Encounters for PFS Scenario #7-03: A Foot in the Door

Trader's End (Levels 5-6; 8-9 Challenge Points)

Naiad Ship Hunter (2)

Dragged to the Depths

Trader's End (Levels 5-6; 10-11 Challenge Points)

Naiad Ship Hunter (2)

Weak Naiad Ship Hunter

Dragged to the Depths

Trader's End (Levels 5-6; 12-13 Challenge Points)

Naiad Ship Hunter (2)

Weak Naiad Commander

Dragged to the Depths

Trader's End (Levels 5-6; 14-15 Challenge Points)

Naiad Ship Hunter (2)

Weak Naiad Ship Hunter

Weak Naiad Commander

Dragged to the Depths

Trader's End (Levels 5-6; 16-18 Challenge Points)

Naiad Ship Hunter (2)

Weak Naiad Commander (2)

Dragged to the Depths

Rally Point (Levels 5-6)

Great White SharkCreature 4

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +11; blood scent, scent (imprecise) 100 feet
Skills Athletics +14, Stealth +12, Survival +9
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 21; Fort +12, Ref +10, Will +9
HP 60
Speed swim 40 feet
Melee [one-action] jaws +14 [+9/+4], Damage 1d12+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

ReefclawCreature 1

Small Aberration Aquatic 
Source Monster Core pg. 291 1.1
Perception +8; darkvision
Languages Common; (can't speak any language)
Skills Acrobatics +7, Athletics +4 (+8 to Swim)
Str +1, Dex +4, Con +2, Int -3, Wis +1, Cha +1
AC 20; Fort +7, Ref +9, Will +4
HP 17
Death Frenzy [reaction] Trigger The reefclaw is reduced to 0 Hit Points; Effect The reefclaw makes a claw Strike before dying.
Speed 5 feet, swim 30 feet
Melee [one-action] claw +9 [+4/-1] (finesse), Damage 1d6+1 slashing plus reefclaw venom and GrabConstrict [one-action] 1d6 bludgeoning, DC 17Reefclaw Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round), Stage 2 1d6 poison damage and enfeebled 2 (1 round).

Rally Point (Levels 5-6; 8-9 Challenge Points)

Great White SharkCreature 4

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +11; blood scent, scent (imprecise) 100 feet
Skills Athletics +14, Stealth +12, Survival +9
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 21; Fort +12, Ref +10, Will +9
HP 60
Speed swim 40 feet
Melee [one-action] jaws +14 [+9/+4], Damage 1d12+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

Naiad Warrior (2)

ReefclawCreature 1

Small Aberration Aquatic 
Source Monster Core pg. 291 1.1
Perception +8; darkvision
Languages Common; (can't speak any language)
Skills Acrobatics +7, Athletics +4 (+8 to Swim)
Str +1, Dex +4, Con +2, Int -3, Wis +1, Cha +1
AC 20; Fort +7, Ref +9, Will +4
HP 17
Death Frenzy [reaction] Trigger The reefclaw is reduced to 0 Hit Points; Effect The reefclaw makes a claw Strike before dying.
Speed 5 feet, swim 30 feet
Melee [one-action] claw +9 [+4/-1] (finesse), Damage 1d6+1 slashing plus reefclaw venom and GrabConstrict [one-action] 1d6 bludgeoning, DC 17Reefclaw Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round), Stage 2 1d6 poison damage and enfeebled 2 (1 round).

Rally Point (Levels 5-6; 10-11 Challenge Points)

Great White Shark (2)Creature 4

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +11; blood scent, scent (imprecise) 100 feet
Skills Athletics +14, Stealth +12, Survival +9
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 21; Fort +12, Ref +10, Will +9
HP 60
Speed swim 40 feet
Melee [one-action] jaws +14 [+9/+4], Damage 1d12+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

Naiad Warrior (2)

Rally Point (Levels 5-6; 12-13 Challenge Points)

Great White SharkCreature 4

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +11; blood scent, scent (imprecise) 100 feet
Skills Athletics +14, Stealth +12, Survival +9
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 21; Fort +12, Ref +10, Will +9
HP 60
Speed swim 40 feet
Melee [one-action] jaws +14 [+9/+4], Damage 1d12+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

Naiad Water Guardian (2)

ReefclawCreature 1

Small Aberration Aquatic 
Source Monster Core pg. 291 1.1
Perception +8; darkvision
Languages Common; (can't speak any language)
Skills Acrobatics +7, Athletics +4 (+8 to Swim)
Str +1, Dex +4, Con +2, Int -3, Wis +1, Cha +1
AC 20; Fort +7, Ref +9, Will +4
HP 17
Death Frenzy [reaction] Trigger The reefclaw is reduced to 0 Hit Points; Effect The reefclaw makes a claw Strike before dying.
Speed 5 feet, swim 30 feet
Melee [one-action] claw +9 [+4/-1] (finesse), Damage 1d6+1 slashing plus reefclaw venom and GrabConstrict [one-action] 1d6 bludgeoning, DC 17Reefclaw Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round), Stage 2 1d6 poison damage and enfeebled 2 (1 round).

Rally Point (Levels 5-6; 14-15 Challenge Points)

Great White Shark (2)Creature 4

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +11; blood scent, scent (imprecise) 100 feet
Skills Athletics +14, Stealth +12, Survival +9
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 21; Fort +12, Ref +10, Will +9
HP 60
Speed swim 40 feet
Melee [one-action] jaws +14 [+9/+4], Damage 1d12+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

Naiad Water Guardian (2)

Rally Point (Levels 5-6; 16-18 Challenge Points)

Great White Shark (2)Creature 4

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +11; blood scent, scent (imprecise) 100 feet
Skills Athletics +14, Stealth +12, Survival +9
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 21; Fort +12, Ref +10, Will +9
HP 60
Speed swim 40 feet
Melee [one-action] jaws +14 [+9/+4], Damage 1d12+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

Naiad Warrior

Naiad Water Guardian (2)

Sea Monster Attack (Optional) (Levels 5-6)

Con RitCreature 7

Huge Animal Aquatic 
Source Monster Core pg. 67 1.1
Perception +15; darkvision
Skills Acrobatics +13, Athletics +18, Stealth +13
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4
AC 27; Fort +17, Ref +14, Will +10
HP 100; Resistances slashing 5, piercing 5
Speed 10 feet, swim 60 feet
Melee [one-action] mandible +18 [+13/+8] (reach 15 feet), Damage 2d10+8 piercing plus con rit venomCon Rit Venom (poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison (1 round); Stage 2 2d10 poison and off-guard (1 round); Stage 3 2d10 poison, off-guard, and slowed 1 (1 round)Spit Venom [two-actions] (poison) The con rit spits a propulsive blast of venom that deals 2d10 poison and 2d10 bludgeoning damage in a 30-foot line (DC 25 basic Fortitude save). Creatures who fail their save are also pushed 10 feet. The con rit cannot use Spit Venom again for 1d4 rounds.Undulate [one-action] The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing.

Weak Great White SharkCreature 3

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +9; blood scent, scent (imprecise) 100 feet
Skills Athletics +12, Stealth +10, Survival +7
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 19; Fort +10, Ref +8, Will +7
HP 45
Speed swim 40 feet
Melee [one-action] jaws +12 [+7/+2], Damage 1d12-2+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

OrcaCreature 5

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +12; aquatic echolocation 120 feet, low-light vision
Skills Athletics +14, Stealth +13
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 21; Fort +14, Ref +11, Will +12
HP 75
Speed swim 60 feet
Melee [one-action] jaws +13 [+8/+3], Damage 2d8+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Sea Monster Attack (Optional) (Levels 5-6; 8-9 Challenge Points)

Con RitCreature 7

Huge Animal Aquatic 
Source Monster Core pg. 67 1.1
Perception +15; darkvision
Skills Acrobatics +13, Athletics +18, Stealth +13
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4
AC 27; Fort +17, Ref +14, Will +10
HP 100; Resistances slashing 5, piercing 5
Speed 10 feet, swim 60 feet
Melee [one-action] mandible +18 [+13/+8] (reach 15 feet), Damage 2d10+8 piercing plus con rit venomCon Rit Venom (poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison (1 round); Stage 2 2d10 poison and off-guard (1 round); Stage 3 2d10 poison, off-guard, and slowed 1 (1 round)Spit Venom [two-actions] (poison) The con rit spits a propulsive blast of venom that deals 2d10 poison and 2d10 bludgeoning damage in a 30-foot line (DC 25 basic Fortitude save). Creatures who fail their save are also pushed 10 feet. The con rit cannot use Spit Venom again for 1d4 rounds.Undulate [one-action] The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing.

Sea Monster Attack (Optional) (Levels 5-6; 10-11 Challenge Points)

Con RitCreature 7

Huge Animal Aquatic 
Source Monster Core pg. 67 1.1
Perception +15; darkvision
Skills Acrobatics +13, Athletics +18, Stealth +13
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4
AC 27; Fort +17, Ref +14, Will +10
HP 100; Resistances slashing 5, piercing 5
Speed 10 feet, swim 60 feet
Melee [one-action] mandible +18 [+13/+8] (reach 15 feet), Damage 2d10+8 piercing plus con rit venomCon Rit Venom (poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison (1 round); Stage 2 2d10 poison and off-guard (1 round); Stage 3 2d10 poison, off-guard, and slowed 1 (1 round)Spit Venom [two-actions] (poison) The con rit spits a propulsive blast of venom that deals 2d10 poison and 2d10 bludgeoning damage in a 30-foot line (DC 25 basic Fortitude save). Creatures who fail their save are also pushed 10 feet. The con rit cannot use Spit Venom again for 1d4 rounds.Undulate [one-action] The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing.

Weak Great White SharkCreature 3

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +9; blood scent, scent (imprecise) 100 feet
Skills Athletics +12, Stealth +10, Survival +7
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 19; Fort +10, Ref +8, Will +7
HP 45
Speed swim 40 feet
Melee [one-action] jaws +12 [+7/+2], Damage 1d12-2+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

Sea Monster Attack (Optional) (Levels 5-6; 12-13 Challenge Points)

Con RitCreature 7

Huge Animal Aquatic 
Source Monster Core pg. 67 1.1
Perception +15; darkvision
Skills Acrobatics +13, Athletics +18, Stealth +13
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4
AC 27; Fort +17, Ref +14, Will +10
HP 100; Resistances slashing 5, piercing 5
Speed 10 feet, swim 60 feet
Melee [one-action] mandible +18 [+13/+8] (reach 15 feet), Damage 2d10+8 piercing plus con rit venomCon Rit Venom (poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison (1 round); Stage 2 2d10 poison and off-guard (1 round); Stage 3 2d10 poison, off-guard, and slowed 1 (1 round)Spit Venom [two-actions] (poison) The con rit spits a propulsive blast of venom that deals 2d10 poison and 2d10 bludgeoning damage in a 30-foot line (DC 25 basic Fortitude save). Creatures who fail their save are also pushed 10 feet. The con rit cannot use Spit Venom again for 1d4 rounds.Undulate [one-action] The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing.

OrcaCreature 5

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +12; aquatic echolocation 120 feet, low-light vision
Skills Athletics +14, Stealth +13
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 21; Fort +14, Ref +11, Will +12
HP 75
Speed swim 60 feet
Melee [one-action] jaws +13 [+8/+3], Damage 2d8+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Sea Monster Attack (Optional) (Levels 5-6; 14-15 Challenge Points)

Con RitCreature 7

Huge Animal Aquatic 
Source Monster Core pg. 67 1.1
Perception +15; darkvision
Skills Acrobatics +13, Athletics +18, Stealth +13
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4
AC 27; Fort +17, Ref +14, Will +10
HP 100; Resistances slashing 5, piercing 5
Speed 10 feet, swim 60 feet
Melee [one-action] mandible +18 [+13/+8] (reach 15 feet), Damage 2d10+8 piercing plus con rit venomCon Rit Venom (poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison (1 round); Stage 2 2d10 poison and off-guard (1 round); Stage 3 2d10 poison, off-guard, and slowed 1 (1 round)Spit Venom [two-actions] (poison) The con rit spits a propulsive blast of venom that deals 2d10 poison and 2d10 bludgeoning damage in a 30-foot line (DC 25 basic Fortitude save). Creatures who fail their save are also pushed 10 feet. The con rit cannot use Spit Venom again for 1d4 rounds.Undulate [one-action] The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing.

Weak Great White SharkCreature 3

Large Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +9; blood scent, scent (imprecise) 100 feet
Skills Athletics +12, Stealth +10, Survival +7
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
Blood Scent The shark can smell blood in the water from up to 1 mile away.
AC 19; Fort +10, Ref +8, Will +7
HP 45
Speed swim 40 feet
Melee [one-action] jaws +12 [+7/+2], Damage 1d12-2+8 piercingBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.Strafing Chomp [one-action] The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.

OrcaCreature 5

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +12; aquatic echolocation 120 feet, low-light vision
Skills Athletics +14, Stealth +13
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 21; Fort +14, Ref +11, Will +12
HP 75
Speed swim 60 feet
Melee [one-action] jaws +13 [+8/+3], Damage 2d8+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Sea Monster Attack (Optional) (Levels 5-6; 16-18 Challenge Points)

Con RitCreature 7

Huge Animal Aquatic 
Source Monster Core pg. 67 1.1
Perception +15; darkvision
Skills Acrobatics +13, Athletics +18, Stealth +13
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4
AC 27; Fort +17, Ref +14, Will +10
HP 100; Resistances slashing 5, piercing 5
Speed 10 feet, swim 60 feet
Melee [one-action] mandible +18 [+13/+8] (reach 15 feet), Damage 2d10+8 piercing plus con rit venomCon Rit Venom (poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison (1 round); Stage 2 2d10 poison and off-guard (1 round); Stage 3 2d10 poison, off-guard, and slowed 1 (1 round)Spit Venom [two-actions] (poison) The con rit spits a propulsive blast of venom that deals 2d10 poison and 2d10 bludgeoning damage in a 30-foot line (DC 25 basic Fortitude save). Creatures who fail their save are also pushed 10 feet. The con rit cannot use Spit Venom again for 1d4 rounds.Undulate [one-action] The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing.

Orca (2)Creature 5

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +12; aquatic echolocation 120 feet, low-light vision
Skills Athletics +14, Stealth +13
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 21; Fort +14, Ref +11, Will +12
HP 75
Speed swim 60 feet
Melee [one-action] jaws +13 [+8/+3], Damage 2d8+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Main Temple Chamber (Levels 5-6; 8-9 Challenge Points)

Timonithaea

Enraged Sea Life

Main Temple Chamber (Levels 5-6; 10-11 Challenge Points)

Timonithaea

Enraged Sea Life

Naiad Ship Hunter

Main Temple Chamber (Levels 5-6; 12-13 Challenge Points)

Timonithaea

Enraged Sea Life

Naiad Commander

Main Temple Chamber (Levels 5-6; 14-15 Challenge Points)

Timonithaea

Enraged Sea Life

Naiad Ship Hunter

Naiad Commander

Main Temple Chamber (Levels 5-6; 16-18 Challenge Points)

Timonithaea

Enraged Sea Life

Naiad Commander (2)

Trader's End (Levels 7-8; 16-18 Challenge Points)

Naiad Raider (2)

Dragged to the Briny Depths

Trader's End (Levels 7-8; 19-22 Challenge Points)

Naiad Raider (2)

Dragged to the Briny Depths

Weak Naiad Raider

Trader's End (Levels 7-8; 23-27 Challenge Points)

Naiad Raider (2)

Dragged to the Briny Depths

Elite Naiad Commander

Trader's End (Levels 7-8; 28-32 Challenge Points)

Naiad Raider (2)

Dragged to the Briny Depths

Elite Naiad Commander

Weak Naiad Raider

Trader's End (Levels 7-8; 33-36 Challenge Points)

Naiad Raider (2)

Dragged to the Briny Depths

Elite Naiad Commander (2)

Rally Point (Levels 7-8)

Elite OrcaCreature 6

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +14; aquatic echolocation 120 feet, low-light vision
Skills Athletics +16, Stealth +15
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 23; Fort +16, Ref +13, Will +14
HP 95
Speed swim 60 feet
Melee [one-action] jaws +15 [+10/+5], Damage 2d8+2+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Rally Point (Levels 7-8; 16-18 Challenge Points)

Elite OrcaCreature 6

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +14; aquatic echolocation 120 feet, low-light vision
Skills Athletics +16, Stealth +15
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 23; Fort +16, Ref +13, Will +14
HP 95
Speed swim 60 feet
Melee [one-action] jaws +15 [+10/+5], Damage 2d8+2+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Naiad Warrior

Naiad Water Guardian (2)

Rally Point (Levels 7-8; 19-22 Challenge Points)

Elite Orca (2)Creature 6

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +14; aquatic echolocation 120 feet, low-light vision
Skills Athletics +16, Stealth +15
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 23; Fort +16, Ref +13, Will +14
HP 95
Speed swim 60 feet
Melee [one-action] jaws +15 [+10/+5], Damage 2d8+2+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Naiad Water Guardian

Rally Point (Levels 7-8; 23-27 Challenge Points)

Elite OrcaCreature 6

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +14; aquatic echolocation 120 feet, low-light vision
Skills Athletics +16, Stealth +15
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 23; Fort +16, Ref +13, Will +14
HP 95
Speed swim 60 feet
Melee [one-action] jaws +15 [+10/+5], Damage 2d8+2+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Naiad Warrior

Naiad Water Defender (2)

Rally Point (Levels 7-8; 28-32 Challenge Points)

Elite Orca (2)Creature 6

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +14; aquatic echolocation 120 feet, low-light vision
Skills Athletics +16, Stealth +15
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 23; Fort +16, Ref +13, Will +14
HP 95
Speed swim 60 feet
Melee [one-action] jaws +15 [+10/+5], Damage 2d8+2+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Naiad Water Defender (2)

Rally Point (Levels 7-8; 33-36 Challenge Points)

Elite Orca (2)Creature 6

Huge Animal 
Source Monster Core pg. 103 1.1
Perception +14; aquatic echolocation 120 feet, low-light vision
Skills Athletics +16, Stealth +15
Str +7, Dex +2, Con +5, Int -4, Wis +3, Cha +0
Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath An orca can hold its breath for 2 hours.
AC 23; Fort +16, Ref +13, Will +14
HP 95
Speed swim 60 feet
Melee [one-action] jaws +15 [+10/+5], Damage 2d8+2+9 piercing plus GrabAquatic Ambush [one-action] 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water.Breach [two-actions] The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Naiad Water Defender (2)

Naiad Water Guardian

Sea Monster Attack (Optional) (Levels 7-8)

MegalodonCreature 9

Gargantuan Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +20; blood scent, scent (imprecise) 100 feet
Skills Athletics +21, Stealth +19, Survival +16
Str +8, Dex +2, Con +5, Int -4, Wis +3, Cha -2
Blood Scent The shark can smell blood in the water from up to 1 mile away
AC 27; Fort +21, Ref +16, Will +17
HP 180
Speed swim 80 feet
Melee [one-action] jaws +22 [+17/+12] (reach 10 feet), Damage 2d12+10 piercing plus Improved GrabMelee [one-action] tail +22 [+18/+14] (agile, reach 15 feet), Damage 2d8+10 piercing plus Push 15 feetBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface, or 40 feet with its tail). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 2d12 slashing damage.Swallow Whole [one-action] (attack) Huge, 2d8+5 bludgeoning, Rupture 20

Weak Sedacthy SpeakerCreature 5

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 301 1.1
Perception +13; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +14, Crafting +12, Diplomacy +11, Intimidation +13, Nature +13
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +5
Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.
Items +1 trident
AC 21; Fort +12, Ref +11, Will +13
HP 75
Speaker's Privilege [reaction] Trigger The sedacthy speaker takes damage; Requirements The sedacthy speaker has cover from an animal ally; Effect The animal takes the damage instead.
Speed 20 feet, swim 40 feet
Melee [one-action] trident +15 [+10/+5] (magical), Damage 1d8-2+10 piercingMelee [one-action] jaws +14 [+9/+4], Damage 1d6-2+8 piercing plus 1d4 persistent bleedMelee [one-action] claw +14 [+10/+6] (agile), Damage 1d6-2+8 slashingRanged [one-action] trident +12 [+7/+2] (magical, thrown 20 feet), Damage 1d8-2+8 piercingAnimal Shield [one-action] Requirements The sedacthy speaker is adjacent to a Large or larger animal ally; Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.Exploit Weakness The speaker's Strikes deal 1d6 additional damage to creatures that are frightened or sickened.Painful Cry [two-actions] (mental, sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 21 basic Fortitude save. A creature that fails its save is sickened 1.Shared Feast [two-actions] The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.Swim Together [two-actions] Requirements The speaker is adjacent to an animal ally; Effect The speaker and the animal both Swim, ending their movement adjacent to one another.

Elite Sedacthy SpeakerCreature 7

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 301 1.1
Perception +17; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +18, Crafting +16, Diplomacy +15, Intimidation +17, Nature +17
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +5
Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.
Items +1 trident
AC 25; Fort +16, Ref +15, Will +17
HP 115
Speaker's Privilege [reaction] Trigger The sedacthy speaker takes damage; Requirements The sedacthy speaker has cover from an animal ally; Effect The animal takes the damage instead.
Speed 20 feet, swim 40 feet
Melee [one-action] trident +19 [+14/+9] (magical), Damage 1d8+2+10 piercingMelee [one-action] jaws +18 [+13/+8], Damage 1d6+2+8 piercing plus 1d4 persistent bleedMelee [one-action] claw +18 [+14/+10] (agile), Damage 1d6+2+8 slashingRanged [one-action] trident +16 [+11/+6] (magical, thrown 20 feet), Damage 1d8+2+8 piercingAnimal Shield [one-action] Requirements The sedacthy speaker is adjacent to a Large or larger animal ally; Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.Exploit Weakness The speaker's Strikes deal 1d6 additional damage to creatures that are frightened or sickened.Painful Cry [two-actions] (mental, sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 25 basic Fortitude save. A creature that fails its save is sickened 1.Shared Feast [two-actions] The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.Swim Together [two-actions] Requirements The speaker is adjacent to an animal ally; Effect The speaker and the animal both Swim, ending their movement adjacent to one another.

Sea Monster Attack (Optional) (Levels 7-8; 16-18 Challenge Points)

MegalodonCreature 9

Gargantuan Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +20; blood scent, scent (imprecise) 100 feet
Skills Athletics +21, Stealth +19, Survival +16
Str +8, Dex +2, Con +5, Int -4, Wis +3, Cha -2
Blood Scent The shark can smell blood in the water from up to 1 mile away
AC 27; Fort +21, Ref +16, Will +17
HP 180
Speed swim 80 feet
Melee [one-action] jaws +22 [+17/+12] (reach 10 feet), Damage 2d12+10 piercing plus Improved GrabMelee [one-action] tail +22 [+18/+14] (agile, reach 15 feet), Damage 2d8+10 piercing plus Push 15 feetBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface, or 40 feet with its tail). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 2d12 slashing damage.Swallow Whole [one-action] (attack) Huge, 2d8+5 bludgeoning, Rupture 20

Sea Monster Attack (Optional) (Levels 7-8; 19-22 Challenge Points)

MegalodonCreature 9

Gargantuan Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +20; blood scent, scent (imprecise) 100 feet
Skills Athletics +21, Stealth +19, Survival +16
Str +8, Dex +2, Con +5, Int -4, Wis +3, Cha -2
Blood Scent The shark can smell blood in the water from up to 1 mile away
AC 27; Fort +21, Ref +16, Will +17
HP 180
Speed swim 80 feet
Melee [one-action] jaws +22 [+17/+12] (reach 10 feet), Damage 2d12+10 piercing plus Improved GrabMelee [one-action] tail +22 [+18/+14] (agile, reach 15 feet), Damage 2d8+10 piercing plus Push 15 feetBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface, or 40 feet with its tail). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 2d12 slashing damage.Swallow Whole [one-action] (attack) Huge, 2d8+5 bludgeoning, Rupture 20

Weak Sedacthy SpeakerCreature 5

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 301 1.1
Perception +13; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +14, Crafting +12, Diplomacy +11, Intimidation +13, Nature +13
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +5
Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.
Items +1 trident
AC 21; Fort +12, Ref +11, Will +13
HP 75
Speaker's Privilege [reaction] Trigger The sedacthy speaker takes damage; Requirements The sedacthy speaker has cover from an animal ally; Effect The animal takes the damage instead.
Speed 20 feet, swim 40 feet
Melee [one-action] trident +15 [+10/+5] (magical), Damage 1d8-2+10 piercingMelee [one-action] jaws +14 [+9/+4], Damage 1d6-2+8 piercing plus 1d4 persistent bleedMelee [one-action] claw +14 [+10/+6] (agile), Damage 1d6-2+8 slashingRanged [one-action] trident +12 [+7/+2] (magical, thrown 20 feet), Damage 1d8-2+8 piercingAnimal Shield [one-action] Requirements The sedacthy speaker is adjacent to a Large or larger animal ally; Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.Exploit Weakness The speaker's Strikes deal 1d6 additional damage to creatures that are frightened or sickened.Painful Cry [two-actions] (mental, sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 21 basic Fortitude save. A creature that fails its save is sickened 1.Shared Feast [two-actions] The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.Swim Together [two-actions] Requirements The speaker is adjacent to an animal ally; Effect The speaker and the animal both Swim, ending their movement adjacent to one another.

Sea Monster Attack (Optional) (Levels 7-8; 23-27 Challenge Points)

MegalodonCreature 9

Gargantuan Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +20; blood scent, scent (imprecise) 100 feet
Skills Athletics +21, Stealth +19, Survival +16
Str +8, Dex +2, Con +5, Int -4, Wis +3, Cha -2
Blood Scent The shark can smell blood in the water from up to 1 mile away
AC 27; Fort +21, Ref +16, Will +17
HP 180
Speed swim 80 feet
Melee [one-action] jaws +22 [+17/+12] (reach 10 feet), Damage 2d12+10 piercing plus Improved GrabMelee [one-action] tail +22 [+18/+14] (agile, reach 15 feet), Damage 2d8+10 piercing plus Push 15 feetBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface, or 40 feet with its tail). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 2d12 slashing damage.Swallow Whole [one-action] (attack) Huge, 2d8+5 bludgeoning, Rupture 20

Elite Sedacthy SpeakerCreature 7

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 301 1.1
Perception +17; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +18, Crafting +16, Diplomacy +15, Intimidation +17, Nature +17
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +5
Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.
Items +1 trident
AC 25; Fort +16, Ref +15, Will +17
HP 115
Speaker's Privilege [reaction] Trigger The sedacthy speaker takes damage; Requirements The sedacthy speaker has cover from an animal ally; Effect The animal takes the damage instead.
Speed 20 feet, swim 40 feet
Melee [one-action] trident +19 [+14/+9] (magical), Damage 1d8+2+10 piercingMelee [one-action] jaws +18 [+13/+8], Damage 1d6+2+8 piercing plus 1d4 persistent bleedMelee [one-action] claw +18 [+14/+10] (agile), Damage 1d6+2+8 slashingRanged [one-action] trident +16 [+11/+6] (magical, thrown 20 feet), Damage 1d8+2+8 piercingAnimal Shield [one-action] Requirements The sedacthy speaker is adjacent to a Large or larger animal ally; Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.Exploit Weakness The speaker's Strikes deal 1d6 additional damage to creatures that are frightened or sickened.Painful Cry [two-actions] (mental, sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 25 basic Fortitude save. A creature that fails its save is sickened 1.Shared Feast [two-actions] The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.Swim Together [two-actions] Requirements The speaker is adjacent to an animal ally; Effect The speaker and the animal both Swim, ending their movement adjacent to one another.

Sea Monster Attack (Optional) (Levels 7-8; 28-32 Challenge Points)

MegalodonCreature 9

Gargantuan Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +20; blood scent, scent (imprecise) 100 feet
Skills Athletics +21, Stealth +19, Survival +16
Str +8, Dex +2, Con +5, Int -4, Wis +3, Cha -2
Blood Scent The shark can smell blood in the water from up to 1 mile away
AC 27; Fort +21, Ref +16, Will +17
HP 180
Speed swim 80 feet
Melee [one-action] jaws +22 [+17/+12] (reach 10 feet), Damage 2d12+10 piercing plus Improved GrabMelee [one-action] tail +22 [+18/+14] (agile, reach 15 feet), Damage 2d8+10 piercing plus Push 15 feetBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface, or 40 feet with its tail). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 2d12 slashing damage.Swallow Whole [one-action] (attack) Huge, 2d8+5 bludgeoning, Rupture 20

Weak Sedacthy Speaker (2)Creature 5

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 301 1.1
Perception +13; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +14, Crafting +12, Diplomacy +11, Intimidation +13, Nature +13
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +5
Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.
Items +1 trident
AC 21; Fort +12, Ref +11, Will +13
HP 75
Speaker's Privilege [reaction] Trigger The sedacthy speaker takes damage; Requirements The sedacthy speaker has cover from an animal ally; Effect The animal takes the damage instead.
Speed 20 feet, swim 40 feet
Melee [one-action] trident +15 [+10/+5] (magical), Damage 1d8-2+10 piercingMelee [one-action] jaws +14 [+9/+4], Damage 1d6-2+8 piercing plus 1d4 persistent bleedMelee [one-action] claw +14 [+10/+6] (agile), Damage 1d6-2+8 slashingRanged [one-action] trident +12 [+7/+2] (magical, thrown 20 feet), Damage 1d8-2+8 piercingAnimal Shield [one-action] Requirements The sedacthy speaker is adjacent to a Large or larger animal ally; Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.Exploit Weakness The speaker's Strikes deal 1d6 additional damage to creatures that are frightened or sickened.Painful Cry [two-actions] (mental, sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 21 basic Fortitude save. A creature that fails its save is sickened 1.Shared Feast [two-actions] The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.Swim Together [two-actions] Requirements The speaker is adjacent to an animal ally; Effect The speaker and the animal both Swim, ending their movement adjacent to one another.

Sea Monster Attack (Optional) (Levels 7-8; 33-36 Challenge Points)

MegalodonCreature 9

Gargantuan Animal Aquatic 
Source Monster Core pg. 307 1.1
Perception +20; blood scent, scent (imprecise) 100 feet
Skills Athletics +21, Stealth +19, Survival +16
Str +8, Dex +2, Con +5, Int -4, Wis +3, Cha -2
Blood Scent The shark can smell blood in the water from up to 1 mile away
AC 27; Fort +21, Ref +16, Will +17
HP 180
Speed swim 80 feet
Melee [one-action] jaws +22 [+17/+12] (reach 10 feet), Damage 2d12+10 piercing plus Improved GrabMelee [one-action] tail +22 [+18/+14] (agile, reach 15 feet), Damage 2d8+10 piercing plus Push 15 feetBreach [two-actions] The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface, or 40 feet with its tail). After the Strike, the shark splashes back down into the water.Savage [one-action] Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 2d12 slashing damage.Swallow Whole [one-action] (attack) Huge, 2d8+5 bludgeoning, Rupture 20

Elite Sedacthy Speaker (2)Creature 7

Medium Amphibious Humanoid Sedacthy 
Source Monster Core pg. 301 1.1
Perception +17; darkvision, wavesense 30 feet
Languages Thalassic; sea speech
Skills Athletics +18, Crafting +16, Diplomacy +15, Intimidation +17, Nature +17
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +5
Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.
Items +1 trident
AC 25; Fort +16, Ref +15, Will +17
HP 115
Speaker's Privilege [reaction] Trigger The sedacthy speaker takes damage; Requirements The sedacthy speaker has cover from an animal ally; Effect The animal takes the damage instead.
Speed 20 feet, swim 40 feet
Melee [one-action] trident +19 [+14/+9] (magical), Damage 1d8+2+10 piercingMelee [one-action] jaws +18 [+13/+8], Damage 1d6+2+8 piercing plus 1d4 persistent bleedMelee [one-action] claw +18 [+14/+10] (agile), Damage 1d6+2+8 slashingRanged [one-action] trident +16 [+11/+6] (magical, thrown 20 feet), Damage 1d8+2+8 piercingAnimal Shield [one-action] Requirements The sedacthy speaker is adjacent to a Large or larger animal ally; Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.Exploit Weakness The speaker's Strikes deal 1d6 additional damage to creatures that are frightened or sickened.Painful Cry [two-actions] (mental, sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 25 basic Fortitude save. A creature that fails its save is sickened 1.Shared Feast [two-actions] The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.Swim Together [two-actions] Requirements The speaker is adjacent to an animal ally; Effect The speaker and the animal both Swim, ending their movement adjacent to one another.

Main Temple Chamber (Levels 7-8; 16-18 Challenge Points)

Timonithaea

Frenzied Sea Life

Main Temple Chamber (Levels 7-8; 19-22 Challenge Points)

Timonithaea

Frenzied Sea Life

Naiad Commander

Main Temple Chamber (Levels 7-8; 23-27 Challenge Points)

Timonithaea

Frenzied Sea Life

Elite Naiad Water Defender

Main Temple Chamber (Levels 7-8; 28-32 Challenge Points)

Timonithaea

Frenzied Sea Life

Naiad Commander

Elite Naiad Water Defender

Main Temple Chamber (Levels 7-8; 33-36 Challenge Points)

Timonithaea

Frenzied Sea Life

Elite Naiad Water Defender (2)