CeruleanSeas TheAzureAbyss
CeruleanSeas TheAzureAbyss
CeruleanSeas TheAzureAbyss
Cerulean Seas
The Azure Abyss
Credits
Lead Designer: Emily E. Kubisz
Authors
Sam G.
Hing
Contents
4
52
Preface ....................................................... 5
Introduction .............................................. 6
Common Terms........................................ 7
14
66
Asterak ...................................................... 18
Echin .......................................................... 20
Obitu, Aquatic .......................................... 21
Appendices
90
26
Angler ....................................................... 28
Index .......................................................... 96
Chapter 4: Deep-craft
42
Chapter 1:
The Underdeep
Introduction
The Azure Abyss, the Underdeep, the inky
wastes, and the midnight realm are but a few
names afforded to those depths considered too
deep by the common races of the Cerulean Seas.
Though these pitch-black depths comprise the vast
majority of the endless sea, these realms have been
labeled by most as unfathomable reaches. This
tome intends to shed some light on these
mysterious waters, the creatures that live there,
and the reasons why even the bravest of the
surface realm fear diving too far down.
The Underdeep is a world unto itself: vast and
impossibly flat abyssal plains; unbelievably titanic
mountain ranges; and steep, gaping trenches that
plunge countless miles. All of these awe-inspiring
features are nestled between a midnight expanse
of water above and an endless labyrinth of tunnels
below. Lit only by an abundant supply of
indigenous life, this world derives its energy not
from the sun but from the fiery fury of the planets
core or debris from above. While the creatures that
live here are bountiful, they are dwarfed by the
great expanse of empty space surrounding them.
Each oasis of life struggles against the dark
oblivion on a daily basis.
In our own world, these realms are still mostly
a mystery. Only a few short years ago we
discovered amazing features such as black
smokers and brine lakes, as well as the fantastic
life forms that live near each. Just recently we
caught a glimpse of real-life monsters such as the
giant squid and discovered remarkable animals
like the white-furred yeti crab, who thrive in
temperatures that would melt lead. These are new
and cutting-edge discoveries, and we have yet to
explore the vast majority of the deep sea. This
tome, the first of its kind, will attempt to
incorporate these latest discoveries as well as build
a complete realm of its own.
In the fictional world of Cerulean Seas, those
who dwell in the realms above seek to explore the
world beneath, trade with its inhabitants, and
plunder the riches of its strange waters. For the
very same reasons, some who dwell in the Azure
Abyss occasionally venture to the surface. The
races of THE AZURE ABYSS are what most
surface dwelling races would consider to be
villainous or evil. While many are indeed the stuff
of nightmares, their story need not be
Common Terms
Words listed below are often referred to
throughout THE AZURE ABYSS and are defined
here for clarification. More advanced definitions
can be found either in the Cerulean Seas core
rulebook, or later in this tome.
Aglootech: Complex devices typically
invented by aglooliks (who dwell in the polar
regions of the realm) that mimic arcane effects by
using natural science.
Anthromorph: A humanoid sea-animal.
Karkanaks and echinn are anthromorphs.
Angler: A class that specializes in trapping
and hunting its enemies.
Black Smoker: A black smoker or sea vent is a
type of hydrothermal vent found on the seabed,
typically in the abyssal and hadal zones. They
appear as black, chimney-like structures that emit
a cloud of black material.
The Bloody War: A war that ended over 400
years ago between sahuagin and the good
denizens of the sea.
Brine Pool: A brine pool is a large area of
brine on the ocean basin that often forms due to a
cold seep. These pools are bodies of water that
have a salinity three to five times greater than the
surrounding sea, and often appear as lakes of
water underneath the ocean. Larger brine pools
are known as brine lakes, and they will even
occasionally run in river-like formations known
as brine rivers.
Environmental Basics
Climate
Weather and temperature variations in the
deep sea, unlike other regions of the ocean, is
primarily influenced by geological features such
as black smokers and cold seeps. Surface weather
has little or no effect on these waters, though a
particularly powerful storm may result in larger
accumulations of marine snow, a continuous
shower of mostly organic detritus falling from the
upper layers of the water column.
Aside from these features, the deep sea has a
relatively consistent environment when
compared to other oceanic regions. It is
universally dark, under incredible pressure, and
maintains a steady temperature between 32 and
37 F (just above freezing). There are no seasonal
temperature changes, nor are there any annual
changes. No other habitat on the planet has such
a constant temperature.
Much of the Underdeep also occurs in a vast
subterranean network of caves and tunnels.
These expanses are more susceptible to geologic
influence and therefore may harbor their own
localized climate and weather-like features. Many
are typically warmer than the surrounding
waters due to deep hydrothermal vents. Some,
known as cold caves, feature vast deposits of
deep ice on their ceilings which often chill the
water below standard freezing temperatures.
Normal ice, however, does not typically
form under these extreme pressures.
Terrain
The deep sea has many types of terrain, each
with its own challenges and features. Aquatic
versions of common terrains, such as deep caverns
or towering mountains, exist here. Listed below are
some examples that might be encountered in a deep
sea setting.
ABYSSAL PLAINS
An abyssal plain is an underwater plain on the
deep ocean floor. The majority (98%) are found in
the abyssopelagic zones (depths between 10,000 and
20,000 feet). Abyssal plains cover more than 50% of
the planets surface. They are among the flattest,
smoothest and least explored regions in the world.
They are home to several invertebrates, rare fishes,
and a small number of sentient races including the
echinn, benthic karkanak, and the estrel. Features
of the abyssal plains vary slightly, depending on if
they occur in abyssopelagic zones or the hadal zone
(depths of more than 3 miles or 20,000 feet).
Table 1-1 describes in general terms how likely it
is that a given square has a terrain element in it. It is
divided into the abyssopelagic and the hadal zone.
Note that these percentages (and those on other
terrain tables) will often add up to more than 100%,
as many features may exist in the same square
simultaneously.
Abyssal
Zone
Hadal
Zone
1%
5%
1%
1%
90%
2%
2%
1%
2%
10%
2%
2%
85%
0%
1%
1%
COLD SEEPS
A cold seep (sometimes
called a cold vent) is an area of
the ocean floor where hydrogen
sulfide, methane and other
hydrocarbon-rich fluid seepage
occurs, often in the form of a
brine pool. "Cold" does not
mean that the temperature of
seepage is lower than the
surrounding sea water. On the
contrary, its temperature is
often slightly higher. Cold seeps
constitute a biome supporting
several endemic species.
Cold seeps develop unique
topography over time, where
reactions between methane and
seawater create carbonate rock formations and reefs.
These reactions may also be dependent on bacterial
activity. Ikaite, also known as urchin stone, is
often found in these regions.
Table 1-2 describes terrain elements found near a
cold seep. The percentages are intended to guide
map-drawing; do not roll for each square.
TABLE 1-2: COLD SEEP TERRAIN
Feature
Brine Pool
Mussel Bed
Ooze Mat
Rock Reef
Worm Reef
Occurrence
80%
25%
5%
10%
15%
10
Occurrence
20%
1%
35%
2%
50%
5%
40%
11
12
BARIUM [GEOPOISON]
Areas of milky water surrounding white smokers could possibly
be a source of barium poisoning.
Type poison, inhaled; Save Fortitude DC 16
Onset 1d3 days; Frequency 1/day for 1d6 days
Effect 1d3 Str damage; Cure 2 consecutive saves during no
continued exposure.
COPPER [GEOPOISON]
Copper dissolves into the seawater in high concentrations in some
isolated sub-abyssal tunnels and caverns. The water in these areas
may have a slight green or blue hue that could be detected in
bright light with a DC 20 perception check.
Type poison , inhaled; Save Fortitude DC 17
Onset 2d4 days; Frequency 1/day for 3d4 days
Effect 1 Con damage; Cure 2 consecutive saves during no
continued exposure.
MERCURY [GEOPOISON]
Though rare, mercury can occur near thermal vents and subabyssal caverns that contain cinnabar ore.
Type poison , contact, inhaled; Save Fortitude DC 19
Onset 1d3 days; Frequency 1/day for 3d6 days
Effect 1 Wis damage and 1 Cha damage; Cure 3
consecutive saves during no continued exposure.
SULFUR [GEOPOISON]
Areas of murky water surrounding black smokers could possibly
be a source of sulfur poisoning.
Type poison, inhaled; Save Fortitude DC 15
Onset 1d3 days; Frequency 1/day for 5 days
Effect 1 Con damage and blindness for 1d3 days; Cure 2
consecutive saves during no continued exposure.
WARP POOLS
Warp pools are brine pools with high amounts of
rare metals dissolved into them. More than 90% of
the time, warp pools are inactive and
indistinguishable from normal brine pools. Warp
pools, however, due to the rarity of the minerals
necessary, are seldom over 50 feet in diameter. They
are usually quite deep, at least twenty feet or more.
When active, the surface of a warp pool becomes
highly reflective. At this point, it becomes a gateway
to another warp pool, which could potentially be
thousands of miles away. Diving into an active warp
pool instantaneously leads to the reflective surface of
this other active warp pool. Periods of activity range
from a 1d6 minutes every 3d10 days (30%) to 3d6
hours every 3d12 months (10%).
If a warp pool is too small or too shallow for a
creature to completely submerge itself in the brine,
the pool will not be able to transport that creature.
In fact, if anything connects the creature to the
surface (even a thin rope), the teleportation effect will
not occur for that creature.
About half of the warp pools seem to always lead
to the same warp pool on the other side every time.
This pool, in turn, leads back to the warp pool from
which the other leads. However, about 30% of the
known warp pools seem to be arranged in a ring of
3 or more. In this case, one warp pool leads to
another, which leads to an entirely different pool,
and so on, until it finally ends back at the first.
Locals who use these pools for transportation
will use the terminology dives to denote how
many pools rest between the first and their
destination. For example, The Saloth Vents are three
dives in, and it is five dives back. This indicates that
the traveler will have to submerge himself 3 times to
get to the Saloth Vents, and another 2 dives to get
back to where he started.
Lastly, a few warp pools are one-way, effectively
stranding the traveler on the other side. Less than 5%
of these connect to a new warp pool for each dive.
These sorts of warp pools are the least desirable, and
could easily lead to lethal locations.
Warp pools, while widely used for travel, are
extremely unpredictable. Occasionally they will
change their destination without warning or even
simply deactivate and never again reactivate. Some
lay dormant for decades, and then suddenly spring
to life, intercepting travelers from neighboring warp
pools. Occasionally, warp pools of this sort will lead
to the astral plane. Though many brave adventures
have entered these perilous gateways
and have retuned, some are never heard
from again.
13
Chapter 2:
14
15
16
AQUATIC OBITU
AUSTORIN DWARF
ECHINN
ABYSSAL RUSALKA
VIDEN OCULUS
ASTERAK
17
Asterak
In the deep, dark region of sea known as the demersal zone,
the band of water just above the sea floor, one might find an
ethereal ballet of luminescent jellyfish and other glowing
creatures. If one allows their eyes to adjust, this sight could rival
the clearest starry night on the surface. Amidst this wonder, the
asteraks thrive, harnessing the magic of the world around them.
Physical Description: True to their habitat, asteraks appear
as otherworldly merfolk. They are gaunt creatures with long eellike tails. They have elongated spindly arms and spider-like
fingers that are webbed with a wispy membrane. An asteraks
neck is disproportionally thick, housing powerful gills. While
hairless, their heads feature 6-10 delicate feelers that end in bulblike structures. They have large, dark, emotionless eyes, no nose,
and a slit-like, toothless mouth. Their skin is smooth and lightblue in color, with their feeler bulbs and fingertips presenting a
shocking purple or magenta color. Their entire body is
luminescent, shifting intensity in rippling waves that match the
individuals mood and disposition.
Males and females of the asterak race differ only subtly by
the standards of most races, and are often only evident to other
asteraks. Asteraks, like many merfolk, are oviparous (egglayers). Their eggs, however, appear to be made of ornate crystals
and are fertilized through repeated electrifying by the male.
These unusual reproduction methods may explain why there are
no known asterak crossbreeds. Asteraks typically consume
jellyfish and other soft-bodied invertebrates, and therefore have
no need of teeth.
Society: Like many deep sea species, asteraks are a highly
nomadic race. Most reside in permanent caravans. These convoys
often contain a menagerie of deep sea life, including colossal jellyfish,
giant eels, and various free-swimming crustaceans. Great groups of
asteraks may travel in seemingly erratic routes over thousands of
miles, all the while gathering food, supplies, and knowledge. Most
remarkable of all is that many of these individuals never encounter
solid ground, preferring instead to hover in the water column a
few hundred feet above the sea floor. From the sea bed, they can
be seen twinkling far above, gently bobbing along in their eternal
procession to nowhere in particular.
Despite their seemingly peaceful existence, asteraks are
indeed a very dangerous race to encounter. Arcane knowledge
and supplies are especially sought after, and their approach to
acquiring such is often non-negotiable, merciless, and utilitarian.
A hapless wizard who encounters an asterak caravan may be
18
Dwarf, Austorian
Since the dawn of civilization, dwarves have been
digging in search of gold, gems, and other precious metals.
While some burrowed into the tallest mountain peaks, others
delved down into the bowels of the planet. Historically,
dwarves and water seldom mix. When encountering flooded
terrain, they simply tunneled around it or under it.
Occasionally, however, these bodies of water posed
impassible and infuriating barriers. One tribe of dwarves,
however, found a way through. Austorian legend tells how
one tribe from the Austoria Mountains (now submerged),
with the aid of contraptions pilfered from conquered aboleth,
decided to brave the depths of a fathomless subterranean
lake. The riches located there were so vast and bountiful, that
it took generations to dig it out. When the lakebed was
depleted, the dwarves had become entirely aquatic and
moved on to even deeper bodies of water. By the time of the
Great Flood, the austorian dwarves had been tunneling
under the ocean floor for a millennium, largely forgotten by
their kin. They were completely unaware of the demise of the
drylanders.
Physical Description: Austorian dwarves are immediately
recognizable as dwarves, despite the sea-green beards of the
males and prominent green head fins of both genders. They
have the same body type and facial configurations, as well as
skin coloration, though austorians are considerably paler and
have far less body hair. Their eyes are nearly all-white, with
the iris barely visible. In addition, their ears appear pointed,
though close inspection will also reveal that the original
rounded shape is still evident, with the point protruding
from it like another fin. Females are virtually hairless, and a
bit more slender than the males, though still easily
identifiable as dwarves.
Society: Like all dwarves, austorians have a strong
love of stonework, a passion for stone- and metal-based
craftsmanship, and an overwhelming desire to accumulate
gold and other precious metals. The austorians, however, are
a particularly reclusive race, preferring to deal with others
only when necessary. In addition, the racial hatred of goblins,
giants, and orcs has gone completely extinct. They have not
encountered such creatures in countless generations.
19
Echinn
In the Underdeep, any place that is deemed uninhabitable
is nicknamed echinnlands. There is much truth in this, as
huge tribes of echinns will thrive in areas too barren or
inhospitable to other races. These urchin-like humanoids,
though typically crude and primitive, are a major force across
the abyssal plains.
Physical Description: To some, it is very difficult to
imagine what a giant humanoid sea urchin might look like.
These people, however, have never met an echinn before.
Standing at nearly 6 feet, this beryl-colored creature is almost
as wide as it is tall. It has no neck at all. The echinns head is
merely a large bump near the top of its torso. The head features
a massive mouth filled with several rows of sharp little teeth,
and 9 reddish-orange insect-like eyes of various sizes. Despite
all of these eyes, their vision is only average due to the simple
structure of each eye and its inability to move. The echinns
arms and legs are thick and muscular. Each of these
appendages terminate in a plume of stubby tentacles that act as
fingers and glow with a vermillion hue. Four bioluminescent
gash-like patches appear on the echinns chest, which is the
only part of its body devoid of sharp, venom-encrusted spines.
If one looks closely, tiny, serpent-like cilia can be seen dancing
betwixt the spines, cleaning them and coating them with new
layers of poison.
Males and females are virtually indistinguishable, and the
only noted behavioral difference between the two is that males
enjoy climbing more than females do. Females will lay a large
clutch of eggs, which are carried on the females back inbetween her spines and nurtured by her cilia. The spider-like
larva that hatch in a few months stay nestled in these spines
until they become too large, at which point they begin looking
like small adults. They grow to maturity very quickly.
Society: Echinns share much in common with other
less-developed and more barbaric societies. They tend to
group together in large tribes, looking to the oldest and
20
Iron Stomach: Echinns can digest just about anything and receive a +4
racial bonus on all saving throws versus ingested poisons.
Weapon Familiarity: Echinns treat any weapon with the word echinn
in its name as a martial weapon.
Languages: Echinns begin play speaking Dagonite and Echinn.
Echinns with high Intelligence scores can choose any of the
following: Common, Photok, Salatari, and Loktar.
Obitu, Aquatic
Obitu are neither dead nor undead. Their life begins
when an undead succumbs to a magical disease that
consumes whats left of its flesh and instills its bones with
organic life. In a few centuries, the aquatic obitu have
become a powerful force in the Underdeep, culling the vast
hordes of undead that once thrived here. In a sense, they are
the invasive species that is overtaking the natural residents of
the bleakest regions of the Azure Abyss.
Physical Description: At first and even second glance, an
aquatic obitu appears to be the undead or animated skeleton
of a deceased humanoid, which can be merfolk,
anthromorph, or feykith. In some cases, the skeleton is that of
a shallower dwelling species. Whichever the case, an obitu is
always of Medium size (the process of vivification fails if the
subject is too small or too big, thus destroying the undead
host, and not yielding a viable obitu). They are, in fact,
swimming skeletons. Their form is also one of death; they
wear the shell of a skeletal corpse.
Closer inspection reveals a few differences. Most
observers first notice their eyes; vibrant pools of green
luminescence. Obitu bones are warm to the touch; smooth,
pulsing, and devoid of the wear and slime that is common to
aquatic undead. The bone color is almost always a deep
beige. However, the most effective way to tell an obitu from
an undead is by wounding one; if bright red living blood
issues forth, it is likely an obitu. Some less noticeable
differences include a thin membrane under the jawbone and
between digits (or fin-bones, in the case of merfolk), and
pinkish tendons slightly visible at the joints.
Society: Aquatic obitu have no true gender. Their voices
are universally similara hollow, harsh whisper that
actually radiates from inside the skull. In fact, most of the
biological functions of an obitu take place within its skull. A
small, wormlike feeding tube extends into its mouth cavity
when it eats. Regardless of its appearance, obitu eat, drink,
and breathe much like other living beings, consuming as
much as a creature of Small size. An obitu has no heart,
relying on contractions inside its bones to circulate blood.
21
Oculus, Viden
Nothing is more vigilant than the oculus. This creatures
strange, unblinking eye scours the depths, seeking, spying,
and scanning. Its primary success as a species is simply
because it almost never misses an opportunity to strike.
Physical Description: The first thing that is immediately
noticeable about a viden oculus is its large, round, singular
eye. This eye is so big, in fact, that it comprises about 75% of
the creatures total mass. The eye itself seems similar to that
of a fish or squid of much larger size. Radiating from an
oblong-shaped, purple, rubbery body that seems to barely
encompass the eye are 4 pairs of tentacles, each pair with
their own unique function. Above the large eye are two long
tendrils that end in glowing bulbs. These bulbs are actually
two additional eyes, each charged with arcane sight abilities.
The remaining three pairs of tendrils protrude from
underneath the eye. Of these, one pair flattens out into thick,
paddle-like flippers and are used for locomotion. Another of
these pairs are thin and rope-like which are used to
manipulate objects and wield weapons. The third pair is
slightly luminescent and is coated in tiny cilia that works as
sensory organs. The sensory tendrils have small holes in their
tips that the creature uses to slurp up food that has been
dissolved by its corrosive tears. Though the oculus has no
other form of mouth, it is still able to generate a buzzing,
monotone voice to communicate with.
The viden oculus is actually one of three gender forms
that the oculus species can exist as. The viden is basically a
sexless, overgrown larva of the oculus family line. Videns are
the most common form of oculus, and the one most likely to
become adventurers. A female oculus, known as a vilicus, is
Medium-sized, and covered in a chitinous shell. The vilici
exist primarily in large harems serving the rare male of
species. The male, known as a vigilus, is a Large-sized oculus
that looks something like a bloated hodgepodge of the viden
and the vilicus. Videns can choose to live their entire lives as
videns, or may elect to take the more dangerous path of
transgendering, first becoming a vilicus, and then a vigilus.
This is accomplished at great personal risk by obtaining
special feats that are detailed in chapter 4 of this tome.
+2 Dexterity, +2 Wisdom, -2 Strength: Videns are nimble and perceptive, but not very strong.
Racial Buoyancy: -1, Depth Tolerance: 25,000 feet
Aberration: An oculus is considered to be an aberration with regard to spells and abilities
that specifically mention this creature type. They are not considered humanoids.
Aquatic: Videns have the aquatic subtype and can breathe water indefinitely. They cannot
breathe outside of water.
Small: Videns are Small creatures and gain a +1 size bonus to AC, +1 size bonus on
attack rolls, -1 penalty to their CMB and CMD and a +4 size bonus on Stealth checks.
Acidic Tears: Videns can exude a slimy substance from their central eye that causes
1 point of acid damage per round to everything sharing the same square as the
viden. Metal, bone (or shell), chitin, and oculi are immune to damage from this ability.
Fast Swim Speed: Videns have a base swim speed of 30 feet. They cannot move on dry land.
All-Around Vision: Videns can see all around themselves at once, granting them a +4 racial
bonus on Perception checks and making them immune to flanking.
Bioluminescent: The viden can (at-will) cause its eyes to shed as much light as a torch.
Light Blindness: Abrupt exposure to bright light blinds an oculus for 1 round; on subsequent
rounds, they are dazzled as long as they remain in the affected area.
See in Darkness: Videns can see perfectly in darkness of any kind, including that created by
spells such as deeper darkness.
Spell-Like Abilities: At character creation, the viden chooses two spells with the word
detect in their name of 1st level or less from the sorcerer, druid, or cleric spell list. The
viden is considered to have constant access to the effects of these spells. The caster level
equals the videns level. Once chosen, these spells cannot be changed.
Pressure Sensitive (1,000 feet): Videns are highly acclimated to extreme depths,
and suffer from low pressure. Treat this as if they exceeded their pressure
range above depths of 1,000 feet.
Languages: Viden begin play speaking Dagonite and Oculite. Oculus with
high Intelligence scores can choose any of the following: Aquan, Common,
Delatari, Draconic, Echinn, Lok'tar, Photok, and Salatari.
22
Rusalka, Abyssal
Very few races embody the concept of deadly beauty as well
as the abyssal rusalki. This female feykith often ventures forth
from their abyssal homes to stalk the twilight seas in search of a
mate, who will not survive the ordeal. Despite their habits, the
rusalki themselves are not inherently evil. Rusalki are driven to
despicable dealings as the only means to perpetuate their species.
Physical Description: Abyssal rusalki are Medium-sized,
lithe, and pale female feykith. They have large orange eyes,
translucent blue-white skin, and cat-like ears. Their hair is long,
transparent, and nearly invisible when not lit by two luminescent
antennae that flow from the top of the rusalkas head and down
either side of her body. A skirt of dozens of jellyfish-like tendrils
sprout from a rusalkas waist, each tipped in blue luminescence.
A rusalkas blood is likewise radiant, and her heart can be seen
pulsing with red light in her chest. Despite their alien
composition, most humanoids find the abyssal rusalka to be
hauntingly attractive.
Society: All abyssal rusalki are female. To become pregnant,
they must kill and consume a male specimen of any sentient
humanoid species. While some choose not reproduce at all, the
maternal drive is strong. Others choose to hunt down humanoids
who are notoriously evil for this purpose. Unfortunately,
children conceived of evil fathers are often evil themselves.
Whatever the source, all offspring are rusalki.
Their societal structure is usually democratic. Large groups
of rusalki with common interests will band together as equals.
Occasionally a leader is chosen, and she is usually the oldest
member of the group. Children are raised by the group
collectively, with no special regard to the actual birth parent.
Upon reaching adulthood, a rusalka must decide if she will stay
with the group or wander in search of something else. If she stays
with the group, she will be expected to procreate in the near
future. Rusalka who leave the group are shunned afterwards and
may never return. Regardless of the rusalkas decision, her
coming-of-age is celebrated and, if she does decide to leave, she
is treated with kindness and respect until she does so. The rusalki
are a compassionate people, contrary to what their dark origins
would suggest.
23
Seafolk Halfbreeds
24
ANTHROMORPH CROSSBREEDS
Anthromorph crossbreeds do not gain
adjustments to ability scores as seafolk, but instead
gain the ability score adjustments of their
anthromorph parent. Seafolk anthromorphs lose the
Skilled racial trait and the racial bonus feat that is
available to seafolk. Like anthromorphs, they gain
Amphibious (gills) and
Bestial Senses, and often gain
a few racial traits similar
to their anthromorph
parents. For the purposes
Kirah
of racial requirements,
Abomination
these crossbreeds count as
both parent races. All
other statistics remain the
same as typical seafolk.
Seafolk/Echinn
Common Name: Deodona
Racial Traits: The
deodona retains the Poison
Spines and Iron Stomach
racial traits of the echinn.
In addition it gains the
following unique racial trait:
Puff Up: As a swift action,
the deodona can expand her
body to sphere-like proportions. The deodona
suffers a 4 penalty to Dexterity and her speed is
halved due to her awkward, bloated state.
However, she counts as a full size category larger
when applied to special attacks where a larger size
might make the attack more difficult or impossible
such as grab, constrict or swallow whole.
Equipment does not expand with the body, and
may become damaged in the process. For all other
purposes, the deodonas size does not change. The
deodona can end this ability as a swift action.
Description: Deodona look surprisingly like
regular seafolk, except that their fish tails are a bit
wider and their body, especially their backs and
tails, are covered in sharp quills.
Vital Statistics
Race
Depth
Tolerance
Asterak
-60C
10,000 ft.
Deep Drow
-50
10,000 ft.
Austorian
-190A
immune
Echinn
-190
immune
Obitu
-75
20,000 ft.
Viden
-1
25,000 ft.
-20 B
10,000 ft.
Adulthood
Barbarian,
Rogue,
Sorcerer
Fighter,
Mariner,
Paladin,
Siren
Asterak
30 years
+1d10
+1d10
+2d6
Drow, deep
130 years
+4d6
+6d6
+10d6
Dwarf, austorian
40 years
+3d6
+5d6
+7d6
Race
Str
Echinn
3 years
+1d4
+1d6
+3d4
Asterak
Obitu, aquatic
5 years
+4d6
+6d6
+8d6
Deep Drow
Oculus, viden
10 years
+1d4
+1d6
+2d6
Rusalka, abyssal
25 years
+1d6
+2d6
+3d6
Race
Cleric,
Kahuna,
Monk,
Wizard
Racial Buoyancy
Middle
Age
Asterak
60 years
85 years
110 years
110 + 5d20
years
Drow, deep
195 years
285 years
370 years
370 + 4d%
years
Dwarf, austorian
125 years
188 years
250 years
250 + 2d%
years
Echinn
30 years
50 years
75 years
75 +1d20
years
Obitu, aquatic
35 years
55 years
70 years
Oculus, viden
100 years
150 years
200 years
Rusalka, abyssal
65 years
100 years
150 years
Old
Venerable
Maximum
Age
Rusalka
TABLE 2-5:
STARTING RACIAL ABILITY ADJUSTMENTS
Dex
Con
Int
Wis
Cha
-2
+2
+2
+2
-2
+2
Austorian
+2
+2
-2
Echinn
+2
+2
-2
-2
Obitu
+2
+2
-2
Viden
-2
+2
+2
Rusalka
-2
+2
+2
70 + 5d10
years
200 + 1d%
years
150 +4d20
years
Base Height/Length
Modifier (in.)
5 ft. 2 in.
2d8
5 ft.
2d6
5 ft. 2 in.
2d8
3 ft. 11 in.
2d4
3 ft. 9 in.
2d4
6 ft.
2d8
4 ft. 10 in.
2d12
1d6
5 ft. 4 in.
2d8
25
Chapter 3:
3:
26
Existing Classes
All of the rich diversity of classes that exist in
the CERULEAN SEAS CAMPAIGN SETTING also
exists in the Azure Abyss. While the
populations of certain classes may be
comparatively larger or smaller, each can find
their particular niche, even under the immense
pressure and darkness of the Underdeep.
Martial Classes
Combat prowess is undoubtedly important
in every day survival of the endless night of the
Azure Abyss setting. While nearly as prevalent
as they are near the surface, martial classes
have a few disadvantages in a world where
survival means one has to be both very clever
and very resilient. Fighters and barbarians are
most often found in populations that rely on
large numbers to survive, such as the echinns
and the karkanaks. Mariners are a bit more
common in the dark depths, as swiftness can be
a great advantage, especially where most races
are relatively slower than those found near the
surface. Rogues are extremely abundant here,
as their repertoire of skills becomes an
invaluable tool of survival.
Arcane Classes
The Underdeep is an unparalleled source of
arcane secrets, especially those of the dark or
necromantic variety. Both feykith and merfolk
are the masters here, including potent asterak
wizards and dazzling deep drow sorcerers.
Magic is not only accepted in the midnight
depths, it is wholly integrated in the culture,
and its practitioners are often venerated as
leaders and advisers. Unlike the surface world,
barbarian tribes do not have a tendency to shun
those with magical talents. Instead, they are
often given positions of authority. The
barbarian king of the Underdeep is in stark
contrast with those of the surface world. She is
Divine Classes
Religion is common in the Underdeep,
though the gods here are often tyrannical and
unforgiving. As a result, clerics have a much
darker reputation, known both for their ability
to heal and their ability to inflict terrible woe.
In many cultures, divine magic walks hand in
hand with arcane magic. Multiclassing with
both divine and arcane classes is common,
especially among the deep drow, who consider
it a requirement to advance within their ranks.
Despite the overwhelming majority of neutral
and evil divine spellcasters, devotion to goodly
deities is not entirely unheard of. These
champions of love and light can be very
powerful in a world of hate and darkness, and
are often required to survive.
27
New Class
In addition to the core aquatic classes, the
Azure Abyss has an additional deep sea class that is
prevalent throughout the dark depths, and may even
be found in more shallow waters. This class,
renowned for its ability to thrive in extreme and
hostile environments, is the angler.
Angler
It takes a special breed of person to exist at
the fringes of civilization. A frontier spirit is
needed to overcome the harsh desolation of the
uncharted territories. A keen and determined
mind is needed to confront and conquer the
many dangers lurking in every shadow.
And, most importantly, a rugged
confidence is required to tame these
undisciplined lands and seas.
The angler is an opportunist
who possesses these
characteristics in abundance. A
capable and self-sufficient
survivor, the angler makes her
name by charting the
unexplored and slaying the
beasts that nip at the civilized
worlds edges. She counts on
no one but herself, and she
leaves nothing to chance.
Every fight with an angler is
one in which she already has
the advantage. Through hard
work and thoughtful
consideration, the angler
dares the dark corners of the
world to throw forth its worst
so that she may conquer it
and profit.
Role: Anglers tame the
world around them for profit.
Trappers and frontiersmen,
28
BAB
Fort
Ref
Will
Special
1st
+0
+2
+0
+0
2nd
+1
+3
+0
+0
Bonus feat
3rd
+2
+3
+1
+1
Battlefield prep
4th
+3
+4
+1
+1
Anglers trap
5th
+3
+4
+1
+1
Bonus feat
6th
+4
+5
+2
+2
7th
+5
+5
+2
+2
Anglers trap
8th
+6/+1
+6
+2
+2
Bonus feat
9th
+6/+1
+6
+3
+3
Battlefield prep
10th
+7/+2
+7
+3
+3
Anglers trap
11th
+8/+3
+7
+3
+3
12th
+9/+4
+8
+4
+4
Battlefield prep
13th
+9/+4
+8
+4
+4
Anglers trap
14th
+10/+5
+9
+4
+4
Bonus feat
15th
+11/+6/+1
+9
+5
+5
Battlefield prep
16th
+12/+7/+2
+10
+5
+5
17th
+12/+7/+2
+10
+5
+5
Bonus feat
18th
+13/+8/+3
+11
+6
+6
Battlefield prep
19th
+14/+9/+4
+11
+6
+6
Anglers trap
20th
+15/+10/+5
+12
+6
+6
CLASS SKILLS
29
30
31
32
Prestige Classes
The deep sea holds many prestigious titles
for those brave enough to seek them. The
following are three new deep dwelling prestige
classes; the halionaut, the myxinmave, and the
seductor.
REQUIREMENTS
To qualify to become a halionaut, a character
must fulfill all the following criteria:
Skill: Knowledge (geography) 6 ranks.
Feat: Endurance
Special: The halionaut must have had
delved into at least one unchartered warp pool
before obtaining the halionaut title.
CLASS SKILLS
33
Ref Save
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
34
Will Save
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Special
Eerie foresight, favored terrain
Favored terrain, terrain mastery
Terrain dominance
Favored terrain, terrain mastery
Favored terrain
Terrain dominance, terrain mastery
Favored terrain
Favored terrain, terrain mastery
Terrain dominance
Favored terrain, master of the depths
35
36
CLASS FEATURES
Ref
Save
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Will
Save
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Special
Hagslime +1, hagfish servant
Consume flesh
Immunity to putridness
Hagslime +2, knot armor
Fins of the hagfish, hagfish servant (2)
Boneless
Hagslime +3, Spew hagfish
Poison
Hagfish servant (4)
Hagslime +4, hivemind
Spells per
day
+1 level
+1 level
+1 level
+1 level
+1 level
+1 level
37
38
Hivemind
As a side effect of some evil spiritual
presence or dark blessing, vermin and certain
animals can take on a sort of collective
consciousness shared among a large group,
though each individual member retains little or
no intellect. When a hive-mind forms, each
individual creature becomes just a tiny part of a
much larger, much greater intelligence.
If at least 50 vermin or animals of the same
species are arranged so that no one individual
is more than 10 feet from another individual,
the hivemind may come into effect. All the
creatures operate with an Intelligence of 5, even
if they previously had no Intelligence score (as
with vermin). The creatures Intelligence score
increases by +1 for every additional 20
individuals (beyond the first 50) in the
hivemind, up to an Intelligence of 10 for a
hivemind of 150 creatures. Beyond the 150creature threshold, Intelligence increases by +1
for every 50 additional individuals. Thus, a
swarm of 500 hagfish would have a hivemind
Intelligence of 17. For every point of
Intelligence bonus possessed by the hivemind,
award each individual creature one feat and 1
skill point per Hit Die. Intelligence-based skill
bonuses increase accordingly. So the 500
hagfish in the swarm (Int 17, +3 bonus) would
each have 3 extra skill points and three feats.
The increase to Intelligence gained for every
creature in the hivemind over 50 also applies to
Charisma. So, a hivemind of 500 hagfish
(normal Charisma score 2) has a Charisma
score of 14.
If the hivemind attains a Charisma score of
18 or higher, it gains the ability to cast spells as
a sorcerer. For every point of Charisma over 17,
the hivemind has has one level of sorcerer
spellcasting. A hivemind of 1,000 hagfish has a
Charisma of 22, so it would cast spells as a 5thlevel sorcerer, for example. The hivemind has
six cantrips, eight 1st-level spells, and six 2nd-
39
40
CLASS FEATURES
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Will
Save
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Sneak
Attack
Special
Poison use, seduction, seductors touch (charm person)
+1 save bonus against poison
Secret alignment
+2 save bonus against poison, seductors touch (suggestion)
Shield of helplessness
+3 save bonus against poison
Seductors touch (ability damage)
+4 save bonus against poison
Hidden mind
+4 save bonus against poison, seductors touch (paralyzing)
+1d6
-+2d6
-+3d6
-+4d6
-+5d6
--
41
Chapter 4:
4:
Parasitic Visage
42
Deep-craft
Deep craft
Underdeep Materials
Many of the same materials found in the
standard CERULEAN SEAS CAMPAIGN SETTING can
also be found in the Underdeep, with a few
exceptions. While materials such as gold, auranite,
brill and even deep sea coral can be found
everywhere, other materials common to shallower
waters, such as wood and kelp, have replacements
in the Underdeep. New materials are found here as
well, which might be extremely rare or even
unheard of in the sunlit world above.
Azulbryn: The austorian dwarves have
discovered vast deposits of this beautiful-butdeadly metal hidden far beneath the ocean floor.
Pure azulbryn (also known as raw azulbryn) shines
with the radiance of a torch; giving off a light blue
light. In this form, it is a somewhat brittle metal.
However, when alloyed with iron, manganese, and
cobalt it becomes as strong as steel and extremely
resistant to corrosion. While the radiance is slightly
diminished, its toxicity is not.
Abyssal Steel: This strange metal alloy is a
specialty of the wooly karkanaks, who have been
smelting it for generations. They are particularly
well suited to the creation of this metal, as they start
the process by consuming large quantities of metal
muck that has a specific flavor (a taste, no doubt,
which can only be appreciated by creatures who
find abyssal mud palatable). The wooly karkanaks
digestive system then concentrates the metal, which
is excreted several days later to be further
processed. The calico-colored result is similar to
normal steel, though fairly resistant to corrosion
and moderately magnetic (ferrous items will cling
to it, but can be separated without the requirement
of a Strength check). Metal weapons made of this
material are three-quarters the normal price.
Lyra Cloth: This fuzzy white cloth is woven
from the tendrils of a particular species of harp
sponge (a strange carnivorous sponge common to
abyssal depths). The cloth sticks to itself like Velcro,
and can be dyed a large variety of colors. It is often
used to make self-fastening, form-fitting clothing.
Worm Tube, Ochre: Tube worms are quite
prolific in the deep sea, and a few are even farmed
for their cylindrical sheaths. While the sheaths of
most of tube worm species are thin and brittle, those
of the ochre variety are somewhat cartilaginous and
flexible, much like leather in strength and
versatility. These sheaths are used in the creation of
many different items from clothing to backpacks.
Worm Tube, Violet: The violet tube worm
produces a thick and fibrous sheath, similar in
strength and appearance to bamboo of the surface
world. It is often used in place of wood, and its
strength, length, and occasional straightness can
even be used to craft spear hafts.
Hardness
Hit points
Azulbryn
Abyssal Steel
Lyra Cloth
Worm tube, ochre
Worm tube, violet
10
9
1
3
5
25/inch of thickness
23/inch of thickness
3/inch of thickness
6/inch of thickness
12/inch of thickness
Item
5 gp
10 gp
7 cp
2 gp
1 gp
1 gp
2 sp
5 sp
43
Classifications
Cost*
Dmg (S)
Dmg (M)
Critical
Range
Buoyancy
Type
Special
Austorian zharaz
60 gp
1d3
1d4
-4
See text
Spurs
Special
2 gp
-1/10 units
See text
Battle spade
10 gp
1d4
1d6
-6
See text
Echinn Blade
5 gp
1d8
1d10
-10
Excaecara fork
10 gp
1d4
1d6
19-20 2
-7
Barbed, brace
Pincer fork
10 gp
1d4
1d6
-7
1 gp
1d3
1d4
-3
brace
Stickleback spear
Weapons
The Underdeep enjoys all of the weapons
available in the CERULEAN SEAS CAMPAIGN SETTING,
as well as Isinblare (of INDIGO ICE), thanks to instant
travel afforded by warp pools. In addition, it
features a few weapons unique to its depths.
Weapon Descriptions
44
BATTLE
SPADE
AUSTORIAN
ZHARAZ
STICKLEBACK SPEAR
EXCAECARA
FORK
ECHINN BLADE
PINCER FORK
New Feats
The following feats are unique to the Azure Abyss
campaign setting:
AZULBRYN EATER
You gain power from consuming radioactive metal.
Prerequisite: Austorian dwarf, Con 13
Benefit: As a standard action, you may swallow
approximately one cubic inch of azulbryn. Upon
doing so, you gain 5 temporary hit points for every
three Hit Dice you have and a +1 alchemical bonus
on checks and saves and skill checks based on
Constitution. The effects last 1 hour. Consuming
additional azulbryn does not confer additional
bonuses, but may replenish temporary hit points to
a maximum of 5 for every three Hit Dice.
BECKONING CALL
Your song can draw others near to you.
Prerequisite: Abyssal rusalka, Perform (sing) 12
ranks
Benefit: Once per day, as a standard action, you
can sing an enchanting song, causing all non-feykith
creatures within a 100-foot radius to approach your
position as if compelled to do so via a suggestion
spell (Will negates). A creature that successfully
saves is not subject to your beckoning call for 24
hours. When an affected creature begins its turn
adjacent to you, it is fascinated for that round. These
effects continue as long as you take a standard
action to maintain the effect, plus 1 additional
round. This is a mind-affecting effect. The save DC
is equal to 12 + your Charisma modifier.
BOON OF BONES
Slashing and piercing weapons easily slip harmlessly
between your bones.
Prerequisites: Aquatic Obitu, Character level 5th.
Benefit: You gain Damage Reduction 1 /
bludgeoning.
Special: You can take this feat multiple times,
adding an additional point of DR each time.
BRACE FOR IMPACT
You channel your natural resilience into shaking off some
of the effects of one attack.
Prerequisites: Austorian Dwarf
Benefit: Once per day, when melee damage is
dealt to you, you may treat half the damage as
nonlethal damage. You cannot use this ability
45
Benefits
Azulbryn Eater
Beckoning Call
Boon of Bones
Brace for Impact
Dazzling Lights
Dual Mind
Expanded Poison Cloud
Nibble Armor
Quicken Battlefield Prep
Sharper Spines
Shocking Strike
Staggering Touch
Triple Jointed
Videns Gamble
Form of the Vilicus
Eye for Detail
Venture of the Vilicus
Form of the Vigilus
Time Sight
Virulent Poison Cloud
Widen Battlefield Prep
46
47
Underdeep Spells
The following powers are presented in alphabetical order.
The majority of these spells do not function outside of water and
their effects do not extend beyond the waters surface.
ABYSSAL MURK
School conjuration (creation) [steam]; Level
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a rock from a black smoker)
Range medium (100 ft. + 10 ft./level)
Effect murk spreads in 20-ft. radius in all directions
Duration 1 round/level
Saving Throw Reflex half; Spell Resistance no
Abyssal murk creates a billowing black cloud similar in
appearance to that produced by a black smoker and in effect
to a quagmire spell. In addition to slowing down creatures and
obscuring sight, this spells murk is extremely hot, cause 3d6
points of steam damage to creatures within it (Reflex save for
half damage), and an additional 2d6 points for each
additional round they spend within the cloud. The abyssal
murk also affects creatures within it as a swamp water spell.
ACID ZONE
School transmutation; Level kahuna 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF(kahuna) or M (a quartz crystal)
Range close (25 ft. + 5 ft./ 2 levels)
Effect 1 square per level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
Normal seawater in the affected area becomes acidic,
effectively becoming a temporary acidic zone (see Chapter 1)
that deals 1d6 damage per round to everyone and everything
inside of it. The zone is not affected by water currents or other
natural effects that typically disperse high acid concentrations
in water. Terrain in the area for one hour or more become
subject to the effects of a soften earth and stone spell.
BIOLIGHT
School transmutation (polymorph); Level alchemist 2, siren 2,
magus 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S, M (a glow-bulb or gland from a
bioluminescent creature)
Range personal
Target you
Duration 1 day/level (D)
When you cast this spell, you may choose one body part or
parts, up to and including your entire body, and either red, blue,
or green. These choices cannot be changed later, but subsequent
castings of this spell may alter or add to them. Alternatively, this
spell can be used to alter your own bioluminescence, changing
the color, or moving it to another region on your body for the
duration. You may shed light up to the intensity of a torch of the
chosen color from the chosen body part(s) for the duration of the
spell as a free action. Even if used on multiple body parts (or
even the entire body), the bioluminescence pulses with the same
intensity on all affected parts simultaneously. Multiple
castings, however, can create asynchronous light
displays.
48
BLOODWORMS
School conjuration (creation); Level kahuna 4, sorcerer/wizard
4, summoner 4, witch 4
Casting Time 1 round
Components V, S, M/DF (rotten flesh)
Range close (25 ft. + 5 ft./2 levels)
Target: Up to ten creatures (see below)
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
You create parasitic worms that burrow into your victims
flesh and settle in its veins. Victims are chosen at the time of
casting, along with the number of worms designated to attack
each victim. The worms appear on the subjects body and
immediately attempt to penetrate its skin. Targets must make a
Fortitude save for each bloodworm affecting them. Each failed
saving throw deals 1 point of Constitution damage and reduces
the targets swim speed by 5 feet (minimum 5). The damage
from multiple bloodworms stacks. Bloodworms can only affect
living creatures with flesh and blood (constructs, undead, and
plants are immune).
ENEMY WITHIN
School enchantment (compulsion) [mind-affecting, evil]; Level
siren 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a piece of a natural weapon such as a tooth
or claw)
Range touch
Target one living creature with natural attacks that can be used
against itself (such as a bite or claw attack)
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
The subject of this spell is overcome with the feeling that its
own body is the enemy. It deals damage to itself equal to its
natural attacks that it can reach itself with (such as its bite and
claw attacks), including any modifiers that apply. The subject
can take no actions other than attack itself, but is not considered
helpless. After the spell ends, it can act normally. On each of the
creatures turns it may attempt a new saving throw to end the
effect. This is a full round action that does not provoke attacks of
opportunity. If this save is successful, the effect ends, but the
subject is left sickened for 1d4 rounds.
EXTINGUISH BIOLIGHT
School necromancy [curse]; Level antipaladin 2, siren 2,
cleric/oracle 3, sorcerer/wizard 2, witch 2; Domain
darkness 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one living bioluminescent creature
Duration permanent (D)
Saving Throw Fortitude negates; Spell Resistance yes
You permanently extinguish the victim's bioluminescence. In
addition, this robs the victim of any related attacks or abilities
(including speaking in Photok) that depend on the ability to
produce bioluminescent light. Biolight will instantly dispel the
effects of this spell.
LUMENSPEAR
School transmutation; Level cleric 2, kahuna 2
Casting Time 1 standard action
Components V, S, DF
Range personal (if you can produce bioluminescent light)
Effect one weapon composed of bioluminescent light
Duration 1 round/level
Saving Throw none; Spell Resistance no
You focus the light of your own bioluminescence into the
form of any melee weapon you are already proficient with. The
weapon, which can be wielded only by you, has the same threat
range and critical multipliers as a real weapon of its form. It has
no special modifiers to hit or damage, instead using your base
attack bonus and any appropriate ability modifiers you possess.
The weapon is considered magical for the purpose of
overcoming damage reduction.
Lumenspear can only be successfully cast by those who can
produce bioluminescent light, and is made up of the same color
(or colors) that you can produce. Should you lose your ability to
create bioluminescent light (such as from an extinguish biolight
spell), the weapon will vanish.
PARASITIC VISAGE
School transmutation (polymorph); Level sorcerer/wizard 9,
summoner 6, witch 9 Casting Time 1 standard action
Components V, S
Range touch
Target one living creature of two or more size categories larger
than yourself
Duration 1 day/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
You magically merge the lower half of your body and
nervous system into the brain of a creature of at least two size
categories larger than yourself, effectively hijacking its body, yet
maintaining most of your own as well. This spell only functions
on living creatures with a somewhat normal biology (a brain and
central nervous system). Undead, constructs, and most plants
and aberrations, are immune to its effects.
Once successful, you gain the creatures size (and associated
penalties), buoyancy, depth tolerance (and sensitivity if
applicable), natural melee attacks, immunities, resistances,
vulnerabilities, extraordinary abilities, and senses. When actively
controlling the victims body, you also gain the creatures
Strength, Dexterity, and Constitution scores. You do not have
access to the creatures memories, supernatural abilities, spelllike abilities, psionic abilities, or language (though you can cause
the creature to speak in its own voice, using the languages that
you know). You also do not gain access to the creatures
Wisdom, Intelligence, or Charisma scores. Hit point pools
remain separate, though damage done to your new grafted form
always subtracts from your host first. When your hosts hit point
pool reaches zero or less, the effect ends and your bodies detach
from each other.
At the beginning of the round, you must determine which
body you will be controlling: Your unchanged upper-half or the
grafted creature. When controlling your upper-half, you use
your normal statistics, though its as if you were standing on the
creatures head, unable to move from it. In this mode, you only
effectively gain the creatures defenses (immunities, resistances,
and vulnerabilities), senses, and depth tolerance. The hosts body
49
DESCRIPTION
CONSTRUCTION
50
CONSTRUCTION
Requirements Forge Ring, resist pressure, biolight,
delay poison, resist energy; Cost 14,000 gp.
DESCRIPTION
DESCRIPTION
DESCRIPTION
The staff of the vents is a powerful
magic item with the ability to harness the
raw energy of the earth itself. The staff is
crafted from bones of a scream dragon with a
glowing red-orange ruby set into one end. The
staff allows the use of the following spells:
boiling hands (1 charge)
boiling bubble (1 charge)
mageboil (1 charge)
volcanic vent (1 charge)
hot springs (2 charges)
abyssal murk (2 charges)
smoke hop (2 charges)
The staff also acts as a boiling burst
quarterstaff. If 1 charge is expended (as a free
action), the staff deals double damage (x3
on a critical hit) for 1 round.
CONSTRUCTION
Requirements Craft Magic Arms and
Armor, Craft Staff, boiling hands, boiling
bubble, mageboil, volcanic vent, hot springs, abyssal
murk, smoke hop; Cost 110,000 gp.
51
Chapter 5:
5:
52
53
54
55
Asteraks
56
Dwarves, Austorian
Echinn
57
Estrel
Goggayya
58
Karkanaks
Nixies, Deepwater
59
Nommos
Pisceans
60
Rusalki, Abyssal
Seafolk
61
62
Forbidden Faiths
While many sanctioned religions and cults thrive
in the Underdeep, the deep sea still holds a few that
escape persecution and the watchful eye of the
Council of Nine. Among the worshippers of Saloth
and Dagon, the most antediluvian and eldritch of
faiths have worshippers hiding amid the deepest
crevasses and darkest corners of the planet.
63
Gorgulth
Kaydolas
64
Pholos
Torumdar
Scalaxis
True Goddess of Dragons
Alignment: Neutral
Common Followers: Dragons and reptilian creatures
Symbol: A dragons eye
Holy Material: Scales
Holy Beast: Any reptile
Holy Colors: Green
Favored Weapon: Claws
Domains: Glory, Knowledge, Magic, Nobility, Rune,
Strength
Optional Subdomains: Ferocity, Leadership, Honor,
Wards
Scalaxis represents the undiluted faith of
dragonkind, and has managed to survive despite
persecution by the Council of Nine and their
assertion that it has been absorbed as a sanctioned
cult of Sebek. Worshippers of Scalaxis refuse to
submit, and their faith has remained unchanged for
perhaps the longest time in recorded history.
Despite this, the Scalaxis faith is the only local
forbidden faith that is not represented within the
Dark Trinity.
Scalaxis reveres dragons and puts them at the
top of all creation. She teaches the tenets of honor
and the value of tradition. Scalaxis also offers the
secrets of draconic magic and runes.
Zissel
Watcher in the Darkness
Alignment: Lawful Evil
Common Followers: Oculi
Symbol: The tripartite eye
Holy Material: Eyeballs
Holy Beast: Barreleye fish
Holy Colors: White and purple
Favored Weapon: Excaecara Fork
Domains: Darkness, Knowledge, Law, Travel, War,
Water
Optional Subdomains: Loss, Exploration, Tactics,
Tyranny
The god of the oculi watches from the darkness,
ensuring that all oculi follow his traditions and
laws. Many point to the doctrines of this deity as the
source of oculi strife; they are more apt to war
against each other over religious interpretation than
they are to openly attack those of other species.
However, Zissel has some redeeming qualities even
for a forbidden Underdeep faith. He encourages
both triumph over darkness and seeking the truth,
which is nearly unheard of for an evil deity. His
priesthood is mostly made up of devout vilicus,
though any gender is technically allowed.
65
Chapter 6:
6:
66
Creature Glyphs
Much like in the PATHFINDER ROLEPLAYING
GAME BESTIARY, the Cerulean Seas Bestiaries
and other Alluria Publishing products, AZURE
ABYSS uses easy to recognize symbols in the
headings for each monster. These Creature
Glyphs can tell you the basic creature type
(circle), most frequented terrain (diamond),
and climate of origin (hexagon) at a glance for
easy reference and campaign design. The
statistics that follow these symbols go into
more depth as to creature subtypes and
additional terrain ranges.
Creature
Type
Vermin
Undead
Plant
Outsider
Ooze
Monstrous
Humanoid
Magical
Beast
Humanoid
Fey
Dragon
Construct
Animal
Aberration
Terrain
Urban
Underground
Twilight
Zone
Thermal Vent
Extraplanar
Swamp or
Marsh
Ship Wreck
or Ruins
Cold
Shoreline or
Coastal
Open Water
Ice Flow
Kelp Forest
Deep Sea
Coral Reef
Climate
Tropical
Temperate
67
Byakko
A large creature stalks you, barely within visual range. Its
broad head bears great yellow eyes and massive fangs. Four
webbed feet bear dagger-like claws. It is difficult to focus on the
beast, as its flesh is perfectly clear.
BYAKKO
CR 8
XP 4,800
N Large Animal (aquatic)
Init +11; Senses darkvision 100 ft., scent; Perception +9
Racial Buoyancy -10; Depth Tolerance: 15,000 feet
DEFENSE
AC 20; touch 16, flat-footed 13 (+7 Dex, +4 natural, -1 size)
hp 102 (12d8+48)
Fort +11, Ref +15, Will +5
OFFENSE
Speed swim 50 ft.
Melee 2 claws+14 (2d4+5 plus grab), bite +13 (1d8+5 plus
grab)
Special Attacks dazzle, pounce, rake (2 claws +15, 2d4+5)
STATISTICS
Str 20, Dex 24, Con 17, Int 2, Wis 12 Cha 11
Base Atk +9; CMB +15; CMD 32
Feats Improved Initiative, Skill Focus (Perception, Stealth),
Stealthy, Toughness, Weapon Focus (claws)
Skills Acrobatics +19, Perception +9, Stealth +12
ECOLOGY
Environment deep ocean
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Dazzle (Ex): Once every 1d4 rounds, a
byakko may infuse its transparent
body with a blaze of light. Creatures
looking at the byakko must make a DC
19 Fortitude save or be dazzled for 1d4
rounds.
Greatly feared predators, byakko hunt
the darkest regions of the sea on silent
fins. They are nearly fearless, attacking
even groups of travelers crossing their
domain. They sometimes lurk near the
lairs of larger predators, attacking
creatures that are distracted by avoiding
the greater danger. They are known to shred
nets and fish traps full of fish and gorge until
the hunter returns and becomes their next
meal.
Like the tigers that lived during the days
of dry land, byakko overwhelm their prey
with tooth and claw after a lengthy period of
stalking. They launch themselves at a victim,
slashing with all four limbs until their
68
Byakko Companions
Starting Statistics: Size Medium; Speed swim 30 ft.;
AC +1 natural armor; Attack bite (1d6), 2 claws (1d4);
Ability Scores Str 14, Dex 24, Con 13, Int 2, Wis 12, Cha
11; Special Attacks dazzle, rake; Special Qualities
darkvision, scent
7th Level Advancement: Size Large; AC +2 natural
armor; Speed swim 50 ft.; Attack bite(1d8), 2 claws (2d4);
Ability Scores Str +6, Con +4; Special Attacks dazzle,
pounce, rake
Demon, Echenis
An unholy fish circles you. Its head is vaguely frog-like, with a
wide, toothy maw. Long tentacles wave lazily in the current.
More tentacles, fine and hair-like, grow from the back of its head.
ECHENIS DEMON
CR 13
XP 25,600
CE Huge Outsider (aquatic, chaotic, demon, evil,
extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +15
Racial Buoyancy -370; Depth Tolerance: immune to pressure
DEFENSE
AC 29; touch 7, flat-footed 29 (-1 Dex, +22 natural, -2 size)
hp 186 (12d10+120)
Fort +18, Ref +3, Will +10
DR 10/good; Immune electricity, poison; Resist acid 10,
cold 10, steam 10; SR 24
OFFENSE
Speed swim 30 ft.
Melee bite +19 (2d6+9 plus grab), 6 tentacles +14 (1d6+4
plus grab), tail +14 (1d8+4 plus poison)
Special Attacks constrict (tentacle, 1d6+4), horrid caress,
swallow whole (transformation, AC 21, hp 18),
transformation
Spell-Like Abilities (CL 9, Concentration +14)
at will-chaos hammer (DC 19), chill touch (DC 16), dispel
magic, murk*, teleport (self plus 100 pounds of objects
only), unholy blight (DC 19)
2/day-acid bubble (DC 19)*
1/day-call red tide (DC 20)*, summon (level 4, 1 echenis,
45%) telekinesis (DC 20)
* Found in the CERULEAN SEAS CAMPAIGN SETTING
STATISTICS
Str 29, Dex 8, Con 31, Int 11, Wis 14 Cha 20
Base Atk +12; CMB +23; CMD 32
Feats Cleave, Great Cleave, Improved Initiative,
Intimidating Prowess, Power Attack, Vital
Strike
Skills Acrobatics +14, Appraise +14, Bluff +18,
Intimidate +28, Knowledge (planes) +13,
Perception +15, Sense Motive +15
Languages Abyssal, Common, Dagonite;
telepathy 100 ft.
ECOLOGY
Environment deep ocean, the Abyss
Organization solitary, pair, or gang (3-7)
Treasure standard
SPECIAL ABILITIES
Horrid Caress (Su): Any creature grappled by a
echenis's jaws is also caressed by the creature's
tentacle-like hair. The feel of this is so invasive
and violating that any non-demon must make
a DC 21 Will save or take 1d4 Wisdom damage
and be affected by confusion for 6d4 hours.
Poison (Ex): Tail slap-injury; save Fort DC 26;
frequency 1/round for 6 rounds; effect 2d4 Str
damage; cure 2 saves
Transformation (Su): Victims swallowed by an
echenis are wracked by dark, chaotic energies.
Every round a victim spends in the belly of the
69
CR 9
XP 6,400
CE Large Outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., true seeing; Perception +24
Racial Buoyancy -865; Depth Tolerance: immune to pressure
DEFENSE
AC 24; touch 19, flat-footed 21 (+3 Dex, +7 deflection, +5 natural,
-1 size)
hp 114 (12d10+48)
Fort +8, Ref +11, Will +14
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10,
steam 10; SR 27
OFFENSE
Speed 40 ft., swim 40 ft.
Melee 2 slams +16 (1d6+5 plus grab), bite +16 (1d8+5 plus
shearing), 2 talons +16 (1d6+5), tail +14 (1d8+2)
Special Attacks constrict (slam, 1d6+5), shearing bite, strangle
Spell-Like Abilities (CL 12, Concentration +19)
constant-true seeing
at will-bleed, chaos hammer (DC 21 ), dispel magic, divination,
murk*, teleport (self plus 50 pounds of objects only),
2/day-animate dead, inflict serious wounds (DC 20), spiritual
weapon, unholy blight (DC 21)
1/day-rightous might, summon (level 5, 1 minion of Saloth,
75%)
* Found in the CERULEAN SEAS CAMPAIGN SETTING
STATISTICS
Str 20, Dex 17, Con 19, Int 24, Wis 22 Cha 25
Base Atk +12; CMB +18; CMD 31
Feats Greater Grapple, Improved Grapple,
Improved Initiative, Improved Unarmed
Strike, Multiattack, Step Up
Skills Acrobatics +18, Bluff +22, Climb +17,
Diplomacy +19, Escape Artist +15, Heal
+18, Intimidate +22, Knowledge: the Planes
+22, Knowledge: Religion +22, Perception
+21, Sense Motive +21, Stealth +14, and Use
Magic Device +22
Languages Abyssal, Celestial, Common,
Dagonite, Deep Drow, Nixish; telepathy
100 ft.
SQ unholy blessing
ECOLOGY
Environment deep ocean, the Abyss
Organization solitary, pair, or congregation (315)
Treasure standard
SPECIAL ABILITIES
Unholy Blessing (Su): Minions of Saloth carry
their dark queen's blessing with them
everywhere. They gain a bonus to their
armor class and spell resistance equal to
their Charisma modifier. In addition they
can cast bless or bane at will. A minion of
Saloth that somehow loses this divine
connection takes a -5 penalty to all its
rolls.
70
Devil, Crustaceamid
Only vaguely humanoid, this creature mixes the worst features of
a crab and a merfolk. Its long arms end in studded points, and its
face possesses multiple faceted eyes over a mouth made to grind
flesh. A powerful tail trails behind it. The long strands of hair
flowing from its alien head complete its utterly horrific visage.
CRUSTACEAMID DEVIL
CR 11
XP 12,800
LE Large Outsider (aquatic, devil, evil, extraplanar,
lawful)
Init +5; Senses darkvision 60 ft., see in darkness; Perception +17
Racial Buoyancy -110; Depth Tolerance: immune to pressure
DEFENSE
AC 28; touch 14, flat-footed 23 (+5 Dex, +14 natural, -1 size)
hp 149 (13d10+78)
Fort +14, Ref +13, Will +11
DR 10/good; Immune cold, steam, poison, Resist acid 10; SR 21
OFFENSE
Speed 30 ft., swim 40 ft.
Melee bite +18 (1d6+6), 2 slams +18 (1d8+6 plus grab),
tail slam +13 (1d8+4)
Special Attacks gel, pick apart
Spell-like Abilities (CL 13th, concentration +16)
at will-greater teleport (self plus 50 lbs. Of objects
only), major image
2/day-black tentacles, vermin shape II* (Large crab
only)
1/day-order's wrath (DC 17), summon (level 4,
1d2 crustaceamids 50%)
* Found in the ULTIMATE MAGIC
** Found in the CERULEAN SEAS CAMPAIGN SETTING
STATISTICS
Str 23, Dex 20, Con 22, Int 11, Wis 16, Cha 17
Base Atk +13; CMB +20 (+24 grapple); CMD 35
Feats Greater Grapple, Improved Grapple, Improved
Unarmed Strike, Power Attack, Taste of Blood**,
Vital Strike
Skills Acrobatics +26, Intimidate +17, Knowledge (planes)
+12, Perception +17, Sense Motive +15, Stealth +11, Use
Magic Device +15
Languages Celestial, Dagonite, Draconic, Infernal;
telepathy 100 ft.
SQ water dependency
ECOLOGY
SPECIAL ABILITIES
Gel (Su): A crustaceamid may make a grapple attempt
against a creature its size or smaller to try to press a
target into the thick red gel that rests within its torso.
If successful the victim becomes stuck, taking 1d6
points of acid damage every round, and their only
action is to attempt to escape. The victim may make a
grapple check against the crustaceamid to free itself.
Pick Apart (Ex): A crustaceamid that makes a successful
pin attempt against a target may deal 1d4 points of
Constitution damage to it as the tiny crab-like claws
embedded in its arms literally pick the victim apart.
Against foes without a Constitution score the claws
deal 2d4 points of damage instead.
Water Dependency (Ex): Crustaceamids can survive out
of the water for 1 hour per point of Constitution.
Beyond this point the devil runs the risk of
suffocation as if it were drowning.
71
Dragon (Song),
(Song), Din
This huge creature possesses the armored body of a lobster, and a great
draconic head. Its back is studded with thick blades. Two massive fins,
appearing as hard as polished steel, rest at its side, and two spike like claws arc
over its shoulders. Rune-like bioluminescence flickers and glows along its body.
DIN DRAGON
N Dragon (aquatic, water)
Racial Buoyancy 0; Depth Tolerance: Immune to pressure
BASE STATISTICS
CR 5; Size Small; Hit Dice 6d12
Speed swim 40 ft.
Natural Armor +8; Breath Weapon cone, 2d10 sonic
Str 17, Dex 12, Con 15, Int 8, Wis 10, Cha 12
ECOLOGY
Environment deep ocean
Organization solitary
Treasure triple
SPECIAL ABILITIES
Animate Shedding (Su): An adult or older din dragon can animate its
own shed exoskeletons at will. These are treated as fast zombies,
except they are not actually undead, and are immune to effects that
treat them as such. They may be healed as a construct. The dragon
may animate one shedding per round, and they follow its
commands without question. A dragon that fully consumes one of
its own sheddings heals 1d8 points of damage per size category of
the shedding, taking 1 full round per size category of the shedding.
A Large shedding, for example, would heal 6d8 points of damage
and would take 6 full rounds to consume.
Feedback Aura (Su): A young or older din dragon may, as a standard
action, set up a vibration that ranges 20 feet from its body. This
vibration lasts for 7 rounds and deals sonic damage according to
the chart below. The damage die goes up by one type per every 3
age categories the dragon gains. A din dragon may trigger this
ability once every 7+1d6 rounds.
Round
Sonic Damage
Round
Sonic Damage
1
1d4
5
3d4
2
2d4
6
2d4
3
3d4
7
1d4
4
4d4
Fin Shields (Ex): Din dragons have a pair of massive armored fins that
may be rotated in nearly any angle. In addition to being potent
weapons, they may be used to grant the dragon a shield bonus to
its AC. Each fin grants a +1 bonus to the dragons AC as a
wyrmling, and this bonus rises by +1 per fin per two age
categories, to a max of +6 per fin as a great wyrm. Using the fins as
shields prevents them from being used to make attacks, and halves
the dragons Swim speed. It may choose how it will use its fins as a
free action at the beginning of its turn.
Harness Bioluminescence (Su): An old or older din dragon may control
not only its own bioluminescence, but that of other creatures as well.
As a free action a din dragon may take 5 hit points of damage to deal
+1d6 points of electricity damage with its natural attacks, or deal 1d6
points of electricity damage to creatures striking it with natural or
metal weapons. Alternatively, as a standard action, it may draw the
bioluminescence out of another creature within 20 feet per point of
the dragons Constitution bonus, dealing 1d6 points of damage to the
creature that can't be lessened with damage resistance. The dragon
heals a like amount of damage.
Shattering Breath (Su): A great wyrm din dragon can direct its breath
weapon at the walls and ceilings of the caves in which it prefers to
dwell. It may target any area of stone within range of its breath
weapon, causing parts of the stone to cave in on its foes. Any
creature within a 20 foot radius of the targeted area takes 6d6
points of damage, with a Reflex save at the dragons breath weapon
DC for half damage. In addition, creatures failing this save are
trapped underneath the stone blocks, requiring a DC 30 Strength
check or a DC 25 Escape Artist check to free themselves.
Speak with Crustaceans (Sp): An din dragon possesses the constant
ability to speak with any crustacean. This functions as speak with
animals, but only with crustaceans.
Spell-like Abilities (Sp): A din dragon gains the following spelllike abilities, usable at will upon reaching the listed age
category. Very young-shield, juvenile-jumbo shellfish*, adultelectrical surge*, old-electrical cascade*, ancient-stoneskin.
72
Age Category
Special Abilities
Wyrmling
Very young
Young
Juvenile
Young adult
Adult
Mature adult
Old
Very old
Ancient
Wyrm
Great wyrm
Caster Level
1
3
5
7
9
11
13
15
CR 9
XP 6,400
N Large Dragon (aquatic, water)
Int +4; Senses dragon senses; Perception +14
DEFENSE
AC 25; touch 9, flat-footed 25, (+14 natural, -1 size)
hp 105 (10d12+40)
Fort +13, Ref +7, Will +8
Immune paralysis, sleep
OFFENSE
Speed swim 60 ft.
Melee bite +16 (2d6+7), 2 claws +16 (1d8+7/19-20), 2 slams +11
(1d6+2), tail slap +11 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks breath weapon (40 ft.cone, DC 19, 6d10 sonic),
feedback aura (d4)
Spell-like Abilities (CL 10, concentration +12 )
At will-shield
STATISTICS
Str 25, Dex 10, Con 19, Int 10, Wis 12, Cha 14
Base Atk +10, CMB +18, CMD 28, can't be tripped
Feats Blind-Fight, Critical Focus, Great Fortitude, Improved Initiative,
Power Attack
Skills Acrobatics +28, Intimidate +15, Knowledge (local) +13,
Perception +14, Sense Motive +14, Stealth +9
Languages Dagonite, Draconic
SQ fin shields (+2), speak with crustaceans
CR 13
XP 25,600
N Huge Dragon (aquatic, water)
Int +3; Senses dragon senses; Perception +20
Aura frightful presence (180 ft., DC 22)
DEFENSE
AC 30; touch 7, flat-footed 30 (-1 Dex, +23 natural -2 size)
hp 200 (16d12+96)
Fort +18, Ref +9, Will +13
DR 5/magic; Immune paralysis, sleep; SR 23
OFFENSE
Speed swim 60 ft.
Melee bite +24 (2d8+10), 2 claws +24 (2d6+10/19-20), 2 slams +19
(1d8+5) tail slap +19 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with claws)
Special Attacks breath weapon (50 ft. cone, DC 24, 12d10 sonic),
feedback aura (d6)
Spell-like Abilities (CL 16, concentration +20)
At will-shield, jumbo shellfish*, electrical surge* (DC 15)
Spells Known (CL 1st, concentration +3)
1st (4/day)-alarm, magic missile, enlarge person (DC 15)
0 (at will)-dancing lights, detect magic, ghost sound, resistance
STATISTICS
Str 31, Dex 8, Con 23, Int 14, Wis 16, Cha 18
Base Atk +16, CMB +28, CMD 37, cant be tripped
Feats Bleeding Critical, Blind-Fight, Cleave, Critical Focus, Great
Fortitude, Improved Initiative, Power Attack, Vital Strike
Skills Acrobatics +35, Appraise +19, Bluff +21, Intimidate +21,
Knowledge (local) +19, Perception +20, Sense Motive +20, Stealth
+10, Use Magic Device +21
CR 20
XP 307,200
N Gargantuan Dragon (aquatic, water)
Int +2; Senses dragon senses; Perception +28
Aura frightful presence (300 ft., DC 27 )
DEFENSE
AC 36; touch 4, flat-footed 36; (-2 Dex, +32 natural, -4 size)
hp 319 (22d12+176)
Fort +23, Ref +11, Will +20
DR 15/magic; Immune paralysis, sleep; SR 31
OFFENSE
Speed swim 80 ft.
Melee bite +32 (4d6+14), 2 claws +32 (2d8+14/19-20), 2 slams +27
(2d6+7), tail slap +32 (2d8+21)
Space 20 ft.; Reach 15 ft. (20 ft. with claws)
Special Attacks breath weapon (60 ft. cone, DC 29, 20d10 sonic),
feedback aura (d8), harness bioluminescence
Spell-like Abilities (CL 22, Concentration +28)
At will-shield, jumbo shellfish*, electrical cascade* (DC 26), electrical
surge* (DC 15), stoneskin
Spells Known (CL 9th, concentration +15)
4th (7/day)-arcane eye, black tentacles, confusion (DC 20)
3rd (7/day)-dispel magic, major image (DC 19), ray of exhaustion
(DC 19), slow (DC 19)
2nd (8/day)-boiling jet* (DC 18), daze monster (DC 18), murk*, net*
(DC 18), resist energy, summon monster II, touch of idiocy (DC 18)
1st (8/day)-alarm, charm person (DC 17), magic aura, magic missile,
enlarge person (DC 17), ray of enfeeblement (DC 17), unseen servant
0 (at will)-dancing lights, daze (DC 16), detect magic, ghost sound,
mage hand, mending, open/close, resistance
STATISTICS
Str 39, Dex 6, Con 27, Int 18, Wis 20, Cha 22
Base Atk +22, CMB +57, CMD 65 can't be tripped
Feats Bleeding Critical, Blind-Fight, Cleave, Critical Focus, Great
Fortitude, Improved Initiative, Improved Vital Strike,
Intimidating Prowess, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +45, Appraise +27, Bluff +29, Intimidate +43,
Knowledge (arcana, local) +27, Perception +28, Sense Motive +28,
Spellcraft +27, Stealth +9, Use Magic Device +29
Languages Aquan, Ceti, Clickclack, Common, Draconic, Dagonite
SQ animate shedding, fin shields (+5), speak with crustaceans
* Found in the CERULEAN SEAS CAMPAIGN SETTING
73
Drake, Scavenger
This odd creature has the body of a ray, the legs of a lobster, and
the head of a drake. Its tail splits like a lash, each whip ending in
a glowing bead.
SCAVENGER DRAKE
CR 3
XP 800
N Small Dragon (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Racial Buoyancy -20; Depth Tolerance: 12,000 feet
DEFENSE
AC 16; touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 38 (4d12+12)
Fort +7, Ref +6, Will +4
OFFENSE
Speed 30 ft., swim 40 ft.
Melee bite +5 (1d4+2), tail lash +0 (1d2 plus paralysis)
Special Attacks breath weapon, paralysis
STATISTICS
Str 14, Dex 15, Con 16, Int 5, Wis 10 Cha 11
Base Atk +4; CMB +5; CMD 17
Feats Dolphin Flip*, Skill Focus (Perception)
Skills Acrobatics +7, Intimidate +4, Perception +10, Stealth +9
Languages Dagonite, Draconic
SQ silent scream
*CERULEAN SEAS CAMPAIGN SETTING
ECOLOGY
Environment cold oceans and abyssal plains
Organization solitary, pair, battalion (3-15)
Treasure none
SPECIAL ABILITIES
Breath Weapon (Su): Scavenger drakes may breathe out a ball of
glowing spittle once every 1d4 rounds. This ball requires a
ranged touch attack to hit. There is enough spittle contained
within a ball to cover a single Medium creature. The spittle is
highly acidic, dealing 1d6 points of damage when it strikes,
74
Goggayya
This creature has rubbery, bright red hide. Its face is a leer of
massive eyes, and jagged teeth in a mouth caught eternally
grinning. Its arms are long and many jointed, ending in clawed
hands. A strangely graceful tail propels the creature through
the water.
GOGGAYYA
CR 2
XP 600
CE Medium Monstrous Humanoid (aquatic)
Init +3; Senses darkvision 100 ft., low-light vision;
Perception +6
Racial Buoyancy -50; Depth Tolerance: 14,000 feet
DEFENSE
AC 15; touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 22 (3d10+6)
Fort +3, Ref +6, Will +3
OFFENSE
Speed swim 30 ft.
Melee bite +5 (1d6+2), 2 claws +5 (1d4+2)
STATISTICS
Str 15, Dex 16, Con 14, Int 10, Wis 11, Cha 9
Base Atk +3; CMB +5; CMD 18
Feats Catch Off Guard, Intimidating Prowess
Skills Acrobatics +6, Intimidate +11, Perception
+6, Stealth +13; Racial Modifiers +4 to
Intimidate , +4 to Stealth
Languages Common, Dagonite
ECOLOGY
Environment deep ocean
Organization solitary, pair, band (5-15), pack
(20-50)
Treasure standard
75
\Grandfather Worm
A long white worm ungulates through the water. Its face
consists of massive eyes, surrounded by small white tentacles,
reminding one of an old man, or aged wizard.
GRANDFATHER WORM
CR 5
XP 1,600
N Medium Aberration (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +15
Racial Buoyancy -1; Depth Tolerance: 30,000 feet
DEFENSE
AC 18; touch 10, flat-footed 18 (+8 natural)
hp 49 (9d8+9)
Fort +4, Ref +3, Will +9
OFFENSE
Speed 10 ft., swim 20 ft.
Melee 2 arms +9 (1d4+2 plus 1d8 steam), 3 tentacles +3 (1d4)
Space 5 ft,; Reach 5 ft. (10 ft. with arms)
Spells Known (CL 9, concentration +11)
4th (4/day)-holy smite (DC 16), stoneskin
3rd (6/day)-bestow curse (DC 15), displacement, dispel magic
2nd (7/day)-augury, cure moderate wounds, invisibility, resist
energy
1st (7/day)-alarm, chill touch (DC 13), command (DC 13),
mage armor, magic missile
0-acid splash, dancing lights, daze (DC 12), ghost sound,
guidance, resistance, stabilize, touch of fatigue (DC 12)
STATISTICS
Str 14, Dex 11, Con 12, Int 13, Wis 17, Cha 14
Base Atk +6; CMB +8; CMD 18, can't be
tripped
Feats Combat Casting, Eschew MaterialsB,
Extend Spell, Greater Spell Penetration,
Spell Penetration, Weapon Focus (arms)
Skills Knowledge: Arcana +13, Perception
+15, Spellcraft +13, Stealth +12, Use Magic
Device +11
Languages Aquan, Common, Dagonite
ECOLOGY
Environment deep ocean
Organization solitary, pair, coven (3-8)
Treasure standard
SPECIAL ABILITIES
Spells: Grandfather worms cast spells as a
9th-level sorcerer, and can cast spells
from the cleric list as well as those
normally available to a sorcerer. Cleric
spells are considered arcane spells for a
grandfather worm.
76
Hagfish, Giant
Hagfish, Swarm
GIANT HAGFISH
CR 1
XP 400
N Medium animal (aquatic)
Init +1; Senses low-light vision, scent; Perception +8
Racial Buoyancy -30; Depth Tolerance: 20,000 feet
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 16 (2d8+7)
Fort +5, Ref +4, Will +1
OFFENSE
Speed swim 40 ft.
Melee bite +2 (1d41)
Special Attacks slime
STATISTICS
Str 8, Dex 13, Con 14, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +0; CMD 11 (cant be tripped)
Feats Toughness, Weapon FinesseB
Skills Acrobatics +9, Climb -1, Perception +8, Stealth
+8; Racial Modifiers +4 Perception, +4 Stealth, +8
Acrobatics
ECOLOGY
Environment any deep sea
Organization solitary, pair, or knot (38)
Treasure none
SPECIAL ABILITIES
Slime (Ex) An agitated or injured giant hagfish can
produce bountiful volumes of slime up to three times
per day as a swift action. The produced slime mimics
the effects of a quagmire spell (CERULEAN SEAS
CAMPAIGN SETTING) in a 5-foot radius, centered on
the hagfish. The slime is considered a non-magical
effect and it cannot be countered or dispelled. The
hagfish is immune to the effects of its own slime, the
slime of other hagfish, and the hagslime produced by
the myxinmave prestige class.
Hagfish, also known as slime eels, are made up of
many subspecies, including some that grow to up to 7 feet
long. These giant hagfish are more likely to go after live
prey, whereas their smaller cousins prefer decaying flesh to
targets that could potentially bite back. Hagfish have
elongated, eel-like bodies, and paddle-like tails. They have
cartilaginous skulls, though no other bones. Because of this,
they can contort into nearly any position, and are even
known to tie themselves in knots to get a better footing.
Colors depend on the species, ranging from pink to bluegrey, and black or white spots may be present. Hagfish
have no true fins and have six or eight barbels around the
mouth and a single nostril. Instead of vertically articulating
jaws like most fish, they have a pair of horizontally moving
structures with tooth-like projections for rasping off flesh.
SWARM OF HAGFISH
CR 2
XP 600
N Tiny animal (aquatic, swarm)
Init +6; Senses low-light vision, scent; Perception +5
Racial Buoyancy -2; Depth Tolerance: 20,000 feet
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
Defensive Abilities swarm traits
OFFENSE
Speed swim 20 ft.
Melee swarm (1d6 )
Space 10 ft.; Reach 0 ft.
Special Attacks slime, distraction (DC 12)
STATISTICS
Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
Base Atk +2; CMB ; CMD
Feats Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +6, Climb -4, Perception +5,
Stealth +14
ECOLOGY
Environment any deep sea
Organization solitary, knot (25 swarms), or plague (612
swarms)
Treasure none
SPECIAL ABILITIES
Slime (Ex) Hagfish swarms can produce copious volumes
of slime an unlimited a number of times per day as a
free action. The produced slime mimics the effects of a
quagmire spell (CERULEAN SEAS CAMPAIGN
SETTING) within the space of the hagfish swarm. The
slime is considered a non-magical effect and it cannot
be countered or dispelled. The swarm is immune to
the effects of its own slime, as well as the slime of all
hagfish and the hagslime produced by the myxinmave
prestige class.
Ravenous swarms of hagfish occur naturally near
depleted whalefalls and areas where food has once been
plentiful, but has recently diminished. While many
hagfish species simply look for greener pastures, others
become aggressive and attack anything that moves. They
will often use their slime ability to slow down fleeing
victims. Regardless, they are not particularly bold
predators, preferring to attack smaller, weaker, or
injured prey.
For illustrations of hagfish, please see chapter 3 (the myxinmave prestige class).
77
Imp, Squid
This tiny creature looks like a squid with a roughly humanoid
face. Miniature arms hang at its side. Its eyes light up with
delight when it sees you.
SQUID IMP
CR 1/3
XP 135
CN Tiny Aberration (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +1
Racial Buoyancy -1; Depth Tolerance: 30,000 feet
DEFENSE
AC 15; touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +0, Ref +2, Will +3
Weaknesses pressure sensitive 1,000 feet.
OFFENSE
Speed swim 20 ft.; jet 80 ft.
Melee 4 tentacles +4 (1d2-2)
Special Attacks bitter, poison
STATISTICS
Str 3, Dex 14, Con 10, Int 4, Wis 13, Cha 11
Base Atk +0; CMB -6; CMD 6
Feats Weapon Finesse
Skills Acrobatics +6
Languages Dagonite
ECOLOGY
Environment deep ocean
Organization solitary, pair, swarm (3-12)
Treasure standard
SPECIAL ABILITIES
Bitter (Ex): Squid imps are intensely foul
tasting, and few creatures will bite one
more than once. Creatures biting one
must make a Will save, DC 10 +1 for
each consecutive bite to bite one again.
Jet (Ex): A squid imp can jet in a straight line
as a full-round action. It does not
provoke attacks of opportunity while
jetting.
Poison (Ex): Tentacles-injury; save Fort DC
10; frequency 1/round for 2 rounds; effect
1d2 Dex damage; cure 1 save
Squid imps should, by rights, be the bottom
of the food chain. Their fecund breeding habits,
combined with their exceedingly bitter taste allow
them to be all too common in the deeper waters of
the sea. They swarm over creatures that they find
interesting, studying them and attempting to emulate
their actions to the best of their rather limited
ability.
78
CR 14
XP 38,400
N Huge Vermin (aquatic)
Init +1; Senses blindsight 100 ft.; Perception +0
Racial Buoyancy -35; Depth Tolerance: 10,000 feet
DEFENSE
AC 30; touch 9, flat-footed 29 (+1 Dex, +21 natural, -2 size)
hp 190 (20d8+100)
Fort +17, Ref +7, Will +6
DR 10/magic; Immune mind-affecting effects
OFFENSE
Speed swim 30 ft.
Melee 4 tentacles +19 (1d8+6 plus poison)
Special Attacks armor, sick lights
Space 15 ft.; Reach 15 ft., 30 ft. with tentacles
STATISTICS
ECOLOGY
Environment deep ocean
Organization solitary
Treasure -
SPECIAL ABILITIES
Armor (Ex): Creatures attacking a death shell from anywhere
other than directly beneath must make a DC 21 Reflex save or
take 1d6 points of damage from the mass of spines covering
it. Creatures using natural attacks automatically fail this save.
The shell also possesses cold, electricity, and steam resist 10.
Half Shell (Ex): A death shell that is attacked from directly
underneath has an AC of 19, touch 9, flat-footed 18 (+1 Dex,
+10 natural, -2 size). Creatures within melee range of the
creatures underbelly also take the effects of all four of the
death shell's sick lights every round from the ambient
energies that come from being this close to the light
producing organs.
Poison (Ex): Tentacles-injury; save Fort DC 25; frequency 1/round
for 4 rounds; effect 1d4 Con damage; cure 2 saves
Sick Lights (Su): Embedded in the rubbery flesh under a death
shell's armor are four searchlight-like organs that constantly
shine unhealthy looking light. These lights constantly move,
focusing in on anything that moves near, or attacks the death
shell. Each sick light creates a 50 foot cone of energy that the
death shell may shift as a free action each round. A death
shell cannot bring more than one sick light to bear on a target
unless that target is directly underneath the creature. One
light deals 1d6 points of Strength damage to creatures caught
within it, with a DC 25 Fortitude save for half damage. The
second deals 1d6 points of Dex damage, with a DC 25
Fortitude save for half damage. The third creates a confusion
effect for 1d6 rounds, with a DC 25 Will save to resist. The
last sick light deals 3d8 points of damage and inflicts 1d6
rounds of nausea, with a DC 25 Fortitude save for half
damage and to resist the nausea. Death shells are immune to
the effects of the sick lights.
79
Jupervas
Rising up from the chasm below you is a fish so large your mind at
first sees it as part of the rift wall. Glowing orbs stud its dark flesh, their
light accentuating its massive size. As its mouth gapes open, you see a
strange fleshy organ in place of its tongue.
JUPERVAS
CR 23
XP 615,000
N Colossal Magical Beast (aquatic)
Init -2; Senses blindsight 100 ft., darkvision 60 ft.; Perception +16
Racial Buoyancy -3000; Depth Tolerance: 40,000 feet
DEFENSE
AC 40; touch 0, flat-footed 40 (-2 Dex, +40 natural, -8 size)
hp 465 (30d10 +300)
Fort +27, Ref +15, Will +11
DR 15/epic; Immune ability damage, cold, disease, energy drain,
mind affecting effects, paralyzation, poison, polymorph;
Resist electricity 30, steam 30
OFFENSE
Speed swim 80 ft.
Melee bite +39 (4d6+17 plus grab), tail slap +34 (4d6+12)
Special Attacks bloop, huge bite, suction, swallow whole (4d6
bludgeoning damage and 4d6 acid damage, AC 30, 46 hp)
Space 30 ft. Reach 30 ft., 60 ft with tail slap
STATISTICS
Str 44, Dex 6, Con 30, Int 2, Wis 13, Cha 11
Base Atk +30; CMB +55; CMD 63, can't be tripped
Feats Awesome Blow, Critical Focus, Dazing Assault**, Improved
Bull Rush, Improved Overrun, Improved Vital Strike, Lunge,
Power Attack, Skill Focus (Perception), Staggering Critical,
Stunning Assault**, Stunning Critical, Stunning Tail Strike*,
Tail StrikeB*, Vital Strike.
Skills Acrobatics +13, Perception +16
* found in the CERULEAN SEAS CAMPAIGN
SETTING
** found in ADVANCED PLAYERS GUIDE
ECOLOGY
Environment deep ocean
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Bloop (Su): Once per week, a
jupervas may let out a massive
sonic pulse. Creatures within 10
feet of the fish take 20d6 points of
sonic damage. This damage
reduces by one die every 10 feet
until it is harmless at 200 feet
away from the fish. The sound
itself carries for hundreds of
miles in all directions, both felt as
a pressure wave and sounding
like a bloop. The jupervas is
immune to the effects of its own
bloop.
Huge Bite (Ex): As a full round
action, a jupervas may use its bite
as an area attack, targeting 6
consecutive 5-foot squares. The
victims may make a DC 25 Reflex
save to attempt to move out of
range; if the save fails the
fish automatically hits. The fish
makes one attack roll and applies
it to all targets in the area. A
jupervas cannot make a
critical hit with a huge bite.
80
Obitu,
Obitu, Source-mind
Source mind
Note: This creature refers to rules listed in PSIONICS UNLEASHED by
Dreamscarred Press and WAVES OF THOUGHT by Alluria Publishing.
CR 9
XP 6,400
NE Medium Plant (aquatic, psionic)
Init -2; Senses darkvision 50 ft., low-light vision; Perception +14
Aura living calcification (DC 22, 30 ft.)
Racial Buoyancy -370; Depth Tolerance: 50,000 feet
DEFENSE
AC 16; touch 1, flat-footed 16 (-6 Dex, +12 natural)
hp 126 (12d8+72)
Fort +14, Ref -2, Will +8
Defensive Abilities plant traits, DR 10/bludgeoning,
PR 20
OFFENSE
Speed 0 ft.
Melee Psi-like abilities (ML 14th, Concentration +16)
at will-cloud mind (DC 16, 14 targets), control body (DC 16, no
staggered effect)
3/day-concussion blast (DC 14, 3d6 damage, 4 targets), inertial
armor (+7 AC)
STATISTICS
Str 10, Dex 0, Con 22, Int 14, Wis 15, Cha 19
Base Atk +9; CMB +9; CMD 12; can't be tripped
Feats Deceitful, Endowed Mind, Ghost Attack, Improved
Initiative, Iron Will, Skill Focus (Intimidate)
Skills Bluff +13, Intimidate +15, Knowledge (local) +11,
Perception +14, Stealth +15; Racial Bonuses +6 to Stealth
Languages telepathy 100 ft.
ECOLOGY
Environment deep seas
Organization solitary plus 1d6 calcified obitu
Treasure standard
SPECIAL ABILITIES
Living Calcification (Su): Source-minds are constantly
surrounded by a telekenitic pull that targets a victims
cartilage, bone, and calcium deposits, slowly pulling it
through their flesh. Creatures lacking an internal skeleton are
immune to the effects of a source-minds aura. Each round a
victim remains within the source-mind's aura, they must
make a DC 22 Fortitude save, or suffer the following effects:
1st failed save-the victim is slowed. 2nd failed save-the victim is
staggered and takes 3d6 damage. 3rd failed save-the victim is
paralyzed, and suffers 4d6 points of damage. 4th failed savedeath as the creature's internal calcium is fully pulled from its
body. A successful save immediately removes any ongoing
effects.
Any humanoid or corporeal undead slain by this ability
rises as a calcified obitu within 24 hours time, under the
control of the source-mind that killed it.
Calcified Obitu
A humanoid that rises as an obitu under the control of an
overseer retains no memories or skills from its previous life. It
starts out as a first level character,
typically of a martial profession,
with divine magic using abilities
nearly unknown. A calcified obitu
gains a +2 natural armor bonus, and
deals 1 point of bleed damage with
any natural attack it makes.
If a calcified obitu travels more
than 200 feet from the source-mind
that created it, it becomes confused
until such time it moves within the
200 foot radius again. If the sourcemind is slain, all calcified obitu it has
created are treated as permanently
confused. These lost creatures tend to
wander randomly, throwing
theselves into whatever cause
catches their attention as best they
can, until they are destroyed.
81
Occylathan
This eel-like creature has a multitude of fluttering fins, and
would be oddly beautiful if it wasn't for a head consisting of
four thick tentacles, each housing a glowing eye. Four slender
tentacles ending in large rings of bioluminescent orbs send long
beams of light into the dark waters.
OCCYLATHAN
CR 12
XP 19,200
NE Huge Aberration (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +18
Racial Buoyancy -250; Depth Tolerance: 30,000 feet
DEFENSE
AC 26; touch 11, flat-footed 23 (+3 Dex, +15 natural, -2 size)
hp 161 (17d8+85)
Fort +10, Ref +8, Will +11
Immune mind-affecting effects
OFFENSE
Speed swim 40 ft.
Melee 4 tentacles +19 (1d8+8)
Special Attacks captivating lights, rend (2 tentacles 1d8+12, or 4
tentacles 2d6+12)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 26, Dex 17, Con 20, Int 14, Wis 13 Cha 19
Base Atk +12; CMB +22; CMD 35, can't be
tripped
Feats Ability Focus (captivating lights), Cleave,
Combat Reflexes, Critical Focus, Great
Cleave, Improved Initiative, Power Attack,
Vital Strike, Weapon Focus (tentacle)
Skills Acrobatics +23, Intimidate +24, Knowledge
(local) +22, Perception +21, Stealth +15,
Survival +17
Languages Dagonite, Photok
ECOLOGY
Environment deep ocean
Organization solitary
Treasure standard
SPECIAL ABILITIES
Captivating Lights (Su): An occylathan has four sets
of powerful bioluminescent lights mounted on
short tentacles. The lights shine in a 50 foot cone,
and all creatures within the cone must make a
DC 24 Will save or become captivated. A
captivated victim moves toward the occylathan
using the most direct means possible. If the path
leads through a dangerous area such as through
a lava flow or off the edge of a cliff, the victim
receives a second save before moving through
the dangerous area. Captivated creatures may
take no other actions than to defend themselves.
A victim within reach of the occylathan simply
stays still and offers no resistance to the
creature's attacks. The effect lasts for as long as
the creature remains within the occylathan's
light and for a number of rounds afterward
equal to the occylathan's Charisma modifier. A
creature that successfully saves against a
captivating light is immune to that light for 24
hours, however each light is controlled by a
different sub-brain, and is subtly different. A
successful save against one light offers no
resistance to the other lights that an
occylathan possesses.
82
Phantasmal Frogfish
What you took to be a rock suddenly opens bulbous golden
eyes, and a cave-like mouth.
PHANTASMAL FROGFISH
CR 7
XP 3,200
N Large Magical Beast (aquatic)
Init -1; Senses darkvision 60 ft.; Perception +12
Racial Buoyancy -170; Depth Tolerance: 15,000 feet
DEFENSE
AC 20; touch 8, flat-footed 20 (-1 Dex, +12 natural, -1 size)
hp 85 (9d10+36)
Fort +10, Ref +5, Will +6
OFFENSE
Speed 20 ft., swim 20 ft.
Melee bite +14 (1d8+7 plus grab)
Special Attacks phantasmal fish, swallow whole (1d6
bludgeoning damage, AC 16, 8 hp)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 9, Concentration +12)
at will-flare (DC 13), ghost sounds
3/day-minor image (DC 15)
2/day-major image (DC 16)
1/day-hallucinary terrain (DC 17)
STATISTICS
Str 21, Dex 9, Con 18, Int 10, Wis 16 Cha 17
Base Atk +9; CMB +15 (+19 grapple); CMD 24
Feats Greater Grapple, Improved Grapple, Power Attack,
Skill Focus (Stealth), Weapon Focus (bite)
Skills Acrobatics +22, Perception +12, Stealth +3 (+23
when immobile)
Languages Dagonite
SQ camouflage
ECOLOGY
Environment deep ocean
Organization solitary
Treasure standard
SPECIAL ABILITIES
Camouflage (Ex): A phantasmal frogfish may take a move
action to change the color and texture of its skin to
perfectly match its surroundings. As long as the fish is
immobile, it gains a +20 to its Stealth checks while so
camouflaged.
Phantasmal Fish (Su): A phantasmal frogfish may create
perfect images of fish, complete with bioluminescence,
scent, and pressure waves as a free action. The fish
may create the image of 1 Large fish, 2 Medium fish, 4
Small fish, or 8 Tiny fish. If a target has a reason to
disbelieve the fish, it may make a DC 17 Will save to
see through the phantasm.
83
Phoenix,
Phoenix, Abyssal
This towering creature has a thick, black and white hide. Combining
the fins and tail of an aquatic creature with the powerful limbs of a land
dweller, it seems like an unstoppable force made flesh.
ABYSSAL PHOENIX
CR 15
XP 51,200
NG Gargantuan Magical Beast (aquatic)
Init +8; Senses darkvision 100 ft., detect magic, see invisibility;
Perception +20
Aura scintillating glow
Racial Buoyancy -870; Depth Tolerance: 32,000 feet
DEFENSE
AC 30; touch 14, flat-footed 22 (+8 Dex, +16 natural, -4 size)
hp 230 (20d10+120); regeneration 10 (evil or steam)
Fort +18, Ref +20, Will +13
Defensive Abilities self-resurrection; DR 10/evil; Immune cold,
color based magic, SR 26
Weakness vulnerable to steam
OFFENSE
Speed swim 100 ft.
Melee bite +23 (2d8+7/19-20 x3), 2 claws +23 (2d6+7 plus grab)
Special Attacks cutting light, engulf
Space 20 ft. Reach 20 ft.
Spell-like Abilities (CL 18th, concentration +26)
constant-detect invisibility, detect magic
at will-cure critical wounds, electrical surge (DC 21)*, greater dispel
magic, remove curse
3/day-electrical cascade (DC 24)*, greater restoration, heal
2/day-mass cure critical wounds, prismatic spray (DC 25)
1/day-prismatic sphere (DC 27), resist energy
STATISTICS
Str 25, Dex 27, Con 22, Int 21, Wis 24, Cha 26
Base Atk +20; CMB +31; CMD 49, can't be tripped
Feats Blinding Critical, Cleave, Combat Expertise, Critical Focus,
Great Cleave, Greater Vital Strike, Improved Vital Strike,
Power AttackB, Swim-By Attack, Vital Strike
Skills Acrobatics +26, Diplomacy +19, Intimidate +19,
Knowledge (nature) +16, Perception +20, Sense Motive +18,
Stealth +9
Languages Aquan, Celestial, Common,
Fulgurian, Photok
ECOLOGY
Environment deep ocean
Organization solitary, pair
Treasure standard
SPECIAL ABILITIES
Cutting Light (Su): Every 1d4 rounds, as a
full round action an abyssal phoenix
may blast a single foe with a ray of pure
color as a ranged touch attack. If the
attack is successful, the target is affected
as if struck by a beam from a prismatic
spray (DC 28 save to resist).
Engulf (Ex): An abyssal phoenix may engulf
a grappled target within its expansive
fins. The target takes 4d6 points of
electrical damage every round it remains
engulfed, and is subjected to intense and
clashing colored lights. The victim must
make a DC 26 Fortitude save each round
or be blinded for 24 hours. At the end of
the 24 hour period the target must make
a second Fortitude save, with failure
indicating the blindness is
permanent.
84
Plumed Serpent
An enormous serpent swims in slow circles around you. Its
back is covered with glowing plumes, blazing in the inky water.
As it closes, its throat glows brilliant red, and you feel the water
begin to heat up around you.
PLUMED SERPENT
CR 9
XP 6,400
N Huge Magical Beast (aquatic)
Init +4; Senses darkvision 120 ft., low light vision;
Perception +8
Racial Buoyancy -420; Depth Tolerance: 25,000 feet
DEFENSE
AC 23; touch 8, flat-footed 23 (+15 natural, -2 size)
hp 114 (12d10+48)
Fort +12, Ref +8, Will +6
Immune cold, steam
Weaknesses pressure sensitive 500 feet.
OFFENSE
Speed swim 40 ft.
Melee bite +13 (2d6+9 plus 1d6 steam),tail +7 (2d6+4)
Space 15 ft.; Reach 15 ft.
Special Attacks bio-electric blast, swallow whole (2d4
bludgeoning plus 2d6 steam, AC 22, 11 hp)
STATISTICS
Str 29, Dex 11, Con 18, Int 2, Wis 15, Cha 13
Base Atk +12; CMB +23; CMD 33; can't be tripped
Feats Dazzling Display, Improved Initiative, Power
Attack, Skill Focus (Stealth), Vital Strike, Weapon
Focus (bite)
Skills Acrobatics +23, Intimidate+10, Perception +8,
Stealth+11; Racial Bonus +6 Intimidate
ECOLOGY
Environment deep sea
Organization solitary, pair
Treasure none
SPECIAL ABILITIES
Bio-Electric Blast (Su): Once per day, a plumed serpent
can channel its bio-electric energy into an arc that
travels from target to target, dealing 6d6 points of
damage to each with a DC 20 Fortitude save for half
damage. All targets must be within 50 feet of the
serpent, and within 10 feet of each other.
Deadly and awe-inspiring, plumed serpents hunt the
darkest ocean depths. They use their bio-electric lights to
attract prey, then dispatch it with its spear-like teeth,
superheated by the heat the creature generates within its
throat. The appearance of one of these beasts, sailing out
of the endless dark, inspires both awe and terror.
Plumed serpents vary their hunting stratagem based
on their prey. Large prey or single targets are stalked, the
creature charging out of the dark with a devastating
attack. Groups of prey are circled in ever decreasing
spirals, allowing the prey to be intimidated and broken by
fear.
Plumed serpents are often sacred to primitive people,
and are often seen as a totem creature. More civilized
people trade in plumed serpent parts, mainly its metallic
teeth, the heat organs within its throat, and the plumes of
its back. The plumes hold their light for 1d4 days, the
teeth make excellent weapons, and the throat organs are
powerful spell components.
85
Sinkfish
This long fish has dozens of slender legs encased in crab-like
armor. On either side of its tooth-studded mouth rest short
palps, bearing glowing lights.
SINKFISH
CR 6
XP 2,400
N Large Magical Beast (aquatic)
Init +3; Senses darkvision 60 ft., scent; Perception +8
Racial Buoyancy -570; Depth Tolerance: 40,000 feet
DEFENSE
AC 20; touch 13, flat-footed 16 (+1 Dodge, +3 Dex, +7
natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +9, Will +4
OFFENSE
Speed 50 ft., swim 40 ft.
Melee bite +11 (1d8+4 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks gnaw, seizure, sink, wrap around
STATISTICS
Str 18, Dex 17, Con 17, Int 2, Wis 14 Cha 11
Base Atk +8; CMB +13 (+15 grapple); CMD 26, can't be
tripped
Feats Combat Reflexes, Dodge, Greater Grapple, Improved
Unarmed StrikeB, Improved Grapple, MobilityB
Skills Acrobatics + 16, Climb +8, Perception +8, Stealth +5
ECOLOGY
Environment deep ocean
Organization solitary, pair, brood (3-5) or swarm (10-50)
Treasure incidental
SPECIAL ABILITIES
Gnaw (Ex): If a sinkfish begins a round with a grabbed
foe, it inflicts automatic bite damage. Sinkfish possess
a second pair of jaws in their throat that aid in ripping
prey apart, and can make a second bite attack (+11,
1d6+2) against a foe it has already grabbed.
Seizure (Su): The strange lights coming from a sinkfish's
palps interacts with the nervous systems of higher
creatures. Living creatures other than sinkfish within
86
Trueform, Estrel
Before your eyes a rather large starfish nearly as tall as a nixie
proceeds to stand up on two of its five arms. With two more
arms, it brandishes a dagger and shield.
ESTREL
CR 1
XP 400
N Small Magical Beast (aquatic)
Init +2; Senses darkvision 60 ft., scent; Perception +0
Racial Buoyancy -15; Depth Tolerance: 26,000 feet
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1
size)
hp 18 (2d10+7); regeneration 1/hour (acid, magic, steam)
Fort +5, Ref +3, Will +0
OFFENSE
Speed swim 15 ft., climb 15ft.
Melee dagger +2 (1d3)
Special Attacks summon starfish
STATISTICS
Str 11, Dex 15, Con 14, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +1 (+5 grapple); CMD 13 (can't be
tripped)
Feats Toughness
Skills Escape Artist +5, Stealth +10;
Racial Modifiers +4 Stealth
Language Dagonite & Echinn
SQ Suction, tool use (as per trueform)
ECOLOGY
Environment abyssal plains
Organization solitary or
constellation (3-12)
Treasure none
SPECIAL ABILITIES
Suction (Ex) An estrel can create
powerful suction against any
surface, allowing it to cling to
solid surfaces with ease. An
estrel can establish or release
suction as a swift action, and as
long as it is using suction, it
moves at half speed. Because of
the suction, an estrels CMD
score gets a +10 circumstance
bonus to resist bull rush,
awesome blows, and other
attacks and effects that attempt
to physically move it from its
location.
Summon Starfish (Su) An
estrel can summon two
normal starfish once per day.
87
Oculus, Vigilus
Oculus, Vilicus
This large creature's central eye gazes at you with both wisdom and a
touch of madness. Thick plates cover its body, through which a myriad
of limb-like tentacles sprout.
VIGILUS
CR 8
XP 4,800
N Large Aberration (aquatic)
Init +6; Senses all-around vision, darkvision 60 ft., detect good,
detect thoughts, see in darkness; Perception +19
Racial Buoyancy -430; Depth Tolerance: 25,000 feet
DEFENSE
AC 19; touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 102 (12d8+48)
Fort +7, Ref +6, Will +12
Weaknesses light blindness, pressure sensitive 1,000 feet.
OFFENSE
Speed swim 40 ft.
Melee sea reaver +10/+6 (1d8+2/18-20), or 2 slams +9 (1d4+2)
Space 10 ft.; Reach 5 ft.
88
VILICUS
CR 5
XP 1,600
N Medium Aberration (aquatic)
Init +3; Senses all-around vision, darkvision 60 ft., detect animals
or plants, detect magic, see in darkness; Perception +13
OFFENSE
Speed swim 30 ft.
Melee fisher spear +8 (1d6/19-20)
Special Attack acidic tears, gush
Spell-Like Abilities (CL 8th)
constant- detect animals or plants, detect magic
STATISTICS
Str 10, Dex 16, Con 12, Int 13, Wis 15, Cha 13
Base Atk +5; CMB +5; CMD 18
Feats Combat Expertise, Iron Will, Skill Focus (Perception),
Weapon Finesse
Skills Acrobatics +11, Knowledge (nature) +9, Perception +13,
Stealth +11
Languages Common, Dagonite, Oculite
SQ bioluminescent, eye for detail
ECOLOGY
Environment deep sea
Organization solitary, harem (2-8)
Treasure standard
SPECIAL ABILITIES
Acidic Tears (Ex): This is the same as the
acidic tears of a vigilus, except that it
causes 1d2 points of acid
damage per round
instead of 1d4.
Bioluminescent (Ex):
Same as vigilus.
Eye for Detail (Ex):
Vilcus may reroll the
results of a Perception
check a number of
times per day equal to
their Wisdom
modifier. They
must take the
second result, even if
its lower than the first.
Gush (Ex): Once every
1d4 rounds a vilicus
may create a gush of
acidic fluid from its
central eye into an
adjoining square.
This acid deals
1d4 points of
damage to any
creatures within that
square.
Note: Statistics above are for cultivated specimens that were reared from birth. Adult videns who transgender through feats will have slightly different statistics.
Viperfish, dire
This ebony eel-like fish has an oversized mouth studded with
teeth the size of spears. A glowing orb dangles from a fleshy
stem before its jaws.
DIRE VIPERFISH
CR 4
XP 1,200
N Large Animal (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision;
Perception +11
Racial Buoyancy -110; Depth Tolerance: 26,000 feet
DEFENSE
AC 17; touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 38 (7d8+7)
Fort +6, Ref +7, Will +4
OFFENSE
Speed swim 40 ft.
Melee bite +8 (2d6+4 plus grab)
Special Attacks swallow whole (2d4 acid damage, AC 13,
4 hp)
STATISTICS
Str 17, Dex 14, Con 13, Int 2, Wis 14 Cha 11
Base Atk +5; CMB +9 (+11 to grapple); CMD 21, can't be
tripped
Feats Improved Grapple, Improved Unarmed Strike,
LungeB, Skill Focus (Stealth), Weapon Focus (bite)
Skills Acrobatics +16, Perception +11, Stealth +9; Racial
Modifiers +6 to Stealth, +4 to Perception
SQ Expandable stomach
ECOLOGY
Environment deep ocean
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Expandable Stomach (Ex): A dire viperfish can swallow
one Huge creature, 2 Large creatures, 4 Medium
creatures, 8 Small creatures, 16 Tiny creatures, 32
Diminutive creatures, or 64 Fine creatures without
penalty.
Dire viperfish are cagy ambush predators, capable of
swallowing creatures far larger then themselves. Deep-sea
hunters always keep a concern in the back of their minds
that the bioluminescence that they are stalking may turn
out to be one of these saber-fanged fish, and the chance
the hunter becomes the prey.
Dire viperfish hunt in several ways. Most commonly
they float in the water column, shining their lure above
their massive jaws. They also sometimes cut off their
bioluminescence, ambushing passing creatures in the
pitch black. No matter how prey is found, the fish gapes
its jaws and engulfs its victim.
Dire Viperfish digest their prey over the course of
hours to days, depending on the size of its meal. Metal,
shell, and stone are all eventually vomited up, falling into
the depths. A fish with fresh kills may contain items of
value within its stomach, and the undamaged stomach of
a dire viperfish is a valuable treasure itself to some beings.
89
Appendices
Appendix 1: Deep Sea
Sea Monsters
Listed below is the compiled list of aquatic creatures that
might be found amid the deep sea. The monsters listed
here are from various sources, including this book (AA),
Alluria Publishings CERULEAN SEAS (CS), CREEPY
CREATURES (CC), WAVES OF THOUGHT (WT), and INDIGO
ICE (NI); and Paizo Publishings PATHFINDER
ROLEPLAYING GAME BESTIARY (PB), PATHFINDER
ROLEPLAYING GAME BESTIARY 2 (PB2) and PATHFINDER
ROLEPLAYING GAME BESTIARY 3 (PB3). Monsters are listed
by Challenge Rating for easy reference. Page numbers are
not included for Paizo products to comply with licensing
agreements.
CR 1/3
Deep drow (CS224), Genai (CS234), Merfolk (PB),
Shazalarian triton (CS261), Skeleton (PB), Squid imp
(AA78)
CR 1/2
Clockwork spy (PB3), Dire lamprey (CS240), Locathah
(PB2), Stingray2 (PB2), Zombie (PB)
CR 1
Amoeba swarm (PB2), Deaths head jellyfish (PB3), Estrel
(AA87), Festrog (PB3), Fuath (PB3), Gar2 (PB2), Ghoul
(PB), Giant amoeba (PB2), Giant hagfish (AA77), Giant
lobster (CS241), Goliath jellyfish (CS238), Manta ray2
(PB2), Octopus (PB), School of lamprey (CS240), Small
Earth elemental (PB), Small Ice elemental (PB2), Small
magma elemental (PB2), Small mud elemental (PB2),
Small sound elemental (CS226), Small steam elemental
(CS228), Small Water elemental (PB), Squid (PB)
CR 2
Cave fisher1 (PB), Dire stingray2 (CS260), Draugr (PB2),
Electric eel2 (PB), Giant crab (PB), Giant leech (PB), Giant
sea anemone2 (PB3), Giant virus (CC97), Goggayya
(AA75), Huecuva (PB3), Juju zombie (PB2), Low-mind
Melusine (WT78), Medusian (WT86), Poltergeist (PB2),
Sahuagin (PB), School of squid (CS259), School of
stingray2 (CS260), Sharg (CS256), Shark (PB), Skeletal
champion (PB), Skum (PB), Squibbons (CS262), Stygian
imp (CS237), Swarm of hagfish (AA77), Triton (PB2)
CR 3
Allip (PB3), Carchardian (CS264), Ceratiodi (PB3),
Fleshwarper (CC40), Medium Earth elemental (PB),
Medium Ice elemental (PB2), Medium magma elemental
(PB2), Medium mud elemental (PB2), Medium sound
elemental (CS226), Medium steam elemental (CS228),
Medium Water elemental (PB), Scavenger drake (AA74),
shadow (PB), Wight (PB)
90
CR 4
Carrion golem (PB2), Crab swarm (PB), Crystal ooze (PB),
Devilfish (PB2), Dire viperfish (AA89), Ectoplasmic
stalker (CC33), Flail snail1 (PB3), Goblin shark (CS257),
Leech swarm (PB), School of jellyfish (CS238), Sea hag
(PB), Shaper architeuthian (WT70), Slithering tracker1
(PB2), Tombrobber (CC91), Zuvembie (PB3)
CR 5
Crypt thing (PB2), Giant moray eel2 (PB), Globster (PB3),
Grandfather worm (AA76), Grodair (PB3), Ice golem
(PB), Large Earth elemental (PB), Large Ice elemental
(PB2), Large magma elemental (PB2), Large mud
elemental (PB2), Large sound elemental (CS226), Large
steam elemental (CS228), Large Water elemental (PB),
Mindshrimp swarm (WT80), Mummy (PB), Nightmare
eel (WT76), Ochre jelly1 (PB), Overmind melusine (WT79),
Penanggalen (PB3), Phantom lobster (CS241), School of
electric eel1 (CS225), Slurg (CS258), Tojanida (PB3),
Vilicus (AA88), Wraith (PB)
CR 6
Giant Gar2 (PB2), Jellyfish swarm (PB2), Sea drake (PB2),
Sinkfish (AA86)
CR 7
Aboleth (PB), Black pudding1 (PB), Brain coral (WT71),
Charda (PB2), Edestus shark (CS257), Flesh golem (PB),
Ghost (PB), Giant coelacanth (CS199), Giant jellyfish
(PB2), Huge Earth elemental (PB), Huge Ice elemental
(PB2), Huge magma elemental (PB2), Huge mud
elemental (PB2), Huge sound elemental (CS226), Huge
steam elemental (CS228), Huge Water elemental (PB),
Marquis wight (CC99), Phantasmal frogfish (AA83),
Shark-eating crab (PB3), Totenmaske (PB2), Young hush
dragon (CS212), Zoh (WT87)
CR 8
Bone golem (PB3), Byakko (AA68), Chitin golem (CC49),
Dire electric eel1 (CS225), Giant octopus (PB), Giant slug1
(PB), Glass golem (PB2), Greater shadow (PB), Guecubu
(PB3), Hydrodaemon (PB2), Iku-turso (PB3), Mohrg (PB),
Psionic slurg (WT83), Tidal sea titan (CS255), Undead
gang (CC96), Vigilus (AA88), Young Chant dragon
(WT74)
CR 9
Alchemical golem (PB2), Assassin zombie (CC105),
Baykok (PB3), Dire shark (PB), Giant squid (PB), Greater
Earth elemental (PB), Greater Ice elemental (PB2), Greater
magma elemental (PB2), Greater mud elemental (PB2),
Greater sound elemental (CS227), Greater steam
elemental (CS228), Greater Water elemental (PB), Marid
genie (PB), Minion of saloth (AA70), Plumed serpent
(AA85), Source-mind Obitu (AA81), Vampire (PB), Young
din dragon (AA72), Young Scream dragon (CS218)
CR10
Clay golem (PB), Ghawwas div (PB3), Piscodaemon
(PB2), Psionopod (WT81), Steam sea titan (CS254)
CR 11
Abyssal sea titan (CS250), Adult hush dragon (CS212),
Carnivorous crystal1 (PB3), Crustaceamid devil (AA71),
Devourer (PB), Elder Earth elemental (PB), Elder Ice
elemental (PB2), Elder magma elemental (PB2), Elder
mud elemental (PB2), Elder sound elemental (CS227),
Elder steam elemental (CS229), Elder Water elemental
(PB), Graveknight (PB3), Greater carchardian (CS263),
Sapphire jellyfish (PB3), Stone golem (PB), Stone golem
(PB)
CR 12
Adult Chant dragon (WT74), clockwork golem (PB2),
Clockwork leviathan (PB3), Fossil golem (PB3), Lich (PB),
Occylathan (AA82), Omox demon (PB2), Sea serpent (PB)
CR 13
Adult din dragon (AA72), Adult scream dragon (CS218),
Banshee (PB2), Carnivorous blob1 (PB2), Charybdis (PB2),
Echenis demon (AA69), Iron golem (composed of abyssal
steel) (PB), Shipwrecker crab (PB3)
CR 14
Death shell jellyfish (AA79), Demilich (PB3),
Jormungandi demon (WT73)
Appendix 2:
2: Pronunciation Guide
Austorian
Azulbryn
Byakko
Echinn
Goggayya
Gorgulth
Kirah
Myxinmave
Oculus
Viden
Vigilus
Vilicus
Zharaz
aw-stawr-ee-uhn
azh-ool-brahyn
bahy-ak-koh
ek-uhn
gawg-gahy-yuh
gohr-guhlth
kuhr-uh
mik-suhn-meyv
ok-yuh-luhs
vahyd-n
vij-uhl-uhs
vuh-lahy-kuhs
zuh-raz
CR 15
Abyssal phoenix (AA84), Dybbuk (PB3), Ice lich (NI90),
Neothelid (PB)
10
11
CR 16
Ancient hush dragon (CS213), Ecorche (PB3), Mithral
golem (PB2)
25
25
25
CR 17
Ancient Chant dragon (WT75), Winterwight (PB2)
25
25
CR 18
Ancient scream dragon (CS219), Kraken (PB)
29
3-2: Halionaut
34
34
CR 19
Adamantine golem (PB2), Deep sea serpent (PB3),
Shoggoth (PB)
3-4: Myxinmave
37
3-5: Seductor
41
43
CR 20
Ancient din dragon (AA73), Nightwave nightshade (PB2),
Thalassic behemoth (PB3)
43
44
46
CR 23
Jupervas (AA80)
1 This creature does no typically occur at a significantly
deep depth, but creatures with similar features do. Use
same statistics with deep sea template.
2 Apply
version.
91
Phantasmal Frogfish
Racial Line-up
Rusalka Seductor
Caren Billings
75
Goggayya
Adam Burnier
87
Estrel
F. Drew Chandra
74
Scavenger Drake
Collette Curran
86
Sinkfish
Plumed Serpent
Beauty in Darkness
Johannes Holm
25
Asterak Concept
Grandfather Worm
Mathias Kollros
79
Chenthooran Nambiarooran
71
80
14
18
19
20
21
22
23
37
39
73
88
Underdeep Weapons
Dark Trinity Symbol
Holy Symbols
Halionaut
Echenis Demon
Abyssal Phoenix
Cesar Sampedro
63
78
70
Occylathan
Minion of Saloth
Anna Susanne
Tranquil Tentacles
Candis Swain
68
Byakku
Joanna Tsui
Ancestral Nommo Kahuna
Justinas Vitkus
89
Dire Viperfish
Dirk Wachsmuth
Black Smoker
Vasilis Zikos
67
92
Jupervas
Marissa Rivera
11
Setiawan Lee
82
Dylan J. Reader
26
Crustaceamid Devil
Fabio Porfidia
52
Markus Juuso
76
Kirah Abomination
Dawne Stantien
Forrest Imel
15
28
24
69
84
Nicole Hansche
8
MDA art
33
Edyta Felcyn
85
Juan Novelletto
Carl Beu
17
41
Parasitic Visage
Emily Naviasky
Ian Barker
83
42
66
Tim Adams
10
31
38
50
51
81
Lynton Levengood
Hush Dragon
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.
Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, Alluria
Publishing; Author: J. Matthew Kubisz
Fey Folio. Copyright 2010, Alluria Publishing; Author: Matthew Cicci.
Creepy Creatures. Copyright 2010, Alluria Publishing; Author: Sam Hing
Cerulean Seas Campaign Setting, Cerulean Seas Waves of Thought, Cerulean Seas Indigo Ice. Copyright 2010-2013, Alluria
Publishing; Authors: Emily E. Kubisz, Matthew Cicci, Sam Hing.
93
94
Jeremy Wildie
Jon Moore
Joseph "UserClone" Le May
Julien A. Fraud
Karen J. Grant
Karl The Good
Kevin Mayz
Kyle Bentley
Lewis Crown
Mark Moreland
Matthew Parker Winn
Michael D. Blanchard
Mike Shannon
Nate Swalve
Niall Sullivan
Nicholas Fascitelli
Noble Hays
Paul Cavanaugh
Paul Ryan
Paul Woods
Peter Duchak
Purple Duck Games
R. A. Mc Reynolds
Rod Davidson, SAGA
(Southern Arizona Gamers
Association)
Scott Sutherland
Sebastian Dietz
Shana Rosenfeld
Shane O'Connor
Stephen Horsley
Stephen Hutchison
Steven Vanderburg
Tetsubo
Tom Ladegard
Z. Daniel Esgate
Zakharov "Zaksquatch" Sawyer
Index
abyssal karkanak
abyssal murk (spell)
abyssal plains
abyssal steel
acid zone (spell)
acid zones
Akorace
angler (class)
arcane classes
asterak
Austorin (language)
azulbryn
Azulbryn Eater (feat)
barium (geopoison)
battle spade
Beckoning Call (feat)
benitoite
biolight (spell)
black smoker
Blazzone
bloodworms (spell)
blug (benitoite)
Boon of Bones (feat)
Brace For Impact (feat)
bracers of bioluminescence
brine pool
byakko
ceratioidi (piscean)
climate
cold seep
copper (geopoison)
creature glyphs
creepiest parents ever
crimson wart (disease)
Dagonite (language)
Dark Trinity alliance
Dazzling Display (feat)
deep brine (geopoison)
deep drow
deep drow abominations
deep sea perils
Delatari (language)
demon, echenis
demon, minion of saloth
deodona
devil, crustaceamid
divine classes
dragon, din
drake, scavenger
96
16
48
8
43
48
12
61
28-32
27
18, 56
62
13, 43
45
13
44
45
43
48
11
56
48
43
45
45
50
10
68
16, 60
8
10
13
67
88
10
62
53-55
45
13
16
24
12
62
69
70
24
71
27
72-73
74
45
19,57
55
20,57
62
44
48
58, 87
44
45
48
45
45-47
59
46
46
12-13
59
58, 75
50
64
76
77
33-35
60
39
11
43
78
12
59
79
58
80
16, 59
64
59
24
61
62
54
57
49
43
50-51
27
12
13
12
10
myxinmave
Nibble Armor (feat)
nixie, deepwater
nomads
nommo
obitu, aquatic
obitu, source-mind
occylathan
ocean trench
Oculite (language)
oculus
oculus wand
ooze mat
Orbesi
parasitic visage (spell)
phantasmal frogfish
phoenix, abyssal
Pholos
Photok (language)
Phyrra Dysinara
pincer fork
pisceans
plumed serpent
prestige classes
psionics
Quicken Battlefield Prep (feat)
quicksilt
religion
ring of the underdeep
rod of the anchor
rusalka, abyssal
Salatari (language)
Scalaxis
seafolk
seafolk halfbreeds
seductor
Sharper Spines (feat)
Shocking Strike (feat)
Sinister Sink
36-39
46
16, 59
56
16, 60
21
81
82
9
62
22, 88
50
10
55
49
83
84
65
62
55
44
16, 60
85
33-41
27
47
9
62-65
50
51
23, 61
62
65
16, 61
24
40-41
47
47
53
sinkfish
slaves
smoker hop (spell)
spells
staff of the vents
Staggering Touch (feat)
stickleback spear
sulfur (geopoison)
summon hagfish (spell)
sword of the crab
terrain
Time Sight (feat)
Torumdar
trident of the abyss
Triple Jointed (feat)
underdark materials
urchin stone (ikaite)
Venture of the Vilicus (feat)
viden (oculus)
Videns Gamble (feat)
vigilus (oculus)
vilicus (oculus)
viperfish, dire
Virulent Poison Cloud (feat)
vital statistics
Voh
warp pools
weapons
whale fall
white smoker
Widen Battlefield Prep (feat)
wooly karkanak
worm reef
worm tube, ochre
worm tube, violet
zharaz, austorian
Zissel
86
56
49
48-49
51
47
44
13
49
51
8
47
65
51
47
43
43
47
22
47
22, 88
22, 88
89
47
25
60
13, 56
44
9
12
47
16
11
43
43
44
65
97
98