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Subaquatic Marauder

A new breed of pirate, these raiders strike at unsuspecting ships from beneath the cover of the waves. The bulky, reinforced diving suits they wear also serve as armor and clockwork mechanisms augment their strength.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Subaquatic MarauderCreature 5

Uncommon Medium Human Humanoid 
Source NPC Core pg. 149
Perception +7
Languages Common
Skills Athletics +8, Crafting +8, Ocean Lore +7
Str +4, Dex +2, Con +4, Int +2, Wis +1, Cha +0
Sealed Diving Suit The marauder's diving suit is a technological marvel. When sealed, it provides 1 hour of fresh air and protects the wearer from exposure to inhaled threats. Personalized modifications and a need for constant tinkering mean that other creatures are unable to take advantage of the special abilities of the diving suit and treat it as an ordinary suit of half plate.
Items diving suit (functions as half plate), chain (30 feet), gauntlet, javelin
AC 18; Fort +10, Ref +2, Will +7
HP 60; Immunities gases and other inhaled effects
Speed 20 feet, swim 20 feet
Melee [one-action] gauntlet +10 [+6/+2] (agile, free-hand), Damage 1d4+8 bludgeoningRanged [one-action] javelin +10 [+5/+0] (range 30 feet, tethered), Damage 1d6+8 piercingDepth Charge [two-actions] (air, manipulate, sonic) The marauder pulls a release valve on their suit, expelling a pressure wave that deals 3d6 sonic and 3d6 bludgeoning damage (DC 17 basic Fortitude save) to all creatures in a 10-foot emanation. Creatures that fail the save take a –2 circumstance penalty to Acrobatics checks to Balance and Athletics checks to Swim for 1 minute as their inner ear is impaired. Creatures that critically fail the save are also deafened for 1 minute. The marauder can't use Depth Charge again for 1d4 rounds.Retract [one-action] Requirements The marauder's last action was a successful javelin strike; Effect The marauder reels in a chain connected to the javelin, pulling the target up to 10 feet closer. They then Interact to return the javelin to their hand.

All Monsters in "Seafarer"

NameLevel
Bosun3
Castaway5
Diver3
Navigator2
Ocean Nomad6
Pirate2
Rigger1
Ship Captain6
Subaquatic Marauder5

Seafarer

Source NPC Core pg. 146
Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Sidebar - Additional Lore Conscription

While slavery is outlawed across Golarion, the practice of plying sailors into service with copious amounts of alcohol and ambiguous promises remains a timeless tradition. Old salts sometimes say, “Take the sail, and that's what you'll get.” This originally referred to the standard gold piece of Korvosa that featured a ship imprint. Once a sailor accepted any coin from a recruiter, it was fair game for them to be conscripted.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Jinx eater (level 4)

Sidebar - Additional Lore Religion

Faith for those who sail the waves is frequently a matter of appeasement rather than piety. Sailors will commonly pray to Gozreh and Hei Feng for favorable weather; to Besmara in the hopes of avoiding pirates and sea monsters; and to Desna and Sarenrae for aid in navigation. Navies with strong national religions turn a blind eye to this behavior. Rahadoumi vessels are an exception and prohibit such worship. Foreigners among their crews must be secretive in their devotions.

Sidebar - Treasure and Rewards Sea Maps

A ship's map is a matter of great pride and value. Every ship develops maps as it sails and discovers routes and locations. While larger navies may share their findings among each other, independent vessels treasure the secrets of their map above all. For this reason, sea maps often do not have labels and are coded with unique symbols, so their secrets, which are worth more than gold, can't be easily discovered.

Sidebar - Additional Lore The Bends

Deep-depths divers have a special danger they must prepare against when going about their daily business: air in the blood. Colloquially known as the bends, diving disease occurs when a diver rises too quickly, whether out of inexperience or fear. Many divers have had to choose between facing down a terrifying predator or moving too quickly and becoming victims of this painful disease.