Help! Monster needed for underwater combat.


Pathfinder First Edition General Discussion

RPG Superstar 2009 Top 8

My players are about to enter the flooded laboratory of a now deceased wizard. I would like for them to encounter something for an underwater combat but I cannot think of what.

So far, I have determined that whatever it is, it used to live in an aquarium tank the wizard had and, when the room flooded, it escaped. I reason that the creature was kept to provide the wizard with a source of something he needed; a special material, components, etc.

My problem is that I cannot narrow down which aquatic creature I would like to use. I'm hoping people will throw out some suggestions of what, and why.

The Party is 3rd lvl and there are 5 members. A small number of weaker enemies is acceptable but my players like to split up a lot so one larger foe is ok too.

Thanks for you ideas

Liberty's Edge RPG Superstar 2010 Top 8

One of these ought to be a nice challenge:

Eye of the Deep (CR 8)
Tome of Horrors 1 Revised (190) (Conversion)
XP 4,800
LE Medium aberration (aquatic)
Init +4; Senses all-around vision, darkvision 60 ft.; Perception +13
DEFENSE ===============
AC 15, touch 10, flat-footed 15 (+5 nautral)
hp 65 (10d8+20 hp)
Fort +5 Ref +5 Will +10
OFFENSE ===============
Speed 5 ft., swim 20 ft.
Melee 2 claws +2 (2d4)
Special Attacks constrict 2d4, eye rays +7 ranged touch, improved grab, stun cone
STATISTICS ===============
Str 10, Dex 10, Con 14, Int 12, Wis 13, Cha 13
Base Attack +7; CMB +7; CMD 17
Feats Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes
Skills Escape Artist +11, Intimidate +12, Perception +13, Stealth +12, Survival +12, Swim +11
ECOLOGY ===============
Environment any aquatic
Organization solitary, pair, or cluster (3-6)
Treasure standard
SPECIAL ABILITIES ===============
Constrict (Ex) On a successful grapple check, an eye of the deep deals 2d4 points of damage.

Eye Rays (Su) Each of the creature’s eyes stalks can produce a magical ray once per round as a free action. The creature can aim both of its eye rays in any direction. Each of its eye rays resembles a spell cast by a 12th-level caster and follows the rules for
a ray (see Aiming a Spell in the PHB). Each eye ray has a range of 150 feet and a save DC of 17. The save DC is Constitution-based.

Hold Person: Left eye—the target must succeed on a Will save or be affected as though by the spell. An eye of the deep will use this ray early in a fight so as to disable its opponents.
Hold Monster: Right eye—the target must succeed on a Will save or be affected as though by the spell. This is used in the same manner as the hold person ray.
Minor Image: By combining the rays of both eyes, the eye of the deep can replicate the minor image spell.

Improved Grab (Ex) To use this ability, an eye of the deep must hit with a claw 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.

Stun Cone (Su) An eye of the deep’s central eye can, once per round, produce a cone extending straight ahead from its front to a range of 30 feet. Creatures in the area must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Constitution-based.

All-Around Vision (Ex) Eyes of the deep are exceptionally alert and circumspect. Their eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked.

Add in some barracudas too:

Advanced Barracuda (Medium) (CR 3)
Tome of Horrors 1 Revised (428) (Conversion)
XP 800
N Medium animal (aquatic)
Init +3; Senses low-light vision, scent; Perception +10
DEFENSE ===============
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 natural)
hp 18 (4d8 hp)
Fort +4 Ref +7 Will +2
OFFENSE ===============
Speed 70 ft.
Melee bite +6 (1d6+1)
STATISTICS ===============
Str 12, Dex 16, Con 11, Int 1, Wis 12, Cha 2
Base Attack +3; CMB +4; CMD 17 (cannot be tripped)
Feats Alertness, Weapon Finesse
Skills Perception +10, Stealth +7, Swim (Dexterity) +18; Racial Modifiers +8 Swim
ECOLOGY ===============
Environment any aquatic
Organization pair, pack (2-5), or school (6-11)
Treasure none


Just stay away from Dire crocodiles and you'll do fine. They tend to grapple people to death pretty quickly.

Liberty's Edge

I recommend constructs, since they don't need to breathe and will be hindered just as much as the players in other aspects(keeping the fight balanced.. sort-of).
Otherwise throw aquatics and some source of Freedom of Movement at them (the spell or an item that has the same effect) to balance out the normally huge penalties.

Liberty's Edge

Mistah J wrote:


My players are about to enter the flooded laboratory of a now deceased wizard. I would like for them to encounter something for an underwater combat but I cannot think of what.

Thanks for you ideas

The Octopus that used to live in the tank is now undead. Treat is as a FAST zombie that has been able to keep it's animal int due to the wizard's experiments on it.

That way the undead zombie will try to pull them down and keep them down.

Since that isn't a big challenge for your party, consider making the water very toxic as well.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Help! Monster needed for underwater combat. All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion