ok here's an idea. for anyone wnating a good old swashbuckling sea faring type a thread entirerly surronding nautical nonsense and mualing. being a marine biology buff, i'm of course fascinated by the need to get more traditional sea monsters in the book. anyone wanting a pirate like campaign or one around large bodies of water will want to see this. post your aquatic classes, items, stats, campaign hooks and of course. monsters!
L magical beast (aquatic)
str: 25 (7)
dex 10 (0)
con 20 (5)
int 7 (-2)
wis 10 (0)
cha (20) (5)
attacks: gore 15, bite 18
damage: 1d12+7, 2d8+11
full round: 2 gorges (15/11) or 1 bite
special: breath attack, water blessing, needle spray, spell like abilities, damage reduction, divine health. detect magic, detect allignment, tremorsense
feats: power attack, combat reflexes, imroved overrun, spring attack, dodge.
skills: swim: 37, jump (breaching) (17), knowledge geography 20, knowledge nature 20, knowlede sea lore 20.
organization: always single
allignment: usually CG or CN
treasure: in cove double standard
chalange rating: 15
the Illsbane also known as a Blessing Eel is a large serpentine creature that resembles a cross between a tarpin, a catfish, and a collosal eel, with a pair of large scythe like tusks jutting out of their crooked crocadilian mouth. they propell themselve by slitheringg and flaping 2 flippers, and use their 4 mouth whiskers to sense their surrondings. the Illsbane stakes out a portion of water, usually in a isolated island or salfemale genitaliaer cove and quickly creates an underwater lair. there it collects any debris it finds in its territory, often a varity of items that fell into the sea the Illsbane collects in its nest like a dragon horde in an effort to attract the attentions of a mate in teh rare event that an illsbane of the oppisite gender crosses into their territory. so far there is only a handfull of these creatures known in the realm. they usually remain ellusive, but are feircly territorial of their waters and destroy those that endanger it. dispite its violent and seclusive nature the Illsbane is sometimes sought out for its rare gifts.
breath attack: once per 1d4 rounds a Illsbane can release a 100 ft long by 10 feet wide cone of concentrated water dealing 6d6 damage, reflex save of 25, in the water teh breath attack becomes a powerful rip tide dealing 3d6 and has a range of 50 ft and 30 feet wide.
water blessing: all water within twice the threat radius of the the Illsbane, is blessed as holy water. this water also has the added effect of acting as a remove disease spell, as if cast by a lv 15 cleric, curing all but the most viral of magical illnesses. it is believed that bathing long enough in the water can even sure supernatural diseases and possibly undeath! (see spell like abilities)
damage reduction: 8, +4 weapontry
divine health: as the paladin ability, this ability extends to all creatures within the water in the ill'sbane threat range. the water looses its magic immediently upon being removed from the prescence of the Illsbane. a character must stay 3d6 minutes within the water to gain its full effects.
detect alignment and detect magic: the Illsbane's whiskers sense all magic and alignment of creatures it an sense.
tremosense: the wiskers give it a +10 spot to sense all creatures in the water, regardless of concealment.
Needle spray: once per 1d6 rounds the Illsbane can unlease a volly of poisonous barbs from its back landing in a cone 30 by 30, the damage dealt is 4d4+5 damage and counts as a smite evil. the needles are poisonous and a fort save of 25 must be made or the subject takes an initial 1d6 str damage and 2 con and an additional 1d4 str every 1d10 rounds. the poison is not neutralized by the Illsbane's own healing water, but it can neutralize it if it chooses so as a free action.
spell like abilities: winning the favor of an illsbane can bring many favorable results, though their nature makes them hard to approach safly much less communicate with
as cast by a level 15 caster.
at will: cure critical wounds, know direction, charm animals, create water, purify food and drink, jump, pass without trace, neutralize poison.
5 times per day: obscuring mist, magic fang, chill metal, contagion
3 times per week: hero's feast, reserection, reincarnation, restoration, control water, hallow, heal, Cure Critical Wounds, Mass, regeneration, sympathy
oncer per month: restore life (subject is youthaned up to 6d6+cha years. can choose to reduce as low to 1d6 hd. )
note that any effects from an Illsbane's spells are not healed or neutralized by the Illsbane's magic water unless it choses to do so
The illsbane sounds sort of like a Dragon Eel from Stormwrack (a must for those going brine hopping).
Here are some of my contributions.
I am a lighthouse, worn by the weather and the waves.
I keep my lamp lit, to warn the sailors on their way.
I'll tell a story, paint you a picture from my past.
I was so happy, but joy in this life seldom lasts.
I had a keeper, he helped me warn the ships at sea.
We had grown closer, 'till his joy meant everything to me.
And he was to marry, a girl who shone with beauty and light.
And they loved each other, and with me watched the sunsets into night.
And the waves crashing around me, the sand slips out to sea.
And the winds that blow remind me, of what has been, and what can never be...
Essence of Pharos
Large Fey (fire, incorporeal)
Hit Dice: 13d6+39 (84 hp)
Speed: Fly 60 ft. (perfect)
Armor Class: 17 (+3 deflection, +5 dex, -1 size), touch 17, flat-footed 12; or 17 (+5 dex, +3 natural, -1 size), touch 14, flat-footed 12
Base Attack/Grapple: +6/-
Full attack: --
Space/Reach: 10 ft./10 ft.
Special Attacks: Beacon, flaming spin, spell-like abilities
Special Qualities: Construct traits, darkvision 1000 feet, low-light vision, incorporeal traits, lighthouse dependent, ship sense, vulnerability to cold
Saves: Fort +7, Ref +15, Will +11
Abilities: Str -, Dex 21, Con 17, Int 10, Wis 16, Cha 16
Skills: Knowledge (architecture) +16, Knowledge (geography) +16, Knowledge (nature) +16, Listen +19, Profession (lighthouse upkeep) +16, Spot +19
Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Spring Attack
Environment: Any land
Challenge Rating: 10
Treasure: Standard goods
Alignment: Often lawful good
Advancement: 14-20 HD (Large)
Level Adjustment: --
An essence of pharos sometimes appears as a large, flickering ball of vague, ghostly light that spins continuously and releases a beam of light that extends right through solid material, and at other times it takes the form of one of its keepers down to color and texture. The essence roams all through the lighthouse, but in times of storm and fog, and always at night, it retires to the top, where it bursts into a nearly blinding inferno of light and heat, sending its beam deep into the darkness.
The upkeeper of a lighthouse has a simple but important task, keep the light lit. Leading ships home, warning of rocky shoals, piecing the briney mists, the burning flame has many uses. In weather good or storms ferocious the flame must burn. When a particularly dedicated individual keeps the lighthouse, or more often when a family resides within, a lighthouse almost developes its own personality, a reflection of those that care for it and dedicate themseselves to the aid of those out to sea. When these individuals die or leave and the lighthouse becomes abandoned and left to ruin, this essence still remembers its duty and continues on.
Most essences of pharos welcome those who would put the lighthouse to use once more, and will keep hidden and out of the way unless needed, while a few rare others jealously guard the house, allowing no others to take over its upkeep.
An essence of pharos speaks any language its master did (usually common). It uses its Ghost Sound spell-like ability to speak.
An essence of pharos does not readily attack, and will even allow intruders to visit, sometimes taking the shape of the former keeper of the house and watching them silently. If there is any attempt to harm the lighthouse however the essence blazes into light and rushes the intruders, blinding them with its beacon, commanding them to stop. If they attempt to harm it or continue their destruction or theft it resorts to its flaming spin, scorching all in its path. If the intruders leave or flee it shuts and locks all doors and will never willingly let them enter again, and it has a long memory.
An essence of pharos can send out a cone of light that can be seen up to twenty miles away in ideal conditions, but can only distinctly illuminate an area up to a mile off. It can dim or brighten this light at will as a free action, and anyone within a 100-foot cone are blinded for 1d6 rounds unless they succeed on a DC 19 fortitude save, plus dazzled for twice as many rounds after the blindness fades. Those who make the save are dazzled instead of blinded for 1d6 rounds. The save DC is Constitution-based.
Flaming Spin (Su):
An essence of pharos can use a standard action to empower its beam of light as it rotates about, throwing a 60-foot radius burst of flame dealing 4d6 points of fire damage (reflex DC 19 halves). Unlike its beacon, the flame is ethereal in nature and can go through any physical obstructions an incorporeal being could. The save DC is Charisma-based.
Incorporeal Traits: An essence of pharos is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Lighthouse Dependent (Su):
An essence of pharos is mystically bound to the lighthouse it inhabits and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. An essence of pharos' lighthouse does not radiate magic.
Ship Sense (Su):
An essence of pharos can sense the presence of any object or creature of raft-size or larger out to five miles upon the surface of the body of water it illuminates. It cannot pinpoint the exact location until it is within 1000 feet from shore.
At will/Ghost Sound, Hold Portal, Mage Hand, Mending, Open/Close. Caster level 15th. Save DC's are Charisma-based.
Vulnerability to Cold An essence of pharos has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
"To die of hunger or driven mad by the sipping of the brine is a horrible death... but there is a choice one can make, as he floats helpless about the expanses of the sea, that is far worse..."
Medium Monsterous Humanoid (augmented humanoid)
Hit Dice: 4d8+24 (42 hp)
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 14 (+2 dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+8
Attack: Bite +5 melee (1d8 )
Full attack: Bite +5 melee (1d8 ) and 2 slams +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, madness of the brine
Special Qualities: Darkvision 60 ft., glare inured, immunity to disease and dazzling, insatiable, ocean bound, resistance to electricity 10, sea legs, scent, soul morsel, unholy fast
Saves: Fort +9, Ref +6, Will +7
Abilities: Str 10, Dex 15, Con 22, Int 4, Wis 17, Cha 1
Skills: Climb +8, Hide +13, Move Silently +10, Survival +13, Swim +12
Feats: Endurance(B), Great Fortitude, Weapon Focus (Bite)
Environment: Any aquatic
Challenge Rating: 5
Alignment: Always chaotic evil
Advancement: By character level
Level Adjustment: +4
Cursed 'survivors' found upon the ocean, castaways are a hazard to any vessle unlucky enough to find them.
A castaway is little more than skin and bones, covered in leathery skin that appears as angry black sunburn beneath tatters of its former clothing. The hair on its head appears to have been burned off and its eyes are milky and seemingly sunblinded yet it seems to have no problem seeing. The nails on its hands and feet are long or torn off completely and its teeth are black and its gums ravaged from scurvy.
A castaway is exactly as its name suggests in the truest way possible. Once these beings were crewman or travelers upon a vessle but because of storms, pirates or other disasters they found themselves clinging to life on the wreckage of their ship or to the tiny boat they managed to escape upon. As hunger, thirst and sun exposure begins to take its toll they weaken and despair. In their hopeless some curse their god and their luck. In this time of weakness a voice begins to speak of them, promising them survival if only they would worship him... this gives a crumb of hope that many a shipwrecked survivor will make a snatch at... and thus is their doom. For the only thing worse than dying to the elements is to continuing living as a castaway. They find they need no longer require food and drink, and the glare of the sun and the oppressive heat no longer pain them. Their bodies continue to eat themselves up however, and once it will give up nourishment no longer its very soul begins to be consumed which the deity Votemmaris eagerly snatches. Soon all that is left is an unfillable emptiness and madness that is worse than any hunger they have ever known.
They become little more than a feral, ravenous animal whoes hunger can never be sated, but a patient, cunning beast nevertheless. They may wait years before meeting another vestle, but when they do they will leap off their craft and with the use of claws and horrible vitality scramble up upon deck silently. They immediately make for the storm room, killing any guards as quickly as they can, whom they take with them if possible. For days, perhaps weeks and months they will stay within, feasting on the food and drink, taking in entire barrels in a single day. The crew by this time is noticing the sudden lack and will go to search, but most are killed and eaten that day. This sparks terror upon many aboard, causing everything from blows amongst the crew to mutiny. Without food or fresh drink the crew eventually succumbs, which is eventually eaten by the castaway. He'll then haunt this ship until it dashes itself to pieces or is found, and so it all begins anew.
A castaway prefers to attack by stealth, grabbing hold of those that come near and covering their mouths to keep from screaming as it eats them alive. Its maw stretches to superhuman lengths and can gulp down pounds of food without difficulty that it tears apart with its sharp fangs.
Improved Grab (Ex): To use this ability, a cast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the castaway establishes a hold and begins to tear into its victim ravenously, dealing bite damage every round it maintains the hold. The castaway recieves a +4 racial bonus on grapple checks, which is already included in the statistics above.
A castaway can take within itself far more than would seem possible, and can eat or drink (or a mixture of both) twice its weight in a single day, burning it away with its awful metabolism. It gains fast healing 4 for up to 24 hours after a feast in which it has eaten this ammount. If left undisturbed a castaway can clear off a full-grown man within an hour.
Glare Inured (Ex):
A castaway is so accostomed to the glare off the ocean and the sun in his face that he no longer can be blinded for more than the initial round, and even then he may make a normal save if allowed.
Madness of the Brine (Ex):
If a castaway drinks more than a mouthful of brine he goes into a crazed frenzy for a number of rounds equal to 1d6 plus his constitution modifier. While in this frenzy he temporarily gains a +6 bonus to Strength, and a +4 bonus to Constitution but he takes a –2 penalty to Armor Class. Multiple drinkings do not stack, though after his original frenzy he may drink again to gain its affects.
A castaway is forbidden by his deity to ever go upon land, and will even keep out of sight of it at all costs. If it is forced upon land however it loses its appetite and will not eat. While it remains on land it does not gain the benefits of its Unholy Fast ability.
Sea Legs (Ex):
A castaway is so used to the constant rolling and pitching of waves that it can use them to its advantage. It gains a +6 bonus to balance and tumble checks and a +2 bonus to initiative while on board a ship.
Soul Morsel (Su):
A castaway's remnant of soul leaves him with a minimal charisma score that cannot be lowered by any means short of wish, miracle, or death, as it is a direct link to his deity.
Unholy Fast (Su):
A castaway's horrible pact with his deity grants him the ability to no longer take damage from hunger or thirst, and gains a +8 unholy bonus to saves against ability damage and drain.
A castaway gains a +8 racial bonus on climb, hide, move silently, and swim checks, and a +10 bonus on survival checks.
Votemmaris, The Briber, Feeder and Starver, Twisted Promise Keeper Lesser God (Lawful Evil)
If ever there was a shamless opportunitist it would be Votemmaris. Preying on the hopelessness of those adrift at sea, extending a hand, with conditions, to aid them when their bodies and will are at their lowest ebb and have nothing to lose... so they think. He promises life for worship, but most would agree, there are worse things than death. Votemmaris always honors the deals he makes, though rarely is the actual promise what was supposed.
Votemmaris appears as a sweating man with bones so thick that his ribs press together and his hips join with the bottom of the ribcage, making him seem to be enormously fat. However, his blackened, sunburned skin is stretched taught over the bones, and his pure white, seemingly sunblinded eyes peer out from sucken, scarred sockets.
Votemmaris favorite weapon is the net. His symbol is a choppy, unmarred sea extending out to the horizon where it meets the sky. Portfolio: Castaways, endless expanses, shipwrecks, starvation, sunburn, thirst Domains: Madness, Ocean, Trickery, Weather Cleric Training: Clerics of Votemmaris rarely come into his service voluntarily. They are chosen carefully by his priests for their talents and strengths, and then kidnapped or coerced onto a ship crewed by Votemmaris' followers. Once far out to sea the potential clerics are given a small boat stocked with several days worth of salted jerky and liquor and abandoned to the waves. The food and drink is not meant to nourish but to madden as they will do only more harm than good, bringing thirst even more quickly. They are spiritually marked by the Priests and so when the begin to feel the worst of their hunger pains and their hopelessness is at their peak Votemmaris will give them a choice. Die or worship and serve him forever. Some choose the path of life and so the waves and wind take them to shore where Votemmaris' followers wait. If they refuse the deity waits till the last hour of life they have to them and gives them a second choice. Die or allow him their souls, for if they give it up he will save their life. Most are too far gone to much care about the state of their souls and give in, becoming Castaways, doomed to be ever hungry and thirst, but never dying from the lack, cursed to remain forever exposed upon the ocean. Quests: Clerics of Votemmaris often allow themselves to be hired onto ships, saying, quite truthfully, that their god gives them powers over the wind and waters. They then wait for a storm to brew and give the crew a choice, join with him and give themselves heart and soul to his awful deity and he will calm the sea as he can, or die without his aid. Prayers: Prayers to votemmaris normally consist of repledging their promise to make certain their deity has not forgotten. Temples: Temples of votemmaris vary in size and material but are usually open and allowing in the sea breeze, and always to be found on islands, symbolizing solitude in the midst of the sea. Rites: Votemarris' rites often have to do with fasting for long periods or exposing themselves to harsh enviroments to show their god their ability to survive exposure. Relics: <in progress> Heralds and Allies: Votemarris uses fiendish water genasi who are 20th level clerics as his heralds. Allies are weresharks, scyllans and primal water elementals.
Large Ooze (aquatic)
Hit Dice: 5d10+25 (52 hp)
Speed: 10 ft. (4 squares), swim 20 ft.
Armor Class: 6 (-3 dex, -1 size), touch 6, flat-footed 9
Base Attack/Grapple: +3/+12
Attack: Slam +3 melee (2d6 acid)
Full attack: Slam +3 melee (2d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, amphibious, constrict, froth, improved grab
Special Qualities: Blindsight 60 ft., light bodied, ooze traits, split
Saves: Fort +6, Ref -2, Will -4
Abilities: Str 13, Dex 4, Con 21, Int -, Wis 1, Cha 1
Skills: Climb +11, Swim +11
Environment: Any aquatic
Challenge Rating: 5
Alignment: Always neutral
Advancement: 7-19 HD (Large), 20-33 (Huge)
Level Adjustment: --
Sea froth appears as its name implies, a bit of floating foam upon the surf or despoited upon the beach. It bubbly surface has dirty green-yellow tint and smells overly strong of the brine.
Sea froth is a horrible creature for sailing ships to encounter, for all the vestle has to do is pass through the froth to spell their doom. Once the froth is attached it slowly but steadily eats, disolving the wood until a leak has sprung. The sea foam will continue to cling even after the boat has sunk, consuming ship, crew and their cargo with equal satisfaction. It takes quite some time for the entire ship to be eaten (depending on size), some years in fact, but once it is through its sated form by now is truley monsterous. It then raises to the surface to be whisked apart into dozens of individual froths by the waves.
Along with being a menace to ships it is likewise almost certain death to a whale that has no way of remove the brine short of scraping it off against a surface.
Despite its size, sea froth weighs next to nothing and can indeed be lifted up and tossed by a strong wind unless it grips tightly.
Sea froth only rarely persues prey because of its slow movement rate, but instead waits for something of appropriate size to pass by and to which the froth sticks.
Acid (Ex): A sea froth secretes a digestive acid that quickly disolves organic material. Any melee hit deals 2d6 acid damage. Armor (if made of organic materials such as bone, leather, or shell) or cloth dissolves and becomes useless immediately unless it succeeds on a DC 17 reflex save. A wooden, bone or shell weapon that strikes a sea froth also dissolves immediately unless it succeeds on a DC 17 reflex save.
The ooze's acidic touch deals 16 points of damage per round to wooden, bone or shell objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. The save DC's are Constitution-based.
Constrict (Ex): A seafoam deals automatic acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
A sea froth with 10 or more hit points can start to bubble and froth and increase its size as a full round action. Its reach and space both increase by five feet. It remains this way for 2d6 rounds or until it is damaged, whichever comes first. If it is hit while frothed, that part suddenly seems to explode into an acidic vapor, deals 5 points of damage to the ooze itself. This vapor smells so horribly that those within 20 feet of the froth must make a DC 17 fortitude save or become nauseated. If the save is made they still remain sickened for as long as they remain within the area and 1d6 rounds aftwards. The save DC is constitution based.
Those within the vapor automatically take 1d6 acid damage and must make a DC 16 fortitude save or contract blinding sickness (see p. 292 of the DMG).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. Otherwise it disperses itself in 1d4 minutes.
Improved Grab (Ex): To use this ability, a sea froth must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A sea foam is extremely sticky and recieves a +4 bonus on grapple checks, which is already included in the statistics above.
Light Bodied (Ex):
A sea foam is considered a tiny creature for the purpose of determining the effects of strong winds.
Split (Ex): Slashing, piercing weapons and electricity attacks deal no damage to a sea foam. Instead the creature splits into two identical foams, each with half of the original’s current hit points (round down). A sea foam with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: A sea froth has a +10 racial bonus on swim and climb checks, and can always choose to take a 10 on a climb and swim check even if distracted or endangered.
Gargantuan Ooze (aquatic)
Hit Dice: 22d10+132 (253 hp)
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 3 (-3 dex, -4 size), touch 3, flat-footed 3
Base Attack/Grapple: +16/+40
Attack: Slam +20 melee (1d4+4 plus 4d6 acid)
Full attack: Slam +20 melee (1d4+4 plus 4d6 acid)
Space/Reach: 20 ft./20 ft.
Special Attacks: Acid, constrict 1d4+4 plus 4d6 acid, froth, improved grab
Special Qualities: Blindsight 100 ft., light bodied, ooze traits, split
Saves: Fort +13, Ref +4, Will +2
Abilities: Str 19, Dex 4, Con 23, Int -, Wis 1, Cha 1
Skills: Climb +14, Swim +14
Environment: Any aquatic
Challenge Rating: 17
Alignment: Always neutral
Advancement: 23-34 (Gargantuan), 35-60 (Colossal)
Level Adjustment: --
A frothing mass is as a sea froth but can take up enormous areas of the sea. They tend to be masses grown to a horrible size on some massive meal such as a galleon or whale and have only be recently risen to the surface. Others are a collection of dozens of sea froths that have by chance met and instinctively mingled into one creature.
A frothing mass is much like the lesser sea froth in its willingness for creatures to approach it, but some by instinct will persue large move creatures or ships if they happen nearby. They are known to completely envelope small craft when they reach this size.
Acid (Ex): A frothing mass secretes a digestive acid that quickly disolves organic material. Any melee hit deals acid damage. Armor (if made of organic materials such as bone, leather, or shell) or cloth dissolves and becomes useless immediately unless it succeeds on a DC 27 reflex save. A wooden, bone or shell weapon that strikes a sea froth also dissolves immediately unless it succeeds on a DC 27 reflex save. The save DC's are Constitution-based.
The ooze's acidic touch deals 40 points of damage per round to wooden, bone or shell objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A frothing mass deals automatic acid damage with a successful grapple check. The opponent’s clothing and armor take a –8 penalty on Reflex saves against the acid.
A frothing mass can simply mow down Huge or smaller creatures as a standard action. It cannot make a physical attack during a round in which it engulfs. The frothing mass merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the mass, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 27 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the mass moves forward. Engulfed creatures are subject to the frothing mass's acid and automatically contract blinding sickness disease. Those within also are considered to be grappled and trapped within its body. The save DC is constitution based.
A frothing mass with 20 or more hit points can start to bubble and froth and increase its size as a full round action. Its reach and space both increase by ten feet. It remains this way for 6d6 rounds or until it is damaged, whichever comes first. If it is hit while frothed, part of it suddenly seems to explode into an acidic vapor, which deals 20 points of damage to the ooze itself. This vapor smells so horribly that those within 40 feet of the froth must make a DC 27 fortitude save or become nauseated. If the save is made they still remain sickened for as long as they remain within the area and 1d6 rounds aftwards. The save DC is constitution based.
Those within the vapor automatically take 2d6 acid damage and must make a DC 27 fortitude save or contract blinding sickness (see p. 292 of the DMG). The save DC is Constitution based.
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. Otherwise it disperses itself in 2d4 minutes.
Improved Grab (Ex): To use this ability, a frothing mass must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A frothing mass is extremely sticky and recieves a +8 bonus on grapple checks, which is already included in the statistics above.
Light Bodied (Ex):
A frothing mass is considered a medium creature for the purpose of determining the effects of strong winds.
Split (Ex): Slashing, piercing weapons and electricity attacks deal no damage to a frothing mass. Instead the creature splits off a sea froth, with a fifth of the original’s current hit points (round down), and the frothing mass loses a fifth of its hit points. A sea foam with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: A sea froth has a +10 racial bonus on swim and climb checks, and can always choose to take a 10 on a swim check even if distracted or endangered.