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Monsters of the Alphatian Sea

by Cab Davidson from Threshold Magazine issue 30

From the journal of Averyx, Immortal Patron of the Alphatian Expansionist Movement, Finder of Lost Immortals, Investigator of the Eternal Mysteries, etc.

“Selection of the island that would become known as Alphatia as the disembarkation point for refugees from Old Alphatia, to settle and build a new homeland, was not a simple matter. My own studies of the world of Mystara had been ongoing for some time, but this world was only one of the candidates we considered. Ultimately it was not the land itself that was the deciding factor – as an island continent Alphatia is quite unremarkable. It is merely a landmass with quite normal mineral resources, typical soils to grow crops, and a mixed population of creatures such as may be found on any of a multitude of islands on thousands of worlds across the multiverse. No, the deciding factor for us in settling on Mystara was the ocean around that island continent.”

“This may surprise you. After all, one patch of brine looks rather like any other. But you’d be amazed by how many worlds there are where oceans are not the mostly benign facilitators of trade that they are on Mystara. They are often filled with hostile sentient beasts, tentacled horrors or in one hilarious example, poison-spitting man-eating shrimp. What you want in an ocean when settling a new world is sufficient hazard to keep others out, but in a form that can be tamed just enough to allow expansion and eventually trade. And in that regard the Alphatian Sea was and remains perfect. It has some dangers that can be tamed, and some that cannot, but with skill and the exuberant application of magic it can be mastered.”

“I don’t intend to list every creature in those seas; that doesn’t sound like much fun. After all, the presence of merrow, aquatic elves, kna traders and sea giants is not especially interesting. Those creatures may be found from Zyxl to the Arm of the Immortals (long or short way around!). But I do think it is worth noting some creatures that are unique to this area because they define these seas, from the coasts to the depths. Anyway, we’ll start at the top (well, the north) and work down. Let’s start in the ice flows of the north of Norwold and Esterhold, and head down from there.”

[Image: Alphatian Port]

http://pandius.com/alphatia_by_mrmusashi_dfc9kni.png
Caption: Alphatian port, done by Senarch with Midjourney

Hunters from the Ice

“Most of the normal horrors you might expect in the cold north region can be found, of course. Polar bears, white dragons, big shaggy white apes. What’s more interesting is that the cold expanse at the north of the Alphatian Sea has some distinctive inhabitants that aren’t found elsewhere. Whether that’s because they just can’t get around Hyboria and Skothar, I’ve yet to determine. But inhabitants of other regions should be thankful that this is the case because none of them are what you’d call welcoming. “

“The three most hazardous are the beisht kione dhoo, the bregdi, and the qalupalic. The beisht is a predator that can and often does destroy fishing vessels. It may be found from the ice in the north to the Yannifey Isles and the Great Bay of Norwold in the south, while the bregdi migrate from the waters near southern Alphatia in winter northwards in summer, where they play merry havoc with slave ships both coming from and around Esterhold. But the most sinister are the undead qalupalic, essentially an aquatic ghoul that stalks the cold islands and ice floes for seals and their human hunters, taking the young of the latter down into the darkness for some as-yet unknown purpose. Do you want to know why the people of the Yannifey Islands have never amounted to much? That’s why.”

[Image: Beist Kione Dhoo]

http://pandius.com/BeishtKioneDhoo.png
Caption: Beist Kione Dhoo, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Beisht Kione Dhoo
AC: 6
HD: 12
Movement (swimming): 180' (60')
Attacks: 1 bite
Damage: 2d10
No. Appearing: 1 (1)
Save As: F6
Morale: 9
Treasure Type: Vx3
Intelligence: 1
Alignment: Neutral
XP Value: 1,250

The beisht kione dhoo (literally “beast of the black head”) is huge (30' long) eel-like fish that hunts the sea lochs of the northern regions of Norwold, Alphatia, Qeodhar and islands of the Alphatian Sea. It lairs in submerged caves, primarily hunting at dawn and dusk. Its prey include seals, dolphins, fish and humans and humanoids (when available). The last thing that such prey is typically aware of is an enormous, toothy maw at the front of a matte-black head, with lifeless black eyes behind them.

A beisht kione dhoo can swallow a man-sized or smaller creature on a roll of 20. Attacking at night or from below, they surprise a foe on a 1-4 on 1d6.

[Image: Bregdi]

http://pandius.com/Bregdi2.png
Caption: Bregdi, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Bregdi
AC: 5
HD: 22*
Move (swimming): 120' (40')
Attacks: 1 bite + special
Damage: 2d20 or special
Number Appearing: 0 (1)
Save As: F11
Morale: 10
Treasure Type: G
Intelligence: 4
Alignment: Neutral
XP Value: 5,000

Bregdi are massive (around the size of a small sailing ship hull), long necked, ship sized fish with fins on either side adapted to form gigantic claws with which they can clasp a vessel from underneath. They inhabit the cool waters around the north of Alphatia, Esterhold and Norwold, migrating further north in summer into the colder waters. They are a serious threat to shipping.

Their preferred form of attack is to wrap their claws around a ship from underneath, where they begin to gnaw on the hull, inflicting 1d10 hull points of damage per round. This frightening rate of attrition can allow them to overturn ships very rapidly, at which point the ship is dragged to their underwater wrecking grounds where inhabitants are consumed, and treasures stored.

They cannot attack anything smaller than a ship with their claws, but they are more than capable of attacking creatures in the water with their bite. On a roll of 17-20 human sized or smaller foes are swallowed whole. They typically ignore single foes in the water and concentrate on attacking a ship until that is sunk or they are driven off.

Thankfully natives on the island around which bregdi hunt have methods of dissuading attack. Bregdi fear amber and throwing a single amber bead at them will drive them off. They will however defend their lairs to the death and cannot be driven off from there with amber. Most bregdi maintain two lairs, one in their summer hunting grounds and one in their winter grounds, and most of their treasure is swallowed to be transported between the two as they migrate.

[Image: Qalupalic]

http://pandius.com/Qalupalic.png
Caption: Qalupalic, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Qalupalic
AC: 6
HD: 2*
Movement (swimming): 90'’ (30'’)
Attacks: 2 claws/1 bite
Damage: 1d3/1d3/1d3 + paralysis
Number Appearing: 0 (1d12)
Save As: F2
Morale: 9
Treasure Type: B
Intelligence: 7
Alignment: Chaotic
XP Value: 24

Appearing as mermaids but with an horrendous rotting appearance, and exuding a sulphurous stench, the undead qalulapic are hunters among the ice floes and islands of the north. They attack and take any prey, paralysing it with their bite and claws before dragging it under the water, consuming it to satisfy their desire for flesh. Their favourite prey is man, and they are known to stalk hunters and nomadic groups along the shorelines. They attempt to overturn rafts, small boats and ice floes to drag humans into the sea. They are even known to jerk on fishing nets to try to jolt fishermen into the water.

It has been noted that qalupalics always have empty baby carriers (or papooses) on their backs. For reasons unknown, they prize stolen human babies above all things, and take those babies down into the depths for unknown reasons.

Qalupalics are immune to sleep, charm, hold and all cold effects. They can be turned as ghouls.

The Open Ocean

“There are some who view the surface waters of the open seas around Alphatia as harmless. And to an extent this is true, they are relatively safe from most of the larger predators that plague the aptly named Sea of Dread, for example. But there are many species there that present a serious risk to unwary travellers taking a dip over the side of a ship. Sharks are a particular danger in the waters around Alphatia, following warmer currents from the south and feeding on shoals of fish that in turn swarm from the colder, fertile waters of the north. Barracuda also are an issue – good eating in themselves, but more than happy to return the favour. The carcharodon is a species of shark lost across the rest of Mystara but it is the undisputed alpha predator of mid-ocean, open waters in the region. Indeed, the lack of some of the other notable predators of other oceans allows sharks to thrive in these waters, and there are more varieties of large shark here than anywhere else in the world. That doesn’t mean that there are no oddities. The morgawr is a nightmarishly horrible creature and at a distance removed from anything to be found in other oceans. My relief that old Gargantua never got hold of one is tinged with just a little regret as to how awe-inspiringly horrific that would have been.”

[Image: Barracuda]

http://pandius.com/Barracuda.png
Caption: Barracuda, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Great Barracuda
AC: 4
HD: 3
Movement (swimming): 240' (80')
Attacks: 1 bite
Damage: 1d12
Number Appearing: 0 (1d4)
Save As: F2
Morale: 8
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 20

A torpedo shaped, streamlined predatory sea fish around 4'- to 6'-long that will attack nearly any potential prey. The barracuda has no interest in killing larger prey, and will usually settle for a bite before escaping. Due to their narrow profile and greatspeed, they surprise any opponent in a 1-4 on 1d6, and will usually take a single bite before attempting to swim away the next round. Note that bleeding prey may subsequently attract other predators, typically sharks, and that a shoal of barracuda can kill significantly larger prey.

[Image: Morgawr]

http://pandius.com/Morgawr.png
Caption: Morgawr, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Morgawr
AC: 5
HD: 4*
Movement (swimming): 180' (60')
Attacks: 1 tentacle
Damage: 1d4+paralysis
No. Appearing: 0 (1d6)
Save as: F2
Morale: 9
Treasure Type: Nil
Intelligence: 1
Alignment: Neutral
XP value: 100

An unusual predator of the open seas, ranging from Norwold to Bellisaria, morgawr are often mistaken for far more dangerous prehistoric monsters. The morgawr is a highly developed worm. A greyish brown, rubbery creature around 5’ across, with 4 evenly distributed flippers, a it has a humped back and a long extendible neck upon which is an organ reminiscent of a head with which it can lash out at any opponent within 10’, inflicting 1d4 damage and requiring a save vs. paralysis to avoid being paralysed for 2d6 turns. There are no identifiable eyes on a morgawr; rather it has sensory patches all around its perimeter, with which it can sense movement of both prey and potential predators. Its mouth is a ring of tentacles in the centre of the underside of its body, with which it tears prey apart and feeds parts thereof into its mouth. In combat it swims towards prey and attempts to stun a target with its head-like organ, to drag its prey away into the deep to feed. While morgawr rarely attack humans they may do so if surprised or if caught in an unfortunate fisherman’s net.

[Image: Carcharodon]

http://pandius.com/Carcharodon.png
Caption: Carcharodon, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Shark, Carcharodon
AC: 3
HD: 16
Movement (swimming): 180' (60')
Attacks: 1 bite
Damage: 4d10
No. Appearing: 0 (1d4)
Save As: F6
Morale: 7
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 2,000

Similar to a great white shark but even larger, at up to 50' long, the carcharodon (also known as the megalodon) is the largest known predatory shark, migrating north from the Southern Alphatian Sea in summer into the cooler waters where huge shoals of fish migrate from the north to spawn. Primarily an ambush predator, willing to attack almost any prey up to the size of a small whale, a carcharodon often take a bite before swimming off at pace to return and attack by surprise again and again. It is not infrequent for this shark to attack sailing vessels, up to the size of small sailing ships, mistaking them for basking mammals or other species of shark near the surface of the ocean. Such vessels are rarely sunk but frequently sailors are knocked overboard (and they are then in danger of being consumed).

[Image: Hammerhead]

http://pandius.com/Hammerhead.png
Caption: Hammerhead, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Shark, Hammerhead
Lesser Greater
AC: 4 4
HD: 5 7
Movement (swimming) 180' (60') 180' (60')
Attacks: 1 bite 1 bite
Damage: 1d10 2d8
No. Appearing: 0 (1d4) 0 (1d3)
Save As: F3 F4
Morale: 8 9
Treasure Type: Nil Nil
Intelligence: 2 2
Alignment: Neutral Neutral
XP Value: 175 450

Hammerhead sharks are aggressive hunters that will often take an experimental bite out of anything in the water. The lesser hammerhead is around 4'–5' long, whereas the greater hammerhead can reach 15'–20'. They have keen senses and can sniff out blood within 300'. They are immediately recognisable by having distinctive hammer-shaped heads, with their eyes positioned very widely spaced at either end. This gives them extraordinarily wide vision, which alongside keen senses of smell and vibratory reception make them almost impossible to surprise (they are only surprised on a 1 on 1d12).

[Image: Thresher]

http://pandius.com/Thresher.png
Caption: Thresher, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Shark, Thresher
AC: 4
HD: 4*
Movement (swimming): 200' (66')
Attacks: 1 bite
Damage: 2d4
No. Appearing: 0 (1d8)
Save As: F2
Morale: 7
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 125

The thresher is a 10'-long silvery grey shark, capable of immense speed. Around half of its body length is composed of a long, thin dorsal tail fluke. Its favoured form of attack is to move in at huge speed, take a bite from a victim, and escape. When attacking thus, it has a +3 bonus to surprise a victim, and it will typically try to escape the following round. Deaths due to thresher sharks are thus uncommon, but horrific injuries may result.

The Abyss

“The ocean is not one place. If you put a spot on the map in the ocean, that’s not even one place. This takes some getting used to if you’re a landlubber. The creatures who live in the surface waters are not the same as those that inhabit the deep. The great squid, the arthropods and the other horrors lurking in the dark depths of other regions are also found in the Alphatian Sea, but one of the things that does make the Alphatian Sea different is that the great whales (or sperm whales as they are uncharitably known because of the excellent spermaceti oil that can be extracted from them by idiot whalers who don’t understand they are rendering down their allies) form an organised guard against the horrors of the deep in a way that they do not in other waters, and their nightly hunting trips into the abyss serve not only to feed them but also to turn the tide against the greatest dangers of the deep. Indeed, one such creature, by the name of Crasawk Wreoong, is the most gifted of all the druids of the ocean and should you encounter her she can tell many fascinating tales about the dangerous inhabitants of the ocean depths.”

“The drawback of this hunt (where the whales keep in check the spread of such nightmarish monstrosities as giant rotifers) is that when they fall, there is a danger that they will succumb to the same forces that make their enemies so formidable. When this occurs, there is the risk that they may become globsters, rotting parodies of whales forever stuck between day and night in the crushing depths.”

[Image: Anthropod]

http://pandius.com/Anthropod.png
Caption: Anthropod, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Anthropod
AC: 6
HD: 1-12****
Movement (swimming): 120’ (40’) or 360’ (120’)
Attacks: 1 weapon/1 spell
Damage: 1d8+skewer or by spell
No. Appearing: 3d4 (10d8)
Save As: C 1-12
Morale: 8 (10)
Treasure Type: L, N, O
Intelligence: 14
Alignment: Neutral
XP Value: 11 to 4,750

Anthropods are guardians of the deep waters of the Alphatian Sea, druids protecting the abyssal vents from any who may threaten them or indeed anything that may enter through them, allies of the great whales in their never-ending crusade against a spiritual and existential darkness that would absorb all.

Their upper parts resemble those of fiendish-looking humanoids, short but savage, while their lower parts are closer to those of an octopus, with a mass of 8 tentacles in place of legs. When fully stretched out they are only around 6’ long, more comfortably sitting at around 4’ tall. Their whole skin is similar to that of an octopus, allowing them to change colour to blend in spectacularly well in their surroundings. This allows them to surprise any foe on a 1-5 on 1d6, and (quite often) to go entirely unnoticed should they wish. They possess near faultless infravision to a distance of 120’, and much of their own language is conducted using subtle changes in colour imperceptible to other creatures of the abyss. They are surprisingly fast, when necessary, and while they normally move no faster than a human walking across the land, they may for 1 turn every hour move at 3x that speed, or at a faster 360’ per round for up to 1 round in every minute. This is usually used to escape a foe, with a puff of black ink being immediately followed by a rapid escape in any direction, accompanied by an immediate change of colour. When fleeing from combat in such a way it is quite likely that they will be immediately out of sight of their foes, who must make a saving throw vs. wands to even see in which direction they disappeared.

Anthropods are not typically aggressive towards neutral or lawful creatures, but they can be hostile if they are challenged or if the abyss in which they reside is threatened. All anthropods are druids, capable of casting clerical and druidic spells as a caster of a level equal to their hit dice, and they tend to form mixed-level groups for any of the specific activities they are involved in (foraging, defence, exploration, etc.). If forced into combat they use either their magic or wickedly barbed tridents (with which they are considered ‘skilled’ for the purpose of skewering an enemy, using standard weapon mastery rules). Their settlements are found in great caverns in the depths of the ocean. Scattered villages of anthropods are found across the Alphatian Sea, and there are rumours of a great city of anthropods, Octopolis, containing untold riches, spread by less scrupulous kna merchants.

[Image: Globster]

http://pandius.com/Globster.png
Caption: Globster, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Haunt, Globster*
AC: -3
HD: 15****
Movement (swimming): 90' (30')
Attacks: 1 touch/1 gaze
Damage: Age 10-40 years/Paralysis
No. Appearing: 0 (1)
Save As: F15
Morale: 10
Treasure Type: E, N, O
Intelligence: 12
Alignment: Chaotic
XP Value: 5,850

Attacks: Ectoplasmic Net; Gaze (paralysis); Ageing damage per blow.

Defences: Immune to all spells except those affecting evil; harmed only by *2 or better weapons; Saving Throw vs. Turning destruction (spells).

Globsters are a form of haunt (see Rules Cyclopedia, page 182), formed from decaying sperm whales, who stalk the great valleys at the bottom of the sea. Their rotting bodies degrade to a form barely resembling a whale, often with an elongated spine with a fatty thread of flesh as all that remains of their forequarters. They arise when a sperm whale falls to one of the great evils of the deep, and they roam the abyssal plain in the vicinity of their deaths seeking revenge on the sentient living things they were trying to defend. In common with other haunts they can only be harmed by magic weapons of +2 or greater enchantment. They are immune to all spells except those affecting evil. They do not inflict normal damage, rather they cause ageing with their physical blows. They can create an Ectoplasmic Net while doing other things and can use their Gaze attack as well as their physical touch attack each round. If seriously threatened (or if Morale fails), like other haunts the globster will escape into the Ethereal Plane and not return for 1-8 days. They can only enter the Ether three times per day but can leave it at any time.

Net: When first encountered, a globster will typically start oozing ectoplasm. In the darkness of the deep ocean this is barely visible at all, and unless characters are specifically looking they are unlikely to see it. The ectoplasm slowly forms a net. The Net initially has no effect on the movement of the globster or others for 3 rounds, but after that time, the net is complete, forming a 10' radius around the globster and moving with it. Any living creature within a complete ectoplasmic net must make a saving throw vs. spells or be pulled into the Ethereal Plane (where the net also exists). The ethereal victim is helpless unless special items or spells (oil of etherealness, gate, etc.) permit travel from that plane. The globster will ignore its ethereal victims until after defeating those remaining on the Prime.

Gaze: A globster’s gaze attack has a 60' range, and may be used once per round (against a single victim) at most, in addition to other attack forms. The eyes of the globster shine a dull blue-green colour when this is used, like a deep sea squid glowing to attract prey. The victim of the gaze must make a saving throw vs. spells or be paralysed for 2-8 rounds. A globster usually ignores its paralysed victims, concentrating its attacks on other enemies nearby.

Ageing damage: Each blow from a globster ages the victim by 10 to 40 years. Elves may ignore the effects of the first 200 years of ageing; dwarves may ignore the first 50 years, and halflings, the first 20 years. Otherwise, each 10 years of ageing will cause the victim to lose 1 point of constitution. This loss is permanent and cumulative (each additional 10 years drains another point). A wish will restore only one point lost in this manner, and less powerful magic cannot affect the loss. All ageing should be noted on record sheets, as it does not wear off; it can be countered with a potion of longevity or a wish. If a victim's constitution drops to 0, the victim dies permanently, and cannot be raised.

Song: The song of the globster is reminiscent of the plaintive tune of a dying whale. The globster may sing at any time, even while making other attacks, singing at one target per round within 120' from when first encountered. The target must make a saving throw vs. dragon breath with a -4 penalty to the roll or be struck unconscious for 4d4 rounds and lose buoyancy, sinking at a rate of 90' per round for the duration of the effect.

Turning: When a cleric's attempt at turning a globster gives a “D” result, the creature may make a saving throw vs. spells to avoid destruction. If the saving throw is successful, the globster is not turned or destroyed, although the cleric can repeat the attempt. Other turning results are handled normally.

The globster keeps the treasure of its victims somewhere within its haunting grounds, often within a shipwreck or sea cave. While the globster hates all cetaceans, and all sentient lawful creatures, they have no interest in creatures of animal intelligence, and their lairs are often shared with other horrors of the deep. Victims of globsters do not become globsters unless they are themselves great sperm whales.

[Image: Rotifer]

http://pandius.com/GiantRotifer.png
Caption: Rotifer, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Rotifer, Giant
AC: 6
HD: 7+3*
Movement (squirming): 60' (20')
Attacks: 1 suck
Damage: 0 (10d10)
Number Appearing: 1 (1)
Save As: F4
Morale: 12
Treasure Type: Vx2
Intelligence: 0
XP Value: 1,025

Rotifers are common, tiny, predatory animals found across the world in ponds, rivers, lakes and indeed anywhere there is a body of water. The giant rotifer is rather akin to a giant, muscular jelly, with a single powerful foot with which it holds on to a surface, and at the other end of its body (15' away) it has something akin to a head, with masses of beating cilia generating a current towards its mouth. That current drags anything in the water towards it, at a tremendous rate, where prey is eventually crushed and swallowed.

Giant rotifers do not target specific prey, they merely suck water towards them. That creates a cone, 100' long and 50' wide at the far end. Any creatures therein must make a saving throw vs. dragon breath or be caught in the cone and be dragged at increasing rate towards the mouth of the beast. In the first round their motion is deflected by 10' from their chosen course, towards the rotifer. In the second round they are drawn a further 70' towards the rotifer, and in the third, if they have not already entered the mouthparts of the rotifer, they are consumed.

The only hard part of the rotifers body is a ring of horrific tooth-like extrusions in its neck, called a mastax. Being chewed by a mastax causes horrific (10d10) damage, and in the unlikely scenario of surviving ingestion a character takes a further 2d8 damage per round from digestive juices.

Giant rotifers are found in the deepest, darkest lakes and ocean trenches. It is unknown what process causes a rotifer to grow to such a size or indeed whether they are the same kind of life form as other rotifers. Sages have speculated that they may be from an outer plane dominated by gargantuan animalcules. If that is true, no explorers have returned from said plane to tell the tale.

[Image: Great whale]

http://pandius.com/GreatWhale.png
Caption: Great whale, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Whale, Great

Great whales (or sperm whales) of the Alphatian Sea are identical to great whales as described on page 212 of the Rules Cyclopedia, except that they are far more intelligent and wiser, with average scores of 13 in both, with their own highly complex whalesong language. Many are also druid shamans (see page 216 of the Rules Cyclopedia) and can advance up to level 14 in that class.

The Cold Shores of the North

“Many species are common to all of the shorelines and islands of Norwold, the Isle of Dawn, Alphatia and Esterhold. The commonality of higher rainfall in those coastal regions creates deep sea lochs and wide estuaries that are dominated by specific predators distinct from those of the open ocean. This transition zone is crucial both to species of the land and the ocean, representing both an area of change and of conflict. The top predators of this zone originate both on land and in the water, and there are even some species of freshwater that have colonised this brackish water zone. It is here we find some of the strangest aquatic creatures of the region, such as the legendary boobrie, the curious dobhar-chú, and the terrifying trollgadda. I would observe that it is better to have such creatures on your own shores than those of your enemy – it is better to know and come to terms with these dangers than to encounter them unexpectedly. Many is the time that would-be invaders reaching the shores of Norwold have discovered this the hard way, when the great trollgädda who infest those waters make their presences known.”

[Image: Boobrie]

http://pandius.com/Boobrie.png
Caption: Boobrie, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Boobrie
AC: 4
HD: 6*
Move (walking): 120' (40')
(flying): 240' (80')
(swimming): 180' (60')
Attacks: 1 or special
Damage: 1d8 or 1d6
No. Appearing: 1 (1d4)
Save As: F3
Morale: 9
Treasure Type: C
Intelligence: 3
Alignment: Neutral
XP Value: 500

The boobrie is a massive bird that hunts the lochs and shorelines of the cold north. It can move freely between two forms, one being similar to a heron but pure black and standing around 9' tall, and the other a shorter (7') and stockier bird resembling a great auk or penguin. When nesting (and hunting) on loch shores it chooses the heron form, when at sea or nesting on islands it chooses the auk. It is a dangerous predator feeding on larger fish, young seals, livestock and even humans and demi-humans.

While in heron form it can, once every 3 rounds, attack by swinging its wings at all creatures in front of it within 20'. All creatures will take 1d6 damage and must roll under their dexterity score on 1d20 to remain standing. While a boobrie in this form will rarely attack humans, recognising them as dangerous, they will fight to the death to defend their massive (20'-30' across) nests among reeds and marshlands.

In auk form, boobries pay little attention to fishermen (who often see the presence of a boobrie hunting seals in the water as good luck). But anyone who falls into the water is in serious danger. An auk-form boobrie can once every 6 rounds when in the water emit a piercing shriek that inflicts 1d6 damage to all creatures within 20' in all directions, all of which must make a save vs. paralysis or be stunned for 1d3 rounds. They are immune to normal and silver weapons and can only be struck by magical weapons.

Like many birds, boobries have a habit of gathering the assorted shiny things that they find. They don’t covet treasure, but when they are found with treasures in their nests that treasure is often accompanied by various other assorted shiny objects. Many lost rings, charms or even stained-glass windows have been recovered from boobrie nests.

There are persistent rumours that another, higher form of boobrie related to the faerie races, and which is more intelligent and able to shift into a number of other forms (cormorant, diver and water bull among others), may still exist. Whether this is true or a rumour spread by the Sidhe remains to be determined.

[Image: Dobhar-chu]

http://pandius.com/Dobhar-Chu.png
Caption: Dobhar-chu, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Dobhar-chú*
AC: 2
HD: 7*
Move (land): 150' (50')
Move (swimming): 180’' (60')
Attack: 2 claws+ 1 bite
Damage: 1d8/1d8/2d8
No. Appearing: 1 (1d2)
Save As: F4
Morale: 10
Treasure Type: E
Intelligence: 7
Alignment: Neutral
XP Value: 850

Dobhar-chú are the legendary kings of the otters. They stand around 4' tall at the shoulder, are anything up to 15' long, and built in a far more muscular, massive way than normal otters. They are not innately hostile to humans and demi-humans, but they frequently find themselves in conflict with them if mustelids (otters, weasels, badgers, ferrets, etc.) and their habitats are threatened by human encroachment.

Their thick fur coats seem to protect them from some forces, meaning they can only be struck with magic weapons, and are immune to 1st level spells. Their pelts are highly valued andd can be fashioned into high quality leather armour that is easier to magically work with than most other leathers (+5% chance of successfully enchanting). Any creature wearing armour made thereof suffers a -4 on reaction rolls with all mustelids.

All mustelids are willing to obey them, including giant weasels, badgers and giant ferrets, and any within 360' will hasten to their assistance if called. Dobhar-chú are intelligent, and can be bargained with, but they are uncompromising in defence of these creatures, which they see as their subjects.

[Image: Trollgädda]

http://pandius.com/Trollgadda.png
Caption: Trollgädda, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Trollgädda
AC: 4
HD: 3* to 25*
Movement (swimming): 120' (40')
Attacks: 1 bite
Damage: 1d6 per hit dice
Number appearing: 0 (1)
Save As: Fighter of ½ hit dice
Morale: 10
Treasure Type: See below
Intelligence: 1
Alignment: Neutral
XP Value: 50 to 6,500

Trollgädda are pikes – sharp toothed, elongated predatory fish of fresh and brackish waters in temperate and cold climates, but with a capacity to grow to astonishing size and ferocity. They are by nature ambush predators, choosing to hide in the shadows of trees, weeds, and riverbanks and cliffs before darting out and taking prey.

As they age, trollgädda can reach astonishing size, around 1' long per hit dice. And as they grow their attack becomes ever more savage. At 3HD, on an attack roll of 19-20 they can swallow a pixie sized target whole, increasing to halfling-sized at 6HD, dwarf-sized at 8HD, and human/elf-sized at 10HD. Any creature hit with a bite and not swallowed must make a saving throw vs. paralysis to avoid being held within the teeth of the fish, causing them to automatically take damage from the bite each round until dead.

Larger specimens of trollgädda are confined to the larger lakes and the brackish waters of great estuaries of colder climates, but younger specimens may be a hazard in even small bodies of water. Thankfully it is only the larger specimens that regularly attack humans and demi-humans. While possessing only animal intelligence, trollgädda instinctively know better than to attack foes they cannot swallow, unless forced into a fight. They are highly territorial, and only a single trollgädda of 8 or more HD will be found within a single lake or estuary.

Trollgädda have no need of nor interest in treasure, but they do tend to have favoured grounds for resting, where the remains of unfortunate victims are excreted. There it may be possible to find a range of valuables, depending on habitat. The DM should decide what is possible, but small specimens may for example have treasure type U, while the most monstrous may be the equivalent of treasure type H or greater.

Warmer Shores

“The warmer shores of the southern parts of Alphatia, the Isle of Dawn and northern Bellissaria have a very different range of creatures to the colder climates. The great predators of the colder waters sitting at the top of the rich food web stemming from vast shoals of fish found there are infrequent, and the creatures frequenting the shorelines tend to be smaller, but no more benign. It is here that the greatest variety of humanoid inhabitants around the coast is found, not only merrow, mermen and sea elves, but also lizard men, shellycoats, tiddymen and grindylows (although the latter three can be found as far north as southern Norwold). These smaller creatures require less feed, but they live in an area of even greater diversity and need to fight just as hard to survive. There are no favours to be had on the shores of the Alphatian Sea!
One other curiosity is the coral golem. Honesty, they were there before we were, and I don’t entirely know who created them first. They’re a fascinating combination of living corals with magical constructs formed of the hard bodies of corals of years gone by, and they seem to grow as they age. Some of the older coral golems that wander up from the dark seas between Alphatia and Bellissaria have reached monstrous size, growing near the hydrothermal vents on the sea bed, but most of those created by the wizards of Aquas are more manageable.”

[Image: Coral golem]

http://pandius.com/CoralGolem.png
Caption: Coral golem, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Golem, Coral*
AC: 4
HD: 12*
Movement Rate: 90' (30')
Attacks: 1 sword
Damage: 3d6 + paralysis
Number Appearing: 1 (1)
Save As: F6
Morale: 12
Treasure Type: Nil
Intelligence: 4
Alignment: Neutral
XP Value: 2,125

Coral golems are created by aquatic races as servants or guardians much as other golems are created on land. They are typically tall, heavy, lumbering coral constructions covered in live polyps, wielding massive, polyp-encrusted golem swords that are integral to one of their arms. They are capable of movement on land or on the sea bed, but on land the polyps that give their sword attack its special effect (see below) retract, and the sword only inflicts normal damage.

When attacking foes around coral reefs they can blend almost seamlessly into their surroundings, surprising them on a 1–5 on 1d6. Their sword attack causes 3d6 damage, and all underwater foes not immune to poison must make a save vs. spells or be paralysed for 2d6 turns due to the stinging effect of their polyps.

Coral golems share the same immunity to poison, sleep, charm and hold spells, as well as gaseous attacks, as other golems. They are also immune to cold-based attacks and petrification, and can only be struck with magical weapons

[Image: Grindylow]

http://pandius.com/Grindylow.png
Caption: Grindylow, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Grindylow
AC: 5
HD: 2*
Movement Rate: 90' (30')
Attacks: 2 claws/1 bite
Damage: 1d4/1d4/1d2
Number Appearing: 1 (1d4)
Save As: F2
Morale: 9
Treasure Type: C
Intelligence: 7
Alignment: Chaotic
XP Value: 25

Grindylows are small humanoid amphibians, with small bodies around 3' long but with long, spindly arms and legs that can reach out up to 15'. They have green, scaled skin and large mouths with jagged, pointy teeth, beneath a small nose and large orange eyes. They are equally at home in the water or on land, with the same movement rate in both environments. They inhabit pools by shorelines, in salt marshes, fens and swamps, and await their prey, which they reach out and grab from the pools in which they reside under the water. If they strike a foe of human size or smaller up to 15' from their pool with both claws then that creature is dragged to the pool (no saving throw) where the grindylow will attempt to drown its victim, inflicting an extra 1d2 further damage per round on top of any other attacks until the creature is dead.

They will take any prey that is human size or smaller, although they esteem the flavour of human children and the tiddy (fey creatures they share a habitat with) above all other foods.

There is a persistent rumour that they have a queen, of the name of Jenny Greenteeth, who travels the land bestowing favours upon her people. If this is true, the grindylows are not saying. Grindylows often hunt tiddy, who consider them mortal enemies.

[Image: Shellycoat]

http://pandius.com/Shellycoat.png
Caption: Shellycoat, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Shellycoat
AC: 2
HD: 1*
Movement (swimming): 120' (40')
Movement (walking): 60' (20')
Attacks: 1 weapon
Damage: By weapon
No. Appearing: 2d6 (8d6)
Save As: F1
Morale: 7 (9)
Treasure Type: E (R)
Intelligence: 7
Alignment: Chaotic
XP Value: 13

Shellycoats are thought to have originally been goblins, who for reasons unknown took to inhabiting temperate and subtropical shorelines, lakes, rivers and estuaries. Some scholars dispute this classification and argue that the shellycoats are an entirely different lineage derived from an aquatic species. Whichever is true, the shellycoat is a medium-sized (around 5' tall) humanoid with greyish skin, that cultivates shellfish (freshwater mussels, oysters and any other essentially immobile bivalve) on the surface of their skin to form a natural, growing armour. On land, shellycoats are noisy and slow, being more at home in the water (in which they can breathe as easily as on land).

They are tribal, with each tribe having a chieftain who has 3+1HD. The chieftain has 2d4 bodyguards of 2HD. If the chieftain is alive and fighting with the tribe, shellycoats have a morale of 9, otherwise they have a morale of 7. They make their lairs in the muddiest of water and in ocean caves. They lack infravision, but can see through cloudy water by echolocation to a range of 90'.

Shellycoats fight with weapons, preferring weapons that work underwater as well as on land, such as spears and tridents. They occasionally raid coastal villages or sites on rivers, but conflict with shellycoats more commonly occurs when they sneak aboard ships on rivers and in estuaries to take away whatever they can carry.

[Image: Tiddy]

http://pandius.com/Tiddy.png
Caption:Tiddy, original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Tiddy
AC: 7
HD: ½**
Movement: 120' (40')
Attacks: 1 club or special
Damage: 1d2 or special
No. Appearing: 3d8 (0)
Save As: E1
Morale: 7
Treasure Type: R
Intelligence: 13
Alignment: Neutral
XP Value: 7

The tiddy people are possibly the most bizarre-looking of all fey races. No larger than newborn human babies, with thin, spindly legs and arms and heads and feet almost as large as those of adults. All have long, shaggy beards whether male or female.

They make their homes in coastal salt marshes, swamps and fenland, the only habitats in which they are not completely helpless. They can become invisible to mortals at will, but even striking with complete surprise they are barely competent in combat. Indeed, it would seem unlikely that the tiddy could survive at all, and this would be impossible for them outside of their beloved wetlands. However, they have special attacks and defences in such terrain that make them almost undefeatable.

In any wetland, each tiddy can create a modified lower water or raise water effect, once per round. They can only affect a single creature with this effect, and the water level beneath them can be raised or lowered by up to 30'. Their target does not get a saving throw against this effect. They can also do this at their own location, effectively disappearing instantly. After doing so they may reappear standing in any pool of water up to 240' away. Any other creature affected must either sink or swim.

Fenland farmers and shoreline gatherers of shellfish know to treat the tiddy with respect, and in areas where they are known to reside a small part of the first harvest of the season is always left for the tiddy. Farmers know if their local fenland is populated by the tiddy because of the presence of large, flat boulders called strangers’ stones, on which the tiddy dance on moonlit nights. There is rumour that their king, Tiddy Mun, travels between all the locations where the tiddy reside. Tiddys are mortal enemies of grindylows.