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Underwater Dangers: Sharks and Crustaceans

by Eliyah von Llaunas from Threshold Magazine issue 32

The world is full of fantastic and incredible animals that dwell on land, air and sea. And it is the sea creatures that are the most beautiful and intriguing of all, as they are adapted to an environment very different from ours, with truly impressive survival systems. And that is why I, Hidrainus, faithful servant of Protius, have decided to document some of these creatures.

Sharks

Let’s start with the sharks. They are terrifying creatures from an ignorant point of view, but the reality is that they are not that aggressive and often swim without paying much attention to their surroundings. In fact, many shark species swim in their sleep, but due to the absence of eyelids it is impossible to distinguish a sleeping shark from an awake one.

Another important thing about these animals is their ability to react and their capacity to fight even against invisible opponents. It was only thanks to the Caurentian magician Lorenzini that I discovered the answer. It turns out that they possess an organ in their nose called, after the illustrious magician (I never thought I would speak well of a Glantrian), Lorenzini’s ampulla. This organ allows them to detect electricity in the environment and, apparently, also electricity from living things. In most species it reaches only up to 20', but there are more remarkable species with a longer range, which we will mention later. It should be noted that this ability does not allow the detection of undead or constructs of any kind, due to the absence of electricity in them. On the other hand, an electric discharge within its range will overload the ampullae, rendering them useless for 2d6 rounds.The most dangerous thing about sharks is their ability to go berserk and fight to the death. At the smell or, rather, taste of blood, these creatures go berserk and become aggressive and furious, fighting to the death and attacking even others of their species and even larger enemies. This gives them a +2 to hit and a morale of 12, for as long as it lasts. However, there are some sharks that are not prone to these attacks, as we will see below. As a general rule, unless otherwise noted, a shark is prone to these frenzy attacks.
Most adventurers (and Ierendi tourists, from what I have been told) are familiar with some sharks, namely bull sharks, mako sharks, white sharks and, to a lesser extent, Vamora sharks. These, due to their popularity, I will keep them out of my research and focus on lesser known sharks.

Hammerhead Shark


AC: 5

HD: 3–5*

Move (swimming): 120'

Attacks: headbutt/bite

Damage: 1d6+special/1d4+1

No. Appearing: 1–6

Save As: F1

Morale: 8 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 45/125/300



The hammerhead shark is an animal with many subspecies, although quite similar in capabilities, so I will focus on the Sea of Dread variant. This animal hunts small- to medium-sized fish, especially those hidden in the sand. It is a hunter that relies heavily on its eyesight, elongated and spread out due to the shape of its head, which makes it, in addition to seeing prey moving to blind spots, difficult to surprise (1 on a d12). In addition, it possesses specially developed ampullae of Lorenzini, which allows it to detect living creatures at a distance of up to 90' around.
In combat they usually fight by striking with their head, unlike their cousins from the Alphatian Sea. This blow with the hard bones of the head is capable of stunning (ST vs Paralysis; 1 round) creatures up to the size of an orca, being more of a defensive weapon to allow escape.
Lifestyle-wise, it is a solitary hunter, but it is common to see a few in the same place, not cooperating, but competing for food.

Tiger Shark


AC: 4

HD: 5

Move (swimming): 180'

Attacks: bite

Damage: 2d8

No. Appearing: 1–3 (1)

Save As: F2

Morale: 9 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 125



The tiger shark (or striped shark, as it is called in underwater cultures) is so called because of the stripes on its side that resemble those of a tiger. It is a solitary predator of nocturnal habits, perfectly adapted for it. It has an infravision of 18m, although out of the water its eyes dry up and it loses it. It is not picky about food and devours whatever it finds, be it fish, turtles, seagulls, manta rays, and even other sharks, as well as unwary adventurers, being one of the most dangerous and avoided sharks on the coasts of Ierendi. As with other sharks, encountering more than one does not imply a great coordination in the hunt, but rather the abundance of food in the area and, therefore, the presence of more interested parties.

Blue Shark


AC: 3

HD: 3

Move (swimming): 180'

Attacks: bite

Damage: 1d6+1

No. Appearing: 1–6

Save As: F2

Morale: 8 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 25



This 2.5m shark, present not only in the Sea of Dread but in many other seas, is a shallow-water animal. It is a solitary or group hunter, using its numbers to surround schools of fish. It is not particularly aggressive towards large creatures and its docility makes it the ideal target for shark-kin, especially in large numbers since, unlike other sharks, they usually hunt in shoals. It is a shark with very good reflexes and receives +1 to its initiative.

Sevengill Shark



AC: 4

HD: 3

Move (swimming): 150'

Attacks: bite

Damage: 2d4

No. Appearing: 3–5

Save As: F

Morale: 7 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 25



The sevengill shark is an intermediate water predator, between 50 and 600m deep. It hunts in dark or turbid waters and is a school hunter. They surround the prey and attack when it is more distracted or weak, taking advantage of the opportunity. Due to their dark grayish color and the murkiness of the sea they often surprise their victims (1–4 on d6). They possess limited infravision (30') and developed ampullae of Lorenzini (60').

Basking Shark



AC: 4

HD: 9

Move (swimming): 90'

Attacks: bite/tail

Damage: 1d4/1d8

No. Appearing: 1–3

Save As: F5

Morale: 7

Treasure: Nil

Alignment: Neutral

XP Value: 900

This is one of the largest fish found in the Sea of Dread, not to mention monstrous creatures, reaching 10m in length. They have huge mouths, but are not predators, unlike their cousins. Instead, they feed on smaller organisms by filtering them through their mouths. They swim with their mouths open for this purpose. They are slow and have -1 at individual initiative.
Because they are peaceful (they do not go into frenzy) some schools of shark-kin tame them and mount underwater ballistas on their backs, turning them into mobile artillery pieces. Although they like to feed a few tens of meters offshore, they are used to living in the open sea.

Whale Shark



AC: 4

HD: 12

Move (swimming): 80'

Attacks: bite/tail

Damage: 1d4+1/1d12

No. Appearing: 1

Save As: F6

Morale: 7

Treasure: Nil

Alignment: Neutral

XP Value: 1,250

Larger than the basking shark, the whale shark reaches 12m in length. It shares feeding methods with basking sharks, but always stays in the open sea, without approaching the coast. They defend themselves from predators with violent tail slaps, which stun their victims for 1d3 as if they fail a ST vs Paralysis. They are also slow, with a -1 to individual initiative.
As with peregrines, some shark-kin shoals have tamed these marine giants and equip them with underwater ballistas.

Cat Shark



AC: 5

HD: 2

Move (swimming): 150'

Attacks: bite

Damage: 1d6

No. Appearing: 1–2

Save As: F1

Morale: 6

Treasure: Nil

Alignment: Neutral

XP Value: 20



Also called mustached shark by underwater cultures (understandable, since there are no cats underwater), this is a small shark of 80cm. It is a shallow-water shark that lives near the seabed. It is a territorial shark that has a den, where it sleeps at night, and which it does not hesitate to leave if it cannot defend it. Unlike other larger sharks, it does not go into a frenzy when it smells blood. It eats small prey from the seabed, such as crustaceans and small fish, and usually avoids confronting opponents larger than itself. There are rumors that in the Thanegioth Archipelago and surrounding waters there are specimens up to 4m in length, and that they are more aggressive, but I have no documented evidence.

Reef Shark or White-fined Shark



AC: 4

HD: 2

Move (swimming): 150'

Attacks: bite

Damage: 2d4

No. Appearing: 3–12

Save As: F1

Morale: 8

Treasure: Nil

Alignment: Neutral

XP Value: 20

This small 1.5m shark lives in the reefs of the Sea of Dread, both in rocky formations and coral reefs. It is distinguished by the white tip that stands out on its dorsal fin. It swims at shallow depths (less than 50m) and is a nocturnal hunter. Unlike its black-tip cousins, this shark does not go into a frenzy and, in addition, they have a very efficient metabolism that allows them to survive up to 6 weeks without eating (NdC: I encourage any master to make use of this information).

Algae Shark

AC: 4

HD: 2

Move (swimming): 150'

Attacks: bite

Damage: 2d4

No. Appearing: 1–2

Save As: F1

Morale: 8 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 20

Similar in size to the reef shark, this shark has a greenish color in order to camouflage itself among the algae that serve as both home and hunting grounds. Because the algae it inhabits often fills the waters with odor, this shark has highly developed its ampullae of Lorenzini, reaching up to 18m of range. It is an opportunistic hunter and will attack the prey that seems easier to devour (less armor, size, mobility...).

Gray Shark



AC: 4

HD: 4

Move (swimming): 150'

Attacks: bite

Damage: 2d6

No. Appearing: 2–12

Save As: F2

Morale: 8 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 75

The gray shark is one of the most dangerous species swimming in the Sea of Dread. They reach sizes of up to 2.5m and are fierce hunters. Unlike other species, they hunt indiscriminately between day and night, and always in organized hunting groups. They attack in waves, so that every round 2 or 3 more arrive to the fray. They possess an infravision of 18m and impressive reflexes (I attribute them to Lorenzini’s ampullae, but it requires further study) that give them +1 to individual initiative. They are especially appreciated by the shark-kin due to their great efficiency in combat and their affinity to work in group.

Tailwhip Shark



AC: 3

HD: 5

Move (swimming): 240'

Attacks: bite/tail

Damage: 2d6/1d6+1 +special

No. Appearing: 1–4

Save As: F2

Morale: 8 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 175

Cousin of the Alphatian Sea Thresher, this animal shares many physiognomic traits with its cousin: a 5m to 6m body, the tail being half this length; great speed and, unlike its Alphatian cousin, a special ability to maneuver with the tail and an impressive jumping ability. It is capable of jumping up to 3m out of the water, which allows it to bite seagulls or other low-flying creatures. In addition, victims hit by the tail must make a ST vs Par or be disarmed and stunned 1as (yes, like large dragons do). They inhabit depths between the surface and 200m, but shark-kins have meted me cases where they were seen even at 500m depth. It is a really terrible shark. Underwater cultures call it longtailed shark, since there aren’t whips underwater.

Sand Shark



AC: 4

HD: 5

Move (swimming): 150'

Attacks: bite

Damage: 2d6

No. Appearing: 1

Save As: F3

Morale: 8 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 175

This large 4.2m-long predator is one of the largest of its family. It is a migratory shark, being in summer in the waters of the Western Sea of Dawn and in the Sea of Dread during the winter. It is a solitary hunter, but when migrating they usually gather in groups of up to 40 individuals. Outside of migrations is where it really becomes dangerous. This predator is an opportunist and buries itself in the sand to wait for its prey. When its ampullae of Lorenzini detect prey just above it, it comes out of hiding and attacks (1–4 on d6).

Black-fined Shark



AC: 5

HD: 1+1

Move (swimming): 150'

Attacks: bite

Damage: 1d6

No. Appearing: 2–16

Save As: F1

Morale: 6 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 15

This small predator (1.5m), inhabitant of reefs and hunter of shallow waters (up to 50m), is a schooling animal. With their companions they close the passage to the victims and then attack from all directions. They are weak, but make up for it with numbers. They are a frequent companion for shark-kin shoals.

Eel Shark



AC: 3

HD: 4

Move (swimming): 180'

Attacks: bite

Damage: 2d6+1

No. Appearing: 2–8

Save As: F2

Morale: 8 (12)

Treasure: Nil

Alignment: Neutral

XP Value: 75

This terrible shark is a link to ancient times. It lives in deep waters (600 to 1,000m), near the Abyss, and measures between 1.5 and 2m. Unlike other sharks, it has hardly any dorsal fin and has a very elongated body, similar to a snake. Its teeth are more curved and tear harder than other species’. In addition, adapted to their environment, they have infravision of up to 18m and well-developed ampullae of Lorenzini (12m). Due to their habitat, it is rare to encounter shark-kins, but in my research I discovered that some groups of shark-kins living near the Abyss use them as guides when venturing into the depths. There are also rumors that there are specimens up to 12m deep in the abyss, but it is possible that they were mistaken for a sea dragon or a giant squid’s arm.



Crustaceans

The other group of animals I investigated were crustaceans, which include all kinds of crabs, lobsters and shrimps. My curiosity was born after my encounter with a giant crab in the Tanegioth Archipelago. That almost lethal encounter pushed me to research more about them to prevent other adventurers from suffering the same consequences due to their ignorance.
I will not stop to talk about the giant crab. Not, at least, about the common species. The adventurers of the world have already heard of it and a simple glance reveals all its capabilities.
Crabs are the first point of my research. They are the most armored of all crustaceans and therefore the slowest. But they are also the ones that spend the most time out of the water. Most species need water to breathe, since they use gills, however they can come out of the water. This is because the gills are inside the shell (which is not watertight and allows water to pass through) and, out of the water, they keep the humidity inside. However, if they spend too much time out of the water (1–8 hours, depending on the species), they dry out and die. This applies even to the giant specimens, which I discovered grow naturally, and not by the actions of the infamous Gargantua (very little appreciated in our cult, since he is dedicated to experimenting with marine animals and introducing new harmful species, such as the fish that bears his infamous name).

Lobsters and shrimps breathe in the same way, but differ from crabs in other areas. First, they are somewhat softer than crabs, but are more agile. In addition, lobsters tend to have claws differentiated into a ‘grasping’ and a ‘cutting’ claw, capturing with the former and then dismembering the prey. Also, the eyes of lobsters and shrimps are more developed, allowing them to see in different directions and with great clarity, which makes them almost impossible to be taken by surprise. However, they do not see invisibly, although there are exceptions, as we will see below.
These animals that have reached gigantism are dangerous for adventurers, but not so much for the underwater inhabitants. This is because the adventurer usually insists on wearing his heavy armor, which makes him walk along the bottom, where the crustaceans dwell. On the other hand, mermen, tritons and other sea inhabitants simply swim on top, avoiding danger. Finally, it should not be forgotten that, in addition to being hunters, many of them are scavengers and, unlike sharks, they are not bloodthirsty. This makes it possible to distract them with leftover food, dead fish or similar.

Giant Lobster


AC: 3

HD: 3+3*

Move: 90'

Attacks: grapple/cutter

Damage: 1d6/2d4 +special

No. Appearing: 1–2 (2–4)

Save As: F2

Morale: 9

Treasure: Nil

Alignment: Neutral

XP Value: 75

The giant lobster is 1.20m long, claws aside. It has a large armored body and is unable to attack those behind it. However, it is capable of swimming backwards at high speed by bending its tail, and can move up to 50' in one round. To top it off, its attacks are deadly. If it hits with the ‘Grapple,’ a ST vs Par must be made to avoid becoming trapped. Those trapped fight at -2 and are always hit by the lobster. A Check vs Strength allows to break free, spending the whole round.

Giant Overpincer Crab



AC: 2

HD: 4+1

Move: 60'

Attacks: pincer/overpincer

Damage: 1d6/3d6

No. Appearing: 1–4

Save As: F2

Morale: 8

Treasure: Nil

Alignment: Neutral

XP Value: 125



This species stands out for the large size of one of its pincers, comparable to the size of its own body. It is a hyper-developed arm that they use as their main defensive weapon. The small arm is used to lie in the sand and wait for victims (surprise 13). If for some reason they lose the large claw, the smaller one will hyper-develop to match the lost one and a normal claw will emerge from the stump in a few days. Females have normal-sized pincers and cause only 1d6.

Giant Cutter Lobster



AC: 3

HD: 3

Move: 90'

Attacks: cutter/cutter

Damage: 1d10/1d10 +special

No. Appearing: 1–2 (2–4)

Save As: F2

Morale: 9

Treasure: Nil

Alignment: Neutral

XP Value: 35

Cousin of the giant lobster, it is similar to it in many ways, however it is more feisty. It doesnt grasp, but hits harder. Its better to avoid it.

Giant Sonic Shrimp



AC: 3

HD: 6*

Move: 90'

Attacks: cutter/cutter or special

Damage: 2d8/2d8 or special

No. Appearing: 1–2 (2–4)

Save As: F3

Morale: 10

Treasure: Nil

Alignment: Neutral

XP Value: 500



The giant sonic shrimp is a fascinating creature. At almost 2m long and with 60cm pincers, this animal is truly terrifying. However, its greatest weapon lies in the fact that it is able to close its pincers with such speed that it causes a snapping sound that damages and stuns its prey. In a 9mx5m cone in front of it everyone must make a ST vs wands or suffer 4d4 sonic damage and be stunned 1d4 round. A successful ST halves the damage and avoids the stun. It lives inside reefs to avoid being attacked from behind.

Giant Shellbreaker Shrimp



AC: 3

HD: 7**

Move: 90'

Attacks: ‘punch’/‘punch’

Damage: 2d12/2d12 +special

No. Appearing: 1 (1–2)

Save As: F4

Morale: 11

Treasure: Nil

Alignment: Neutral

XP Value: 1,250

This fascinating animal is as fearsome as beautiful. With a length of 1.5m and a varied coloration with shades of hypnotic greens and blues, this shrimp is a heavyweight of the seas. It has 2 eyes that see more than normal, and are able to detect invisible while ignoring illusions. In addition, it can perform speed bursts, where it doubles its speed for up to 3 rounds (movement only; it does not hit faster). However, the greatest danger lies in its fists. Each hit is reduced by 1 point per AC difference between the racial base and that granted by the armor worn (if a human cleric, 9, wears chain mail, 5, then reduce 4 points) but in return the armor is broken beyond repair. If it is magical, the wearer is entitled to a ST vs Death using the armors magic bonus to prevent breakage. This process is repeated with each hit until the armor is broken. Sea giants stay away from these creatures because of their great power. Defeating one alone is a symbol of strength among them.

Giant Running Shrimp



AC: 5

HD: 3

Move: 120'

Attacks: pincer/pincer

Damage: 1d6/1d6

No. Appearing: 1 (1–2)

Save As: F2

Morale: 6

Treasure: Nil

Alignment: Neutral

XP Value: 35



This shrimp lives in the most remote areas of the reefs, where it can hide if necessary or run along the seabed. It is weaker in shell than other shrimps of its species, but this has allowed it to run faster than others. It is not particularly harmful but can be annoying to chase.

Giant Sea Scorpion



AC: 3

HD: 5*

Move (swimming): 90'

Attacks: pincer/pincer/sting

Damage: 1d10/1d10/1d6

No. Appearing: 1–2 (2)

Save As: F2

Morale: 10

Treasure: Nil

Alignment: Neutral

XP Value: 300

After my research, I discovered that this animal in the vicinity of Thanegioth was not really a scorpion, despite the resemblance, but a type of crustacean. During my confinement in Twaelar (a subject I dont like to talk about) I learned a lot about these creatures. They lack venom and use their tail mainly for swimming, unlike other crustaceans. They grab onto their prey with their pincers and then start repeatedly jabbing the stinger into their victim until it dies. If they hit with one claw, they have +4 to hit with all other attacks. If they hit with both pincers, they are hooked and hit automatically. They must hit both grapples in the same round to be hooked. They do not release except in mortal danger or when neutralized.


Spider Crab



AC: 2

HD: 4*

Move: 90'

Attacks: pincer/pincer

Damage: 1d8+1/1d8+1 +special

No. Appearing: 1–2 (2–8)

Save As: F2

Morale: 9

Treasure: Nil

Alignment: Neutral

XP Value: 125

The spider crab (or long-legged crab, for those tritons who have never seen a spider in their life) is a fascinating crustacean, with a large size without relying on the magic and experiments of the wizard Gargantua. It can reach a height of up to 1.5m with its legs and has a pincerspan of 3m. Its long legs allow it to move efficiently along the seabed, avoiding obstacles and stalking prey swimming underneath. Their long claws also have an anticoagulant venom. If they hit, the victim must make a ST vs. Poison or lose 1hp/round until first aid is administered or a heal light wounds is successfully cast. Further wounds do not accumulate bleeding damage. Finally, it possesses camouflage abilities. It covers its shell with algae, anemones, mollusks, and other parts of the sea bottom to camouflage itself and prevent larger predators from spotting it from above. This animal is more frequent in the waters of Ochalea, but I know of documented cases of specimens living around Royster, near the sea trench, and of colonies in the waters of Thanegioth, in the middle of Twaelar.


Giant Spider Crab


AC: 0

HD: 8*

Move: 120'

Attacks: pincer/pincer

Damage: 2d8/2d8

No. Appearing: 1–2

Save As: F4

Morale: 10

Treasure: Nil

Alignment: Neutral

XP Value: 1,200



Similar to its smaller sibling, this crab is larger, reaching 3m in height and 6m in pincerspan. It lives in deeper waters, such as the Abyss (I have not explored it personally, but I trust the marine giants of the terraces), the Royster Trench, and some other minor trenches. It looks like a mutation of the original race, adapted to survive in more inhospitable places. Their carapace is harder, their pincers stronger and their venom more potent, so they make the ST vs Poison with -2. Sea giants are used to scare small children with them in their stories.


Giant Lancer Shrimp



AC: 3

HD: 5-7*

Move: 90'

Attacks: ‘spear’/‘spear’

Damage: 2d10/2d10

No. Appearing: 1 (1–2)

Save As: F2–3

Morale: 10

Treasure: Nil

Alignment: Neutral

XP Value: 300/500/850

This shrimp, which is very similar to the shellbreaker, shares habitat with its cousin. However, it is inferior to it in many respects. Although it retains the ability to temporarily increase its speed, it strikes with less force and is not able to break the armor of its prey. Therefore, it learned to be a silent predator. Using its whitish color to blend in with the sand, it buries itself, leaving only its eyes showing. When the prey passes by, it jumps with both arms in an attempt to skewer it, surprising on 14 on d6 and causing double damage due to the great speed with which it jumps in order to skewer its prey. Like its cousin, it is immune to illusions and sees invisible things.


Gripper Lobster



AC: 3

HD: 3*

Move: 90'

Attacks: grapple/grapple

Damage: 1d8/1d8 +special

No. Appearing: 1 (1–2)

Save As: F2

Morale: 9

Treasure: Nil

Alignment: Neutral

XP Value: 50

This lobster, the size of a reef shark, evolved in order to best capture its prey. Its two claws are designed to capture and immobilize its victims. That way, it can squeeze them to death. Anyone hit by a pincer must roll vs. Par or be trapped. Those trapped take automatic damage each round from the grapple that traps them and have -4 to hit per grapple. A check vs Strength allows freeing oneself from a pincer by spending the entire round, but if one has 2 pincers there is a penalty of 4. This animal tends to trap a target with the 2 pincers and once it is dead move on to the next victim.