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Subaquatic MarauderCreature 5


UncommonMediumHumanHumanoid
Source Pathfinder NPC Core
Perception +12
Languages Common
Skills Lore +12, Athletics +13, Crafting +13
Str +4, Dex +2, Con +4, Int +2, Wis +1, Cha +0

AC 23; Fort +15; Reflex +7; Will +12;
HP 60
Speed 20 feet (swim 20 feet)

Gauntlet One Action +15 (+11, +7) to hit (agile, free hand) 1d4+8 Bludgeoning
Javelin One Action +15 (+10, +5) to hit (tethered, thrown 30) 1d6+8 Piercing

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.

Depth Charge Two Actions (air, manipulate, sonic)

The marauder pulls a release valve on their suit, expelling a pressure wave that deals 3d6[sonic],3d6 bludgeoning damage (DC 22 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.

Effect: Depth Charge

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.


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.


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


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.