Sea Bonze
The ocean knows few terrors as unnatural and horrific as the sea bonze. This undead goliath dwells near established shipping lanes or offshore from coastal settlements, where it lurks just beneath the surface of the water until it can strike unsuspecting boats in the dead of night. Sailors often advise launching ocean voyages only during the day on the assumption that doing so might protect them from the sea bonze's attention, but such tactics make little difference to the creature itself, which will trail a particular ship until after dusk, sometimes for hundreds of miles, only to lurch out of the water and lay waste to an entire ship.
Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity. Reawakened as mammoth ship-wreckers, these angry spirits have no memory of their past lives, and seek to inflict the doom they suffered on others who ply the seas. Their hatred does not make them mindless, however, and more than one lucky crew member has talked her entire ship's way out of total annihilation. Sea bonzes have an unusual respect for those with wit and guile, and will sometimes consider sparing those they deem worthy of their esteem. Those who try to defend themselves with brawn and weapons, however, receive no mercy from the enormous monsters.
A sea bonze's flesh is black and leathery like that of a squid, and appears at first glance to be made out of the black waters of the ocean itself. The entire creature is featureless and smooth, making its empty visage all the more horrifying.
- HP
- 231 (22d8+132)
- AC
- 30, touch 6, flat-footed 30 (+24 natural, -4 size)
- Speed
- 40 ft., swim 80 ft.
- Init
- +4
- Melee
- 2 slams +22 (4d10+10)
- Space
- 20 ft.
- Reach
- 20 ft.
- BAB
- +16
- CMB
- +30
- CMD
- 40 (can't be tripped)
- Fort
- +13
- Ref
- +9
- Will
- +19
- DR
- 10/magic and slashing
- Racial Modifiers
- +4 Swim
Weapons: Simple
Dooming Gaze — Paralyzed with fear for 1 round, 60 feet, Will DC 27 negates. A creature that is already paralyzed by this gaze attack and fails a saving throw to resist being paralyzed for 1 more round gains 1 negative level (Fortitude DC 27 to remove after 24 hours). The paralysis effect of this gaze is a mind-affecting fear effect, but the negative level is not. The save DC is Charisma-based.
Alertness, Combat Reflexes, Critical Focus, Improved Initiative, Improved Iron Will, Intimidating Prowess, Iron Will, Lightning Reflexes, Power Attack, Stand Still, Vital Strike
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>
<p class="stat-block-1"> Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Intimidate +41, Perception +33, Sense Motive +33, Stealth +13, Swim +47
- Type
- Undead
- Alignment
- NE
- Size
- Gargantuan
- Environment
- any oceans
- Organization
- solitary
- Treasure
- standard
- Senses
- blindsight 120 ft.; Perception +33
- Languages
- Aquan, Common
- Source
- Bestiary 3
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Intimidating Prowess (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Stand Still (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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