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Sea Glutton

by Jamie Baty

SCMC
Gargantuan Magical Beast (Aquatic)
Hit Dice: 9d10+36 (85 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
Armour Class: 14 (-4 size, +8 natural), touch 6, flat-footed 14
Base Attack/Grapple: +9/+32
Attack: Bite +20 melee (2d6 +15)
Full Attack: Bite +20 melee (2d6 +15) and tail +15 melee (2d10 +7)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict, improved grab, ship constriction, swallow whole
Special Qualities: Amphibious, Darkvision 60ft., low-light vision
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 40, Dex 11, Con 18, Int 7, Wis 8, Cha 7
Skills: Intimidate 0*, Listen +10, Spot +10, Swim +23
Feats: Alertness, Endurance, Swim-by Attack, Iron Will
Environment: Any aquatic
Organisation: Solitary, or Pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: -

The sea glutton (or glutău marinheiro, as it is called by the Vilaverdans) is a form of giant serpent- the kind mariners have whispered tales of since the beginning of ocean travel. They are most often reported lying on top of the water, sunning themselves; provoking one is a poor idea.
The creature has a long serpentine body covered with dark green, glistening scales. Its underbelly is a chalky grey. The head of a sea glutton resembles a dragon more than an actual serpent, with a large mouth full of sharp teeth and two protruding fangs.
All sea gluttons have a ridge of webbed spikes running down their backs. These spikes start out tiny on the creature's nose ridge, grow quickly to make a large crest over its head, and then trail off over the next 20 feet or so. The spikes can lie flat along the back or be extended to provide protection. Males also have a webbed fan of spikes circling their heads. These are usually flared during fights to make the creature's head seem larger and more threatening.
Sea gluttons are possibly the most feared creature in the Western Sea and almost certainly along the waters of the Izondian Deep. Their primary food staple is the echyan; they provide a critical check in keeping down the population of these sea worms. The only creature sea gluttons truly fear after the first year is the kla'a-tah, which hunts and feeds on them.
Sea gluttons roam the open sea waters, travelling alone or with a mate. Its young are abandoned at birth and left to fend for themselves, many falling prey to other sea creatures during this vulnerable period. Those who survive their first year are considered adults and can pretty well take care of themselves. No one knows how old or how large a sea glutton can get, though sailors speak of one that is commonly mistaken for a small island.
Sea gluttons are most often spotted by Vilaverdan sailing vessels off the coast of Robrenn. The Izondian Deep provides the deep saltwater channels these creatures prefer and supports a large variety of sea life on which they can feed. Though sea gluttons do not stake out a territory, they are wary of each other. Battles have been witnessed between two males or two females but never between opposite genders. Sea gluttons often hunt the surface of the water for food, and they love to sun themselves right after a meal. Otherwise they remain in deep water.

Combat
Sea gluttons provoke an attack only when in search of food. Food consists of almost anything under or on top of the water. Sea gluttons will usually try to destroy boats first, and then eat the crew. If clearly overmatched, a sea glutton will attempt to grab up to two crewmen and then flee with its meal.

Amphibious (Ex): A sea glutton can breathe air normally as well as underwater.

Constrict (Ex): On a successful grapple check made with its tail, a sea glutton deals 2d12+22 points of damage.

Improved Grab (Ex): If a sea glutton hits with its bite attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sea glutton may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.
If the sea glutton hits a foe with its tail attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sea glutton may hold the victim and can constrict.

Ship Constriction (Ex): As a full round action, the sea glutton may attempt to grapple any ship of gargantuan size or smaller. The sea glutton's grapple check is opposed by the ship captain's Profession (Sailor) check. On a successful grapple check, a sea glutton wraps itself around the ship and deals 2d10+22 points of damage to the hull (or to each of the hull sections it is wrapped around) each round it remains grappled.
After the initial grapple check, the sea glutton may attack normally with its bite and suffer no penalties to subsequent grapple checks made against the same ship.

Swallow Whole (Ex): A sea glutton can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+15 points of bludgeoning damage and 1d8 points of acid damage per round from the sea glutton's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A gargantuan sea glutton's gizzard can hold 2 large, 8 medium, 32 small, 128 tiny or 512 diminutive or smaller opponents.

Skills: Sea Gluttons have a +4 racial bonus on Listen and Spot checks. A sea glutton has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. * A male sea glutton has a +8 racial bonus to Intimidate skill checks.

The Red Curse
Sea gluttons usually have at least one Legacy. Crimson Fire, Red Shield, Repel Metal, and Temperature are the most common Legacies possessed by these creatures, but they can have any Legacy. Sea gluttons do not require cinnabryl to prevent Affliction.
If the DM does not have information on the above Legacies, use the following:
Crimson Flare (Sp): One target per 3 HD (within 30ft) is outlined in red light. Attackers get +2 circumstantial bonus to attack rolls made on the target in the dark. This bonus decreases to +1 in twilight or better light. The effect last for 2 rounds/HD.
Red Shield (Sp): Generates glowing shield in caster's hand, 1 foot wide per 3 HD. Shield offers -1 AC bonus (the wielder does not need any shield proficiency). If the legacy wielder does not possess hands, the shield will hover in a similar location to a shield hand. The shield lasts for 2 rounds/HD.
Repel Metal (Su): The wielder gains damage reduction of 30 against all metal weapons, whether magical or mundane. This effect lasts for 1 round per HD.
Temperature (Su): The caster may raise or lower the air temperature 3 degrees/HD in 20ft/HD radius. This effects lasts for 2 minutes/HD. Victims in the area may be affected by any extreme temperatures created.