Stranger On the Shore
Hit Dice: 4d12+4 HD (30 hp)
Speed: 30 ft. (6 squares), burrow 10 ft. (sand only), swim 30 ft.
Armor Class: (+1 dex)
Base Attack/Grapple: +2/+5
Attack: Club +5 melee (1d6+3)
Full Attack: Club +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fleshpact, sea breeze, spell-like abilities
Special Qualities: Darkvision 60 ft., deathless traits, dunerunner, eye of the storm, immunity to cold and electricity, low-light vision, sea wound, speak with scavenger
Saves: Fort +3, Ref +2, Will +8
Abilities: Str 16, Dex 12, Con -, Int 11, Wis 19, Cha 18
Skills: Knowledge (geography) +9, Perform (wind instrument) +16, Survival +11
Feats: Great Fortitude(B), Improved Toughness, Open Minded
Environment: Any land or aquatic
Challenge Rating: 4
Alignment: Any non-evil
Advancement: By character class
Level Adjustment: +5
He at first appears greatly aged, but his face is not that of an old man, yet his dreadlocked hair and unkept beard are immensely long. As one nears they see they not white, but sunbleached to a platinum shade. Interesting shells and carved seaglass have been braided into them decoratively. He wears the clothing of the seaman, though they are tattered and faded. His feet are bare and covered in scars and partially healed sores.
In a hand thick with callous he holds a large flute of some kind carved roughly from a piece of driftwood and fitted with a shell mouthpiece.
A stranger on the shore is a strange being who rises up out of the sands one evening to walk the shoreline and play his melancholy tunes upon his flute. He is most often found upon beaches where little grows or coastal communities destroyed by storm or wave.
It is said that the strangers on the shore are the kindly spirits of those who were entrusted to watch for signs of coming danger, be they atop the crow's nest, patrolling the waters, or running a lighthouse, but failed in their duty catastrophically. Whether as punishment or from guilt they now go from island to island, or walk the edges of entire continents forever trying to give warning. As such they are often treated with fear and suspicion as where they go tragedy follows, when the case is the exact opposite.
A stranger on the shore speaks whatever language he did in life.
A stranger on the shore only fights in defense, and will usually summon a mighty gale to discourage his opponent. If this is unsuccessful he can call forth creatures to battle, and if forces his flute is also capable of doubling as a club.
A stranger on the shore treats all sand as normal terrain.
Eye of the Storm (Su):
A stranger on the shore is continuously surrounded by a center of calm where winds no stronger than a hard breeze can blow that extends 10 feet. This affects defends against natural storms and wind as well as those supernaturally created.
As well a stranger on the storm can predict a storm up to a week in advance as if automatically succeeding on a Survival check. He may add additional days to this prediction based on an actual survival check. For example if he used survival to predict 2 days in advance he would be able to predict the weather up to 9 days in advance.
A stranger on the shore can at any time summon a flock of seagulls (use statistics for murder of crows), a medium monstrous crab, or up to 4 small monstrous crabs. Whenever he summons them he must offer them a portion of his flesh to eat, which is as a single attack by whichever he summons. They will then attack or perform whatever action he commands. If there is nothing to attack he must offer them his flesh each minute or they attack and take it themselves. He can send them away at any time but they will not return for 24 hours.
If they attack another being each successful attack counts as an offering from the stranger on the shore. Multiple offerings stack.
When a stranger on the shore plays his flute he can manipulate the wind as as the Control Winds spell. The speed of the wind is equal to the Perform check, to which he gains a +6 bonus already included in the statistics above. He may make a new perform check each minute. This wind lasts for as long as he plays and for 10 rounds afterward. If he begins a new check the previous wind dies down and a new wind springs up.
Sand In the Wound (Ex):
If a stranger on the shore buries himself in sand for 4 hours he reemerges at full hit points. Even if he dies, if his remains are covered over he comes back to life 4 hours later.
Speak With Scavenger (Ex):
A stranger on the shore can speak with any scavenging creature, which includes gulls, crabs, eels, and most types of fish, as the Speak With Animals spell, caster level 10th.
Caster level 4th. Save DC's are Charisma-based
At Will - Deathwatch, Rusting Grasp, Wood Rot (DC 18)
Strangers on the shore gain a +4 bonus to Knowledge (geography) checks.