Listen up, adventurers. Don't go underwater.
It's awful. And it doesn’t
get any better as you go up in levels because that means the adventure just
goes deeper, and deeper is always bad.
What’s that? You have a race or
class ability that lets you breathe water? Too bad you have nothing to handle the water pressure
crushing you like a tin can. You
have a magic item that gives you a swim speed? Great, you’re now almost
as fast as the leviathan that will swallow
you whole for acid and/or bludgeoning damage. You inherited a magical bathysphere? Awesome! The monster is so big it can smash through its hardness.
Case in point: the deep sea serpent.
How bad could it be, right? The sea serpent is CR 12. The deep sea serpent is…CR 19. 15 Hit Dice…vs. 23 Hit Dice. Tail slap +18…vs. tail slap +33. A possible 50 points of bludgeoning damage in the stomach
vs. 81 points. Plus a charge
attack that can take it 400 ft. in a
single round.
And it’s not even smart! This probably won't even be the adventure finale! This is the monster you have to go
through on your way to the bad guy.
Adventuring underwater never gets easier. Save yourself a lot of trouble and let
the krakens or the aboleths or the whatevers win.
(As for GMs: Go nuts! Add bioluminescent lures, special
attacks, templates, and fashion them after strange creatures like gulper ears
and goblin sharks… Your players
will totally love you for it.
Honest.)
A ceratioidi ruler
is also a powerful arcanist (see the Advanced
Class Guide). Using her
magical gift, she seeks to hasten her apotheosis into a Great Mother, hoping to
gain the physical and mystical power of the Mother without losing her great
intellect. What she didn't account
for was the effect the experimental rite would have on her male
counterpart. Now she is locked in
a battle over her own body. If
adventurers do not intervene in time, the male will bloat into a deep sea
serpent and destroy all the ceratioidi matron has built.
Most of the Plane of
Water is as hospitable as a shallow sea, but there are natural and
unnatural zones of pressure beyond that of even the deepest Material Plane
oceans. To protect their eggs from
fell influences beyond the stars, certain vortex dragons hide their clutches in
the Plane of Water, where their presence creates a gravity and pressure all its
own. These clutches are guarded by
deep sea serpents who recognize the eggs as the source of the comforting
crushing sensation and guard them as their own.
To prevent the
colonization and utter enslavement of Sheyaria by Taltos conquistadors, the
elven nation of Wendaerin raised an entire fleet to save their dawn elf
kin. The effort was monumental,
with materiel transported through Weal Gates from other worlds and the entire
island port of Bandwn held in a bubble 10 years out of time in order to finish
the work on schedule. Now a fleet
like none other in history sails forth.
But before it clears the Bay of Orvall, not just one, but two deep sea serpents rise to meet the
boats. If the monsters are not
defeated, the rescue will be over before it has even begun.
—Pathfinder Bestiary 3
240
Sure, I own the Advanced Class Guide. Because credit card. Given my current level of work/life
balance—the earliest I made it home this week was 10:15 PM—let’s all just pretend I’ve read it, shall we?
If you’re a D&D 3.0/3.5 fan, those vortex dragon eggs could
easily belong to the Epic Level Handbook’s
force dragons.
Thanks for this! I love sea serpents.
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