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Lesser Water Elemental Group, Magical Slamming wave (d10 damage) 6 HP 4 armor Close, Reach Special Qualities: Physical attacks do nothing unless they hit the core A swirling creature of living liquid, a water elemental derives sustenance from the dying gasps of creatures that drown in its grip. Spellcasters often place water elementals in innocent-seeming pools. Whether in an enclosed body of water or in the seas of the Elemental Chaos, water elementals overturn vessels out of spite. Instinct: To flood the lands
- Choke by forcing water down into the lungs
- Blast foes away with a wave of water
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Fisherman Group, Organized, Intelligent Spears (b[3w[3d8] damage) 6 HP 0 armor Close, Reach, Near, Far These fishers aren't eager to fight, but will if they have to. Some of them won't be as friendly (check the disposition of the nearest settlement). Instinct: to feast and be joyous
- Offer a share of the catch in return for help
- Sound the warning horn
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Giant Fish Solitary, Huge Ram (w[2d8+3] damage) 24 HP 2 armor Reach Special Qualities: Aquatic A massive fish, large enough to eat people. It's not really aggressive, though. It's stomach has 8 hit points but heals rapidly. Instinct: to remain undisturbed
- Swallow Whole
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Water Spirit Solitary, Magical, Intelligent, Hoarder, Planar, Amorphous Aqua Blast (w[2d10] damage) 19 HP 5 armor Close, Reach, Near, Far A playful water spirit, friendly but eager to challenge strangers. Vicious and unrelenting when angered. Instinct: to entertain itself
- Offer a challenge or game
- Conjure and control water
- Offer a blessing of the oceans, lakes, or rivers
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Flesh-Eating Fish Horde, Tiny, Organized Bite (b[2d4-2] damage 1 piercing) 3 HP 4 armor Hand, Ignores Armor Like piranha, but meaner. If a target is swarmed, don't attack for each individually; instead do 1 damage per 4 fish. Instinct: to feast
- Nibble painfully
- Swarm around a bleeding target
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Lake Monster Solitary, Huge, Hoarder Bite (w[2d8+3] damage) 24 HP 5 armor Reach Special Qualities: lightning fast A massive lake monster. Really harmless, but doesn't like being bothered. It's got a stomach-full of loot, though. And some water-spirit friends... Instinct: to be left alone
- Appear, then disappear
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Exploding Crabs Horde, Tiny, Organized Claw Pinch (d4-2 damage) 3 HP 3 armor Hand A tiny crab that packs a big punch! Explosion damage is equal to it's hit points (at time of detonation). Instinct: to protect the hive
- Blow up!
- Trigger a chain reaction
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Giant Crab Group Pincers (d8+2 damage 1 piercing) 6 HP 3 armor Close, Forceful A giant crab! What did you expect? It feeds on grubs, so it leaves corpses around. Make sense? Instinct: to leave corpses
- Crush something
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Merfolk Group, Stealthy, Devious, Organized, Intelligent, Hoarder Trident (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Near Special Qualities: Amphibious An ancient and proud race. Might have something to offer, if they think you do. Instinct: to conquer the land
- Lure to an undersea settlement
- Offer a promise of riches or power
- Capture someone
- Blow the Conch