The Lost Coast has a reputation as a dangerous region not only because of its remote location and the powerful storms that scour it every winter, but also for the large number of dangerous creatures that call the place home. Three of the more infamous denizens of the Lost Coast are presented here: the monstrous crab, the bloodthirsty razoreel swarms, and the horrifying brine naga.
Large Aberration (Aquatic)
Hit Dice: 18d8+90 (171 hp)
Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
Armor Class: 27 (-1 size, +4 Dex, +14 natural), touch 13, flat-footed 23
Base Attack/Grapple: +13/+20
Attack: Bite +16 melee (2d8+4/19-20 plus poison)
Full Attack: Bite +16 melee (2d8+4/19-20 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, shimmering coils, spells
Special Qualities: Amphibious, damage reduction 10/good, darkvision 60 ft., immunity (disease, poison), resistance to fire 15, slime, spell resistance 25
Saves: Fort +11, Ref +10, Will +17
Abilities: Str 16, Dex 19, Con 20, Int 21, Wis 18, Cha 22
Skills: Concentration +26, Diplomacy +8, Escape Artist +25, Intimidate +27, Knowledge (arcana) +26, Knowledge (nature) +26, Sense Motive +25, Spellcraft +28, Swim +11
Feats: Augment Summoning, Empower Spell, Extend Spell, Improved Critical (bite), Iron Will, Spell Focus (conjuration), Weapon Focus (bite)
Environment: Any coastline
Organization: Solitary, pair, or nest (3-4)
Challenge Rating: 14
Alignment: Usually neutral evil
Advancement: 19-36 HD (Large), 37-57 HD (Huge)
Level Adjustment: --
This horrifying creature has the body of a sea snake, and the hues of its lithe shape form a dull rainbow of unhealthy colors. Thick clots of transparent slime cling to its body, and its head is a wretched half-snake and half-crone combination. Its forked tongue frequently slithers out from between its sharklike teeth to taste the air. The reek of brine accompanies the creature.
Brine nagas are among the most dangerous of their kind. Their sheer power allows them to conjure large numbers of minions to serve them. They dwell in extensive sea caves and often make victims of sailors and pirates who sail off course and approach the secluded coastlines that brine nagas prefer to call home.
Brine nagas speak Abyssal, Common, Infernal, and Sylvan.
A brine naga starts combat by summoning several monsters or nature's allies to fight its enemies, emerging to attack with spells from a range of about 60 feet once its summoned minions have engaged with the enemy. Brine nagas have no fear of melee combat, though, and use their shimmering coils special attack to great effect in such situations.
Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 3d6 Strength. The save DC is Constitution-based.
Shimmering Coils (Su): As long as a brine naga spends a move action to writhe and undulate her coils, all creatures within 60 feet must make a Will saving throw (DC 25) or become sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1 round by the dance of unhealthy color. Creatures within 15 feet of the brine naga who fail this saving throw instead become nauseated for 1 round. Blind creatures are immune to this mind-affecting compulsion. The save DC is Charisma-based.
Spells: Brine nagas cast spells as 14th-level sorcerers and can also cast spells from the druid spell list. The druid spells are considered arcane spells for a brine naga. The naga can add druid spells to its personal spell list. The naga does not need a divine focus to cast these druid spells.
Typical Spells Known (6/8/8/7/7/7/6/3; save DC 16 + spell level): 0 -- acid splash, dancing lights, daze, ghost sound, know direction, message, prestidigitation, resistance, touch of fatigue; 1 -- entangle, grease, longstrider, summon monster I, summon nature's ally I; 2 -- barkskin, glitterdust, summon monster II, summon nature's ally II, web; 3 -- greater magic fang, protection from energy, summon monster III, summon nature's ally III; 4 -- air walk, Evard's black tentacles, summon monster IV, summon nature's ally IV; 5 -- cone of cold, cure critical wounds, summon monster V; 6 -- acid fog, summon nature's ally VI; 7 -- summon monster VII.
Slime (Ex): A brine naga's skin is covered with a thick layer of clear slime. The slime is slightly toxic, and any creature that attacks a brine naga with a natural weapon, unarmed attack, or a light melee weapon must make a successful DC 24 Fortitude save or become nauseated for 1d4 rounds. This slime suffuses surrounding water, so when a brine naga is underwater, the slime also can affect all creatures within the brine naga's reach. Creatures that are immune to poison are immune to the effects of brine naga slime. The save DC is Constitution-based.
Large Vermin (Aquatic)
Hit Dice: 7d8+35 (66 hp)
Speed: 40 ft. (8 squares), swim 30 ft. (6 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +5/+19
Attack: Claw +10 melee (1d8+9)
Full Attack: 2 claws +10 melee (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+9, improved grab, powerful claws
Special Qualities: Amphibious, darkvision 60 ft., vermin traits
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 22, Dex 14, Con 21, Int --, Wis 10, Cha 2
Environment: Temperate coastal
Organization: Solitary, pair, or swarm (6-10)
Challenge Rating: 3
Alignment: Always neutral
Advancement: 8-10 HD (Large), 11-21 HD (Huge)
Level Adjustment: --
This massive creature scuttles about with surprising speed and grace for its size. Its shell is brightly colored in shades of deep orange to bone white, and its twin claws are both sharp and large enough to behead a horse with one slice.
Monstrous crabs are scavengers, and they feed upon the reeking bodies of dead sea creatures that wash up on shore. Despite this, they aren't above attacking still-living creatures upon sight, since monstrous crabs are always hungry.
A monstrous crab is straightforward in combat. It lumbers forth toward the nearest target and attacks with its claws. Once a monstrous crab has a morsel or creature in each claw, it retreats into the water to feed. Creatures held in its claws when it does so soon drown if they can't breathe water.
Constrict (Ex): With a successful grapple check, a monstrous crab can crush a grabbed opponent, dealing 1d8+9 points of bludgeoning damage.
Improved Grab (Ex): If a monstrous crab hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.
Powerful Claws (Ex): A monstrous crab always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks.
Vermin Traits: A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).
Tiny Magical Beast (Aquatic, Swarm)
Hit Dice: 18d10+54 (153 hp)
Speed: 10 ft. (2 squares), burrow 10 ft. (2 squares), swim 90 ft. (18 squares)
Armor Class: 24 (+4 size, +10 Dex), touch 24, flat-footed 14
Base Attack/Grapple: +18/--
Attack: Swarm (4d6 + 1d6 Con)
Full Attack: Swarm (4d6 + 1d6 Con)
Space/Reach: 10 ft./0 ft.
Special Attacks: Constitution damage, distraction, penetrate damage reduction
Special Qualities: Blindsense 120 ft., darkvision 60 ft., evasion, immunity to weapon damage, low-light vision, resistance to acid 10, cold 10, and sonic 10, swarm traits
Saves: Fort +16, Ref +23, Will +8
Abilities: Str 2, Dex 30, Con 16, Int 2, Wis 10, Cha 2
Skills: Hide +27, Listen +2, Move Silently +19, Spot +9
Feats: Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (swarm), Iron Will, Lightning Reflexes, Stealthy
Environment: Temperate coastal
Organization: Solitary, pair, school (3-5), or shoal (6-12)
Challenge Rating: 11
Alignment: Always neutral
Level Adjustment: --
A shimmering cloud of red and silver, this swarm of foot-long eels swims with shocking grace and speed. Each eel possesses a set of razor-sharp transparent teeth and long thin serrated fins along its back.
A razoreel swarm is a mass of writhing eels with a voracious appetite. Although they aren't amphibious, they can nevertheless slither about on land slowly for short periods of time. Their teeth and fins are sharp enough to cut through stone, and many razoreel swarms dwell in incredibly tangled nests burrowed directly into the solid rock that surrounds large tidepools.
A razoreel swarm seeks to surround and attack any living creatures it encounters, and it pursues them for short distances onto shore if necessary. Some rocky beaches are particularly dangerous, for colonies of razoreels dig into the stone under the shore and create dangerous sections of weak stone that collapse when creatures walk over them.
Constitution Damage (Ex): Anyone damaged by a razoreel swarm must make a Fortitude save (DC 22) or take 1d6 points of temporary Constitution damage as well. This save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a razoreel swarm in its space must succeed on a DC 22 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Distraction (Ex): Any living creature vulnerable to the swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 22 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
Penetrate Damage Reduction (Su): Razoreels are supernaturally sharp, and damage done by a razoreel swarm is treated as a magic weapon for the purpose of dealing damage to creatures with damage reduction. This damage also ignores all hardness an object or creature may possess.
Evasion (Ex): If a razoreel swarm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage.
Swarm Traits:A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an Intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and it does not re-form until its hit points exceed its nonlethal damage.