A translucent blue and nearly invisible in water, this cube-shaped jellyfish has four distinct sides and trails dozens of extremely long tentacles.
Tiny Monstrous Sea Wasp CR 1/4
XP 100
N Tiny vermin (aquatic)
Init +1; Senses darkvision 60 ft., watersense 60 ft.; Perception +4
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +3, Ref +1, Will +0
Defensive Abilities transparent; Immune vermin traits
OFFENSE
Speed swim 30 ft.
Melee tentacle +3 (1d3-5 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks entangle
STATISTICS
Str 5, Dex 13, Con 10, Int --, Wis 10, Cha 2
Base Atk +0; CMB -1 ; CMD 4 (can't be tripped)
Feats Weapon FinesseB
Skills Escape Artist +11, Perception +4, Stealth +19, Swim +9; Racial Modifiers +4 Perception, +10 Escape Artist, +10 Stealth
SQ jet, transparent
SPECIAL ABILITIES
Entangle (Ex)
A sea wasp can entangle a creature up to two sizes smaller than itself with its tentacles with a successful CMB check. An entangled opponent suffers tentacle damage and the effect of its poison each round the hold is maintained. An entangled creature still receives a save to avoid the effects of its poison. While a foe is entangled, the sea wasp cannot attack any other creature.
Poison (Ex)
Sting--injury; save Fort DC 10; frequency 1/round for 1d4 rounds; effect 1 Con damage; cure 1 save. The DC of the save is Constitution-based.
Jet (Ex)
A monstrous sea wasp can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Transparent (Ex)
A monstrous sea wasp is nearly invisible floating in the water. An observer must make a successful DC 20 Perception check to notice the sea wasp.
Watersense (Ex)
Monstrous sea wasps can automatically sense the location of anything within 60 feet that is in contact with water.
ECOLOGY
Environment warm aquatic
Organization solitary or ring (2-5)
Treasure incidental
Monstrous sea wasps are deadly aquatic creatures with long, writhing and highly poisonous tentacles that extend for several yards. They inhabit warm waters and tend to congregate near coastal regions or river mouths where they wait for prey to wash downstream to them. Monstrous sea wasps are also called box jellyfish or marine stingers. Almost invisible in the water, the sea wasp has four eyes, one on each side of the bell, connected to a nerve ring inside the main body. They have no brain, but are able to process visual information. These eyes are invisible to all but the keenest observers.
Monstrous sea wasps feed on a variety of marine life including fish, manta rays and stingrays, and crustaceans. The larger monstrous sea wasps also feed on sharks, whales, giant fish, giant squids, octopi, and swimmers. Prey that becomes entangled in its mass of tentacles is quickly stung by the sea wasp and then coiled into its mouth and devoured.
Monstrous sea wasps are non-aggressive and do not actively hunt for food. They simply float along in the water waiting for a living creature to swim into its mass of tentacles. When it detects prey in its tentacles, it folds them around the prey, and stings it. A monstrous sea wasp's poison (particularly the larger ones) is meant to instantly kill its prey so it does not struggle and damage the sea wasp's delicate form. Sages catalogue the sea wasp's sting as being one of the deadliest and most painful one can experience. A creature stung by a sea wasp that lives to tell about, never forgets its brush with this monstrosity.
Tiny Monstrous Sea Wasp CR 1/4
XP 100
N Tiny vermin (aquatic)
Init +1; Senses darkvision 60 ft., watersense 60 ft.; Perception +4
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +3, Ref +1, Will +0
Defensive Abilities transparent; Immune vermin traits
OFFENSE
Speed swim 30 ft.
Melee tentacle +3 (1d3-5 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks entangle
STATISTICS
Str 5, Dex 13, Con 10, Int --, Wis 10, Cha 2
Base Atk +0; CMB -1 ; CMD 4 (can't be tripped)
Feats Weapon FinesseB
Skills Escape Artist +11, Perception +4, Stealth +19, Swim +9; Racial Modifiers +4 Perception, +10 Escape Artist, +10 Stealth
SQ jet, transparent
SPECIAL ABILITIES
Entangle (Ex)
A sea wasp can entangle a creature up to two sizes smaller than itself with its tentacles with a successful CMB check. An entangled opponent suffers tentacle damage and the effect of its poison each round the hold is maintained. An entangled creature still receives a save to avoid the effects of its poison. While a foe is entangled, the sea wasp cannot attack any other creature.
Poison (Ex)
Sting--injury; save Fort DC 10; frequency 1/round for 1d4 rounds; effect 1 Con damage; cure 1 save. The DC of the save is Constitution-based.
Jet (Ex)
A monstrous sea wasp can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Transparent (Ex)
A monstrous sea wasp is nearly invisible floating in the water. An observer must make a successful DC 20 Perception check to notice the sea wasp.
Watersense (Ex)
Monstrous sea wasps can automatically sense the location of anything within 60 feet that is in contact with water.
ECOLOGY
Environment warm aquatic
Organization solitary or ring (2-5)
Treasure incidental
Monstrous sea wasps are deadly aquatic creatures with long, writhing and highly poisonous tentacles that extend for several yards. They inhabit warm waters and tend to congregate near coastal regions or river mouths where they wait for prey to wash downstream to them. Monstrous sea wasps are also called box jellyfish or marine stingers. Almost invisible in the water, the sea wasp has four eyes, one on each side of the bell, connected to a nerve ring inside the main body. They have no brain, but are able to process visual information. These eyes are invisible to all but the keenest observers.
Monstrous sea wasps feed on a variety of marine life including fish, manta rays and stingrays, and crustaceans. The larger monstrous sea wasps also feed on sharks, whales, giant fish, giant squids, octopi, and swimmers. Prey that becomes entangled in its mass of tentacles is quickly stung by the sea wasp and then coiled into its mouth and devoured.
Monstrous sea wasps are non-aggressive and do not actively hunt for food. They simply float along in the water waiting for a living creature to swim into its mass of tentacles. When it detects prey in its tentacles, it folds them around the prey, and stings it. A monstrous sea wasp's poison (particularly the larger ones) is meant to instantly kill its prey so it does not struggle and damage the sea wasp's delicate form. Sages catalogue the sea wasp's sting as being one of the deadliest and most painful one can experience. A creature stung by a sea wasp that lives to tell about, never forgets its brush with this monstrosity.
This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light.
Duergar CR 1/3
XP 135
Duergar warrior 1
LE Medium humanoid (dwarf)
Init –1; Senses darkvision 120 ft; Perception +1
DEFENSEAC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
hp 7 (1d10+2)
Fort +4, Ref –1, Will +1; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
OFFENSESpeed 20 ft.
Melee warhammer +3 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19–20)
Spell-Like Abilities (CL 3rd)
1/day—enlarge person (self only), invisibility (self only)
STATISTICSStr 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
Base Atk +1; CMB +2; CMD 11
Feats Weapon Focus (warhammer)
Skills Intimidate +1, Stealth –3; Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Duergar CR 1/3
XP 135
Duergar warrior 1
LE Medium humanoid (dwarf)
Init –1; Senses darkvision 120 ft; Perception +1
DEFENSEAC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
hp 7 (1d10+2)
Fort +4, Ref –1, Will +1; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
OFFENSESpeed 20 ft.
Melee warhammer +3 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19–20)
Spell-Like Abilities (CL 3rd)
1/day—enlarge person (self only), invisibility (self only)
STATISTICSStr 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
Base Atk +1; CMB +2; CMD 11
Feats Weapon Focus (warhammer)
Skills Intimidate +1, Stealth –3; Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Covered in a thick coat of wool, this placid animal has docile eyes as it forages contentedly.
Sheep CR 1/4
XP 100
N Medium animal
Init +1; Senses low-light vision; Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee bite +1 (1d6)
STATISTICS
Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
ECOLOGY
Environment temperate hills, mountains and plains
Organization flock (5–50 sheep plus 1 ram per 10 adults and (2–20 lambs)
Treasure none
The statistics here describe the common sheep. Sheep generally flee from danger and avoid combat if possible. If cornered, they attack by biting.
Sheep CR 1/4
XP 100
N Medium animal
Init +1; Senses low-light vision; Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee bite +1 (1d6)
STATISTICS
Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
ECOLOGY
Environment temperate hills, mountains and plains
Organization flock (5–50 sheep plus 1 ram per 10 adults and (2–20 lambs)
Treasure none
The statistics here describe the common sheep. Sheep generally flee from danger and avoid combat if possible. If cornered, they attack by biting.
CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
ECOLOGY
Environment any temperate
Organization solitary, pair, nest (3–12), or plague (13–100)
Treasure none
Fecund and secretive, rats are omnivorous rodents that particularly thrive in urban areas.
Otter
CR 1/4
XP 100
N Tiny animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +10
SPECIAL ABILITIES
Familiar
The master of an otter familiar gains a +3 bonus on Swim checks.
ECOLOGY
Environment any water
Organization solitary or family (2-16)
Treasure none
Otters are curious and playful, and enjoy investigating new objects, sliding down wet rocks, and other simple games.
CR 1/4
XP 100
N Tiny animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +10
SPECIAL ABILITIES
Familiar
The master of an otter familiar gains a +3 bonus on Swim checks.
ECOLOGY
Environment any water
Organization solitary or family (2-16)
Treasure none
Otters are curious and playful, and enjoy investigating new objects, sliding down wet rocks, and other simple games.