
Female elf planeswalker druid 9/loremaster 4/planeswalker 7
N Medium outsider (elf, planeswalker)
Init +5; Senses low-light vision; Perception +19
AC 25, touch 17, flat-footed 20 (+4 armor, +2 deflection, +1 natural, +3 shield, +5 Dex)
HP 186 (9d8+4d6+7d8+100)
Fort +17, Ref +10, Will +20
Defensive Abilities freedom of movement; Will +17 vs. enchantments, +19 vs. fey and plant-targeted effects; Immune poison, sleep
Speed 40 ft.
Melee +1 brilliant energy sickle +16/+11/+6 (1d6+2 plus trip)
Special Attacks wild shape 3/day
Spell-Like Abilities (CL 9th) At will speak with animals (12 rounds/day)
Spells Known (CL 7th)
  1st (3/day)-Green Planeswalker, Fog, Green Planeswalker, Gift of the Woods, Green Planeswalker, Keen Sense, Green Planeswalker, Monstrous Growth
  2nd (1/day)-Green Planeswalker, Armor of Thorns, Green Planeswalker, Golden Bear, Green Planeswalker, Nourish, Green Planeswalker, Vital Surge
  3rd (0/day)-Green Planeswalker, Blanchwood Armor, Green Planeswalker, Needle Storm
Spells Prepared (CL 13rd)
  7th-Animal Shapes (D), Heal
  6th-Antilife Shell (D), Stone Tell, Transport Via Plants
  5th-Animal Growth (DC 19), Beast Shape III (animals only), Call Lightning Storm (DC 19), Insect Plague
  4th-Cure Serious Wounds, Flame Strike (DC 18), Freedom of Movement, Rusting Grasp, Scrying (DC 18), Summon Nature's Ally IV (D animals only)
  3rd-Dominate Animal (D DC 17), Meld Into Stone, Poison (DC 17), Protection from Energy, Quench, Speak With Plants
  2nd-Animal Messenger, Fog Cloud, Heat Metal (DC 16), Hold Animal (D x2, DC 16), Owls Wisdom
  1st-Calm Animals (DC 15), Detect Animals Or Plants, Entangle (DC 15), Faerie Fire, Hide from Animals, Speak With Animals
  0th-Detect Poison, Know Direction, Light, Purify Food and Drin (D Domain spell)
Domain: Animal
Str 12, Dex 20, Con 18, Int 19, Wis 25, Cha 14
Base Atk +13; CMB +14; CMD 31
Feats Brew Potion, Craft Wondrous Item, Empowering Mana, Extend Spell, Iron Will, Mana-Fueled Strike, Skill Focus (Knowledge [nature], Stealth), Toughness, Weapon Focus (sickle)
Skills Acrobatics +18, Climb +17, Fly +21, Handle Animal +23, Heal +22, Knowledge (arcana, history, local) +16, Knowledge (dungeoneering, engineering, nobility, religion) +14, Knowledge (geography) +18, Knowledge (nature) +25, Knowledge (planes) +30, Perception +19, Sense Motive +19, Stealth +11, Survival +24, Swim +7
Languages Auran, Common, Draconic, Druidic, Elven, Sylvan
SQ animal companion (effective druid level 6th), elven magic, lore +2, nature bond (Animal domain), nature sense, secrets (lore of true stamina, secret health), trackless step, weapon familiarity, wild empathy +9,woodland stride
Gear animal companion (effective druid level 6th), elven magic, lore +2, nature bond (Animal domain), nature sense, secrets (lore of true stamina, secret health), trackless step, weapon familiarity, wild empathy +9, woodland stride
Other Gear +2 leather armor, +2 light wooden shield, +1 sickle, amulet of natural armor +1, belt of mighty constitution+2, boots of striding and springing, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, 2,706 gp
Planeswalker Spells (Ex) The following are considered Green spells: Any non-[Fire] spell from the Druid spell list. Any spell from the Ranger spell list. Any non-[Fire] Conjuration spell from the Wizard/Sorcerer spell list. A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes. The spells known by a Planeswalker at each level are listed in the table below
Walk the Planes (Su) A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Green) (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list. Green: Climb, Handle Animal, Heal, Knowledge: Nature
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Green Novice Boon, Skills of the Forest (Ex) Upon selecting this boon, you add all of the Green skills to your class skill list.
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) 2/day (Draw Mana, Fortify Life) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead. By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hitpoints. Succeeding on the check by 10 or more grants 2d10 Temporary Hitpoints instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hitpoints instead.
East Walking (Ex) At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.
Baleful Shift (Ex) At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.
Mana Source (Green) (Ex) A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point. Green: Forests, jungles, underground areas filled with fungus.
Green Novice Boon, Gift of the Woods (Ex) You gain a +1 bonus on Fortitude saves for each Green boon you have, including this one
Green Journeyman Boon, Bounty of the Hunt (Ex) Upon selecting this boon, you gain a Favored Enemy (as the ranger ability). Each time you select a new green boon, you may choose an additional favored enemy and increase your bonus to a favored enemy by +2.
Green Planeswalker, Fog
School conjuration (creation)     Level Alchemist 1, Druid 1, Ranger 1, Sorcerer/Wizard 1
Casting Time 1 standard action
Components M (1 green mana)
Range 20 ft.
Area Cloud spreads in 20-ft. radius from you, 20 ft.
Duration 1 min/level (D)
Saving Throw none
Spell Resistance no
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
Green Planeswalker, Gift of the Woods
School transmutation     Level Alchemist 1, Druid 1, Ranger 1, Sorcerer/Wizard 1
Casting Time 1 standard action
Components M (1 green mana)
Range touch
Area
Targets creature touched
Duration 1 minute
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
The touched creature gains a +1 insight bonus to armor class. This bonus increases by +1 for every two caster levels above 1st (max +3). In addition, whenever it deals damage with a melee attack it heals 1 point of damage per caster level.
Green Planeswalker, Keen Sense
School transmutation     Level Alchemist 1, Druid 1, Ranger 1, Sorcerer/Wizard 1
Casting Time 1 standard action
Components M (1 green mana)
Range touch
Targets creature touched
Duration 1 minute
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
The touched creature's senses immediately heighten. He gains a +2 bonus on listen, spot, and search checks. This bonus increases by +2 every three caster levels beyond 1st (max +6).
The creature also gains low-light vision and darkvision out to 30 feet. If the creature already has low-light vision it instead gains superior low-light vision, allowing it to see four times as far as a normal in dim light instead of twice as far. If the creature already has darkvision, the range of their existing darkvision increases by 30 feet.
Green Planeswalker, Monstrous Growth
School transmutation     Level Sorcerer/Wizard 2, Druid 1, Ranger 2, Alchemist 2
Casting Time 1 standard action
Components M (1 colorless and 1 green mana)
Range close (25 ft. + 5 ft./2 levels)
Area one living creature
Duration 1 min/level (D)
Saving Throw Fortitude negates (harmless)
Spell Resistance yes (harmless)
This spell causes instant growth of a living creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +4 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum of 1), and a -4 penalty on attack rolls and AC due to its increased size.
A creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Green Planeswalker, Armor of Thorns
School transmutation     Level Sorcerer/Wizard 2, Cleric/Oracle 2, Alchemist 2, Inquisitor 2, Druid 2
Casting Time 1 standard action
Components M (1 colorless, 1 green mana)
Range close (25 ft. + 5 ft./2 levels)
Area one creature
Duration 1 round/level
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
The affected creature gains a +1 enhancement bonus to his natural armor per three caster levels (max +5). In addition, whenever the creature strikes an opponent with or is struck with an unarmed strike or natural weapon, the opponent takes 2d4 points of damage from the thorns surrounding the target.
Green Planeswalker, Golden Bear
School conjuration (creation)     Level Sorcerer/Wizard 4, Cleric/Oracle 4, Druid 4, Ranger 2, Summoner 4
Casting Time 1 round
Components M (3 colorless, 1 green mana)
Range close (25 ft. + 5 ft./2 levels)
Targets one summoned creature
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
This spell summons a brown bear. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can   direct it not to attack, to attack particular enemies, or to perform other actions. You cannot summon a creature into an environment that cannot support it (i.e. underwater for a creature that breathes air).
Green Planeswalker, Nourish
School conjuration (healing) [air]     Level Sorcerer/Wizard 2, Cleric/Oracle 2, Druid 2, Inquisitor 2
Casting Time 1 standard action
Components M (2 green mana)
Range touch
Targets living creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text
Spell Resistance Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1d8 per two caster levels beyond 3rd (max 5d8). Additionally, the creature receives nutrients sufficient to allow it to go for one full day without eating or drinking.
Green Planeswalker, Vital Surge
School conjuration (healing)     Level Sorcerer/Wizard 2, Cleric/Oracle 2, Alchemist 2, Inquisitor 2, Druid 2
Casting Time 1 immediate action
Components M (1 colorless, 1 green mana)
Range personal
Area  
Targets spellcaster
Duration instantaneous
You channel natural energy to heal yourself in a time of dire need. You heal for 1d4 points of damage. This healing increases by +1d4 for every two caster levels beyond 3rd (max 6d4).
Green Planeswalker, Blanchwood Armor
School transmutation     Level Alchemist 3, Cleric/Oracle 3, Druid 3, Sorcerer/Wizard 3
Casting Time 1 standard action
Components M (2 colorless, 1 green mana)
Range personal
Targets spellcaster
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
You gain a +2 enhancement bonus to your strength score and a +1 enhancement bonus to your natural armor per point of green mana in your mana pool. If the amount of green mana in your mana pools changes during this spell's duration, the bonuses it provides change accordingly.
Green Planeswalker, Needle Storm
School conjuration (creation)     Level Alchemist 3, Cleric/Oracle 3, Druid 3, Sorcerer/Wizard 3
Casting Time 1 standard action
Components M (2 colorless, 1 green mana)
Range medium (100 ft. + 10 ft. level)
Area cylinder (20-ft. radius, 40-ft. high)
Targets  
Duration instantaneous
Saving Throw none
Spell Resistance no
Needles, thorns, and other sharp plant material rain down upon the area, dealing 1d4 points of piercing damage per caster level (max 12d4). This damage is affected normally by damage reduction, but is treated as magic for purposes of overcoming it.

Kor Planeswalker

Nahiri the Lithomancer
CR 21                                                                                                             XP: 409,600
Female kor transmuter 12/planeswalker 10
CN Medium outsider (kor, planeswalker)
Init +4; Senses Darkvision 60 ft, see invisibility; Perception +11
AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
HP 165 (12d6+10d8+78)
Fort +12, Ref +9, Will +18
DR 10/magic, 3/bludgeoning; Immune fire
Speed 30 ft., fly 100 ft. (average)
Melee +1 Stoneforge Sword +18/+13 (1d12+5/×3)
Spell-Like Abilities At will—change shape (beast shape III/elemental body II, 12 rounds/day) 9/day—telekinetic fist (1d4+6 bludgeoning)
Spells Known (CL 10th)
  1st (4/day)-Black Planeswalker, Ebony Charm, Black Planeswalker, Thoughtseize, White Planeswalker, Burst of Energy, White Planeswalker, Heal
  2nd (4/day)-Black Planeswalker, Smother, Black Planeswalker, Terror, White Planeswalker, Aura Blast, White Planeswalker, Dawn Charm
  3rd (4/day)-Black Planeswalker, Drain Life, Black Planeswalker, Rend Flesh, White Planeswalker, Aura of Silence, White Planeswalker, Holy Light
  4th (2/day)-Black Planeswalker, Cranial Extraction, White Planeswalker, Cleanse
Spells Prepared (CL 12nd)
  6th-Chain Lightning (DC 22), Disintegrate (2; DC 22), Transformation
  5th-Cone of Cold (DC 21), Telekinesis, Telepathic Bond, Teleport, Wall of Stone
  4th-Black Tentacles, Fire Shield, Greater Invisibility, Ice Storm, Mass Enlarge Person (DC 20)
  3rd-Dispel Magic, Fireball (2), Haste, Lightning Bolt (2; DC 19), Protection from Energy
  2nd-Blur, Bulls Strength (2), Invisibility, Protection from Arrows (2), Scorching Ray (3), See Invisibility
  1st-Burning Hands (DC 17), Feather Fall, Mage Armor, Magic Missile (5), Reduce Person (DC 17), True Strike
  0th-Detect Magic, Mage Hand, Message, Read Magic (Opposition Schools enchantment, necromancy)
Before Combat Nahiri casts mage armor, protection from arrows, protection from energy (fire), and see invisibility. He uses physical enhancement to increase his Constitution.
Without mage armor, protection from arrows, protection from energy (fire), and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat-footed 11; DR none; Immune none.
Str 17, Dex 10, Con 16, Int 22, Wis 12, Cha 9
Base Atk +6; CMB +9; CMD 20
Feats Brew Potion, Combat Casting, Craft Wondrous Item, Empowering Mana, Improved Initiative, Mana Savant, Mana-Fueled Strike, Power Attack, Scribe Scroll, Toughness, Vital Strike, Weapon Focus (Stoneforge Sword)
Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge (arcana) +19, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Perception +11, Sense Motive +6, Spellcraft +19, Stealth +3, Survival +6, Swim +8
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc
SQ arcane bond (stoneforge sword), orc blood, physical enhancement +3, weapon familiarity
Gear potions of bear's endurance (4), potions of bull's strength(4), potion of cure moderate wounds, potions of invisibility (4), scroll of greater dispel magic, scroll of transformation;
Other Gear +1 Stoneforge Sword, cloak of resistance +2, gloves of arrow snaring, headband of vast intelligence +4, ring of protection +1, spellbook, 930 gp
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Walk the Planes (Su) A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list. White: Knowledge: History, Knowledge: Nobility and Royalty, Ride, Sense Motive Black: Bluff, Hide, Knowledge: Religion, Move Silently
Boon White Novice, Skills of the Plains (Ex) Upon selecting this boon, you add all of the White skills to your class skill list
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level. Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action. Draw Mana (3rd Level): By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead. Fortify Life (3rd level): By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hit points. Succeeding on the check by 10 or more grants 2d10 Temporary Hit points instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hit points instead. Search for Answers (8th level): You tap into planar knowledge in order to ready an answer to your current foe. By succeeding on the check, you gain a +1 insight bonus to attack, AC, and saving throws for this encounter. Succeeding on the check by 10 or more increases the bonus to +2. Succeeding on the check by 20 or more increases this bonus to +3.
Baleful Shift (Ex) At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.
Planeswalker Spells (Sp) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes. The spells known by a Planeswalker at each level are listed in the table below
Boon Black Novice, Unholy Strength (Ex) You have DR 3/bludgeoning
Boon Black Journeyman, Sorin's Vengeance (Ex) When you use your Planeswalker's Will ability, you also deal negative energy damage equal to your Planeswalker level to an adjacent enemy, then heal an amount equal to half the amount of damage dealt.
Boon Black Expert, Profane Command (Ex) You may spend a Mana point as a Swift action to gain one of the following benefits: Each enemy within 30' suffers a -2 penalty to AC and all saving throws for 5 rounds. You do not provoke Attacks of Opportunity for 5 rounds. Your next attack deals an additional 1d6 Negative Energy damage, and you heal an amount equal to half the total damage dealt.
Mana Source (Ex) A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point. White: Plains, open fields, deserts, urban environments Black: Swamps, cemeteries or tombs, and caves
Easy Walking (Ex) At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.
Nahiri, called The Lithomancer and The Harbinger, is a talented kor stoneforger and one of The Three — a group of planeswalkers that included Sorin Markov and Ugin — that decided to rid the Multiverse of the terrible Eldrazi. Being a lithomancer, she has special power over stone.
The Three against the Eldrazi
Sorin and Nahiri first met when the young kor's Planeswalker spark first ignited, and they forged an unlikely friendship. Viewing her almost as a daughter, Sorin taught Nahiri about the Multiverse and introduced her to many new planes. Together, they discovered the Eldrazi, witnessing Ulamog's destruction of a long-forgotten plane. They met Ugin soon after, and the three Planeswalkers concocted a plan that bound the Eldrazi in Zendikar for millennia.
The Three decided to force the Eldrazi into physical form and trap them on a plane, sacrificing that plane for the well-being of the Multiverse. They searched for a plane with lush ecosystems and uniquely dynamic mana—a powerful lure for the Eldrazi's insatiable hunger. Wanting to start their work immediately, the three decided upon Zendikar. Sorin Markov lured the Eldrazi to the plane, directing their hunger to that unique mana, Ugin used his invisible breath to combat the Eldrazi and his colorless magic to bind them to the plane, and Nahiri constructed a massive network of stone hedrons, whose power would form the bars of a planewide prison, forever preventing the Eldrazi from leaving. Ugin arranged the hedrons to direct leylines of energy, which were not to be disrupted.
The planeswalkers concentrated the power of their imprisonment spell in a secret location deep inside Zendikar's mountains of Akoum: a subterranean chamber called the Eye of Ugin. To make sure that the imprisonment would not be broken, the three planeswalkers sealed the chamber with a mystical lock: the Eye of Ugin could only be reactivated by the presence of three planeswalker's sparks — and the colorless, invisible breath of Ugin, the spirit dragon himself.
The planeswalkers' trap worked. Emrakul, Ulamog, and Kozilek manifested in physical form on Zendikar, became confined by the magic of the network of hedrons, and thanks to the magic of the imprisonment spell, sank into harmless dormancy. Their mission complete, the planeswalkers disbanded. Sorin and Ugin left the plane.
Guarding Zendikar
Nahiri stayed and lived happily among her people for a long time. The wild mana of Zendikar lured other beings to the plane as well, and Nahiri took it upon herself to protect Zendikar from those who would cause it harm. Of those, the most infamous was the interplanar conqueror Ob Nixilis, but before he could do much damage, Nahiri intervened and bound his power with that of a hedron.[2] She took on pupils and taught them to maintain the hedron network.
Centuries later she became tired of living, and withdrew in a meditational slumber. The centuries passed and her teachings about the Eldrazi became garbled; Talib (Kozilek), Kamsa (Emrakul) and Mangeni (Ulamog) became the revered gods of the Kor. Nahiri was worshipped as the "prophet of Talib", who taught the kor the arts of lithomancy. When vampires (which hadn't been seen on the plane in the earlier days) built a shrine on the nexus of the hedron network, the prison of the Eldrazi became unstable, and the brood lineages spilled over the plane again. Nahiri awoke and called for help to Sorin and Ugin but they didn't respond. She succeeded on her own, and restored the prison. Confused why Sorin hadn't shown up when she called for him, she decided to find him and planeswalked away from Zendikar.
Imprisoned on Innistrad
When Nahiri arrived at Innistrad, Sorin explained that her signal for help had been likely absorbed by the Helvault. Discontent with the truth, Nahiri guilted Sorin for his actions. Offended, Sorin angrily reminded her of who raised her as a planeswalker and advised her to pester Ugin, instead. Nahiri saw this as a betrayal of their bond and chose to physically threaten Sorin. This resulted in Avacyn's intervention, who felt the threat that Nahiri posed to Innistrad. The two clashed, until Sorin called the battle off and banished Nahiri into the Helvault. During her long stay within the Helvault, Nahiri eventually encountered Avacyn after the archangel had sealed herself into the vault to contain an especially powerful demon.
6000 years after they were initially imprisoned the Eldrazi broke free, enabled by the meddling of several planeswalkers. This time, Sorin reacted and tried to reassemble The Three. But now, he was unable to find Nahiri. He found Ugin dead on original Tarkir, but alive in the new timeline. Ugin instructed Sorin to find Nahiri.
Revenge
When the Helvault broke, Nahiri fled back to Zendikar, only to find the Eldrazi unleashed, continents layed to waste and her allies seemingly having forsaken her. Enraged, she swore vengeance against Sorin, vowing to make Innistrad bleed in the same way Zendikar had suffered. She attacked Markov Manor, destroying it with lithomancy and imprisoning its vampires in a state of perpetual agony within its walls. While active on Innistrad, people turned to worship her, some ironically believing her to be an ancient vampire. She created cryptoliths across Innistrad, using them to channel Innistrad's ley line energy to summon Emrakul to lay waste to Innistrad as the Eldrazi had laid waste to Zendikar before it. As the focal point for summoning she built the Drownyard Temple with help from Gisa's ghouls. After the maddened Avacyn was killed by Sorin, Emrakul arrived and began corrupting Innistrad and its citizens. Thinking the plane lost, Sorin assembled Olivia Voldaren's vampire army to attack Nahiri in retaliation. Nahiri waited for them at the ruins of Markov Manor with her own army of cultists and Eldrazi abominations. In the end, Nahiri was wounded severely but managed to encase Sorin in stone. After this victory, she planeswalked away.

Its not funny my ass is on fire

Giant, Volcano
CR 14                                                                                                             XP: 38,400
The Tome of Horrors Complete 323
CN Huge humanoid ((earth, fire, giant)
Init +1; Senses low-light vision; Perception +18
AC 29, touch 9, flat-footed 28 (-2 size, +2 armor, +18 natural, +1 Dex)
HP 250 (20d12+120)
Fort +18, Ref +7, Will +9
Defensive Abilities rock catching; Immune fire; Weaknesses vulnerability to cold
Speed 40 ft.
Melee Gargantuan longspear +24/+19/+14 (4d6+16, crit x3) or 2 slams +24 (2d6+11)
Ranged rock +15 (2d6+16 plus 1d6 fire)
Space 15 ft., Reach 15 ft.
Special Attacks breath weapon, rock throwing (120 ft.), trample (2d6+16; DC 31)
Spell-Like Abilities (CL 20th) 1/day—stone shape
Str 32, Dex 12, Con 23, Int 10, Wis 14, Cha 11
Base Atk +15; CMB +28; CMD 39
Feats Awesome Blow, Cleave, Diehard, Endurance, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +14, Climb +18, Intimidate +20, Knowledge (nature) +10, Perception +18
Languages Giant, Ignan
SQ oversized weapon use
Gear Gargantuan longspear, leather armor, bag with gold nuggets worth a total of 380 gp
Breath Weapon (Su) Three times per day, a volcano giant can exhale a cloud of warm and sulfuric gas in a 30-foot cone. Affected creatures must make a successful DC 26 Fortitude save or take a -4 circumstance penalty on attack rolls, checks and saves for 1 minute (10 rounds) due to fits of coughing and choking. The save DC is Constitution-based.
Oversized Weapon Use (Ex) A volcano giant wields a Gargantuan two-handed longspear without penalty.

Flying Spaghetti Monster

Sky Kraken
CR 13                                                                                                             XP: 25,600
Giant air-infused thunder child hydra cloud (The Tome of Horrors Complete 329; Advanced Bestiary 111, 237)
CE Huge outsider (air, augmented aberration, elemental, extraplanar)
Init +10; Senses all-around vision, cloud sight, darkvision 60 ft.; Perception +27
Aura electrical aura (10 ft., DC 22)
AC 31, touch 18, flat-footed 25 (-2 size, +4 dodge, +13 natural, +6 Dex)
HP 161 (14d12+70)
Fort +9, Ref +12, Will +14
DR 10/silver; Immune elemental traits; Resist cold 10; Weaknesses the Captain’s Mast
Speed fly 60 ft. (perfect)
Melee 3 bites +14 (1d6+5 plus 1d6 acid plus 1d6 electricity), 6 tentacles +11 (1d8+2 plus 1d6 electricity plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks breath weapons, constrict (1d8+5 plus 1d6 electricity)
Spell-Like Abilities (CL 14th) 3/day—fog cloud, gaseous form, sound burst (DC 11)
Str 20, Dex 23, Con 21, Int 6, Wis 16, Cha 8
Base Atk +10; CMB +17; CMD 37
Feats Ability Focus (lightning), Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quick Draw, Skill Focus (perception), Weapon Focus (bite)
Skills Fly +10, Intimidate +11, Knowledge (nature) +9, Perception +27, Survival +7
Languages Auran, Common (can’t speak)
SQ air born, gaseous form, lightning jump
Air Born (Su) The sky kraken gains a +1 morale bonus on attack and damage rolls while in flight.
All-Around Vision (Ex) The sky kraken sees in all directions at once. It cannot be flanked.
Breath Weapon (Su) The sky kraken has two breath weapons. It can use each of them once every 1d4 rounds. Cone of Wind: The sky kraken can breathe a 60-foot-long cone of wind that mimics a terrible windstorm. Every creature of size Huge or smaller within this area that is not flying must succeed on a DC 16 Acrobatics or Strength check to balance or fall prone. A flying creature of Huge size or smaller that fails is instead blown away from the sky kraken, moving a distance equal to 5 feet per point by which it failed the check. If the blown creature encounters a significant stationary object (such as a wall) during this movement, it takes 1d6 damage per 5 feet it is prevented from moving by the object. The save DC is Charisma-based. Lightning: The sky kraken can breathe a 5-foot-wide line of lightning 170 feet long. If it wishes, it can breathe the line half as long but 10 feet wide. Every creature in the area takes 7d6 electricity damage (DC 24 Reflex save for half ). The save DC is Constitution-based.
Cloud Sight (Ex) The sky kraken can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures do not gain concealment from the sky kraken due to such conditions.
Electrical Aura (Ex) The sky kraken emits an aura of electricity that can damage nearby creatures. Any creature within 10 feet of the sky kraken must succeed on a DC 22 Reflex save each round that it remains within range or take 1d6 electricity damage. The sky kraken can suppress or resume this aura as a free action.
Electricity (Ex) Each of the sky kraken’s natural attacks deals 1d6 electricity damage.
Gaseous Form  (Su) The sky kraken can use gaseous form as the spell (CL 14th), on itself once per day. It may use all of its supernatural and extraordinary abilities while in gaseous form.
Lightning Jump (Ex) When the sky kraken uses its lightning breath weapon, it may teleport with no chance of error to any location with the area of effect of the breath weapon as a free action. It must make this jump immediately after using the breath weapon.
Weakness to the Captain’s Mast (Ex) The sky kraken respects the power of Aizan. It senses that the artifact’s supernatural power comes from her, and will not challenge the owner. The user of the mast can attack the sky kraken with impunity, but the creature will not retaliate against that individual.

Sea Crone

Queen Avareth
CR 11                                                                                                             XP: 12,800
Female sea crone (half-mermaid / half sea hag) cleric of Demogorgon 8
CE Medium monstrous humanoid (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +17
Aura horrific appearance (60 ft.)
AC 17, touch 14, flat-footed 13 (+3 natural, +4 Dex)
HP 130 (4d10+8d8+60)
Fort +15, Ref +15, Will +17
Defensive Abilities evasion; SR 15
Speed 30 ft., swim 40 ft.
Melee 2 claws +13 (1d4+3)
Special Attacks channel negative energy 8/day (DC 19, 4d6), destructive aura (+4, 8 rounds/day), destructive smite (+4, 7/day), evil eye, scythe of evil (4 rounds, 1/day)
Spell-Like Abilities (CL 8th) 7/day touch of evil (4 rounds)
Spells Prepared (CL 8th)
  4th-Death Ward, Poison (DC 18), Summon Monster IV, Unholy Blight (D DC 18)
  3rd-Bestow Curse (DC 17), Blindness/Deafness (DC 17), Cure Serious Wounds, Rage (D), Searing Light
  2nd-Bears Endurance, Death Knell (DC 16), Hold Person (DC 16), Shatter (D DC 16), Sound Burst (DC 16)
  1st-Bane (DC 15), Cause Fear (DC 15), Doom (DC 15), Entropic Shield, Protection from Good (D), Shield of Faith
  0th-Detect Magic, Detect Poison, Guidance, Light (D Domain spell)
Domain: Evil, Destruction
Str 17, Dex 18, Con 20, Int 12, Wis 18, Cha 20
Base Atk +10; CMB +13; CMD 27
Skills Bluff +21, Diplomacy +13, Disguise +13, Intimidate +13, Perception +17, Sense Motive +6, Spellcraft +10, Stealth +15, Swim +11
Languages Aquan, Common, Giant
SQ amphibious, aura, soulbound
Gear necklace of steam bursts (type V) (this item is identical to a necklace of fireballs except that the explosions produce bursts of steam with the same area of effect and damage as a fireball)
Other Gear cloak of resistance +3, ring of evasion, coral and emerald crown (3,500 gp), gold and coral armlets (200 gp each), pearl nipple ring (100 gp)
Evil Eye (Su) Three times per day, Avareth can cast her gaze upon any single creature within 30 feet. The target must succeed on a DC 17 Will save or be charmed as the charm monster spell for three days, although remove curse or dispel evil can restore its right mind sooner. Creatures with immunity to charm effects are not affected by the sea crone’s evil eye. The save DC is Charisma-based.
Horrific Appearance (Su) When angry (a free action of the sea crone’s choice) or while involved in combat, Avareth’s beauteous appearance dissolves and is replaced by the revolting form of a sea hag with a large circular scar on her left breast as the symbol of her membership in the Ring of the Kraken. Anyone who sets eyes upon her must succeed on a DC 19 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to a Strength of 0 is helpless. Avareth can resume her comely mermaid appearance as a free action once she is no longer in battle. Creatures that are affected by this power or that successfully save against it cannot be affected again by her horrific appearance for 24 hours. Creatures with immunity to fear effects are not affected by the sea crone’s horrific appearance. The save DCs are Charisma-based.
Soulbound (Su) Upon death, Avareth’s soul travels to the Abyssal layer of Demogorgon. Resurrection spells can return her to life, but she is otherwise confined there for eternity serving at the whim of her Abyssal master.  New Spells Included in this appendix are two new spells and a new creature template that are used in this adventure.


Sea Serpents

Benthic Serpent
CR 11                                                                                                              XP: 12,800
CE Gargantuan dragon (aquatic)
Init +0; Senses darkvision 120 ft., low-light vision, scent; Perception +15
AC 26, touch 6, flat-footed 26 (-4 size, +20 natural)
HP 174 (12d12+96)
Fort +16, Ref +8, Will +8
Immune fire, magic paralysis and sleep, dragon traits
Speed 20 ft., swim 40 ft.
Melee bite +19 (4d8+10), 2 claws +18 (2d6+10)
Space 20 ft., Reach 15 ft.
Special Attacks capsize, deepwater stare
During Combat Benthic serpents like to lurk below their prey and surge up from the depths to ambush them. They prefer to attack by capsizing and crushing any vessel they encounter. When hungry, they may sweep a deck, swallowing half a dozen sailors in an instant (using Great Cleave). Their deep-water stare also helps them lure large warships onto reefs and rocks, usually by dominating the sailor at the helm during a long night watch. Benthic serpents are far from mindless and flee if their food proves too troublesome.
Str 30, Dex 10, Con 26, Int 9, Wis 10, Cha 18
Base Atk +12; CMB +26; CMD 36
Feats Cleave, Great Cleave, Improved Bull Rush, Power Attack, Snatch, Weapon Focus (bite)
Skills Appraise +8, Diplomacy +19, Intimidate +19, Perception +15, Sense Motive +9, Swim +33
Languages Common, Draconic
Environment temperate aquatic or coastal
Organization solitary
Treasure triple standard
Capsize (Ex) A submerged benthic serpent that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Deepwater Stare (Su) A benthic serpent’s deep yellowgreen eyes have a hypnotic quality that allows them a gaze attack in a 60 foot cone. Creatures in this area must make a DC 20 Will save (or grant the serpent concealment or total concealment if they avert or close their eyes) each round. If the save fails, the creature is dominated as the spell. A benthic servant can dominate only one creature per combat; once that creature is dominated, the gaze attack no longer applies to others. The save DC is Charisma-based.
A serpent easily the length of the grandest frigate to sail the seas rises from the churning brine. Its sinuous body is marked with a white lateral line, its spine a strange luminous green hue. The titanic dragon’s eyes are enormous, fully four feet across, and surrounded by small glowing tentacles that ripple hypnotically.
Benthic serpents are aquatic dragons of the deep ocean trenches, dark grey creatures that surface only rarely. Normally they feast on whales, dolphins, walrus, seals, and merfolk, whatever they can catch. Sometimes, however, their lust for treasure drives them to attack ships or even coastal lands. When they prowl the surface or shallows, their lust for gold is as great as any land dragon’s: they often destroy all shipping in a huge region.