Water Orm
Just as sailors tell stories of sea serpents, so do denizens on the shores of remote lakes whisper of strange, secretive monsters lurking in the depths of these large bodies of water. Like sea serpents, proof of their existence is as elusive as the beasts themselves. Known as water orms and believed by some to be a strange link between linnorms and sea serpents, most locals refer to any such local monster (real or imagined) by a pet name or the name of the lake it calls home. Water orms are craftier than sea serpents, and generally inclined toward curiosity rather than violence. Nevertheless, a water orm does not hesitate to attack any creature it views as a threat to itself or its lake.
Water orms are extremely long-lived. Several different variants have been reported. With sightings rare and unverifiable, it is unclear whether these are variations within a single species, or several unrelated creatures. Some are described as long-necked aquatic reptiles, some as fresh-water sea serpents, others as bizarrely elongated seals or whales, and still others as impossibly large sea horses. Most are 40 to 45 feet in length, and weigh 2,000 to 3,000 pounds.
- HP
- 136 (13d10+65)
- AC
- 24, touch 11, flat-footed 21 (+3 Dex, +13 natural, -2 size)
- Speed
- 20 ft., swim 50 ft.
- Init
- +7
- Melee
- bite +19 (4d6+8/19-20 plus grab), tail slap +14 (2d8+4)
- Space
- 15 ft.
- Reach
- 15 ft. (20 ft. with bite)
- BAB
- +13
- CMB
- +23 (+27 grapple)
- CMD
- 36 (40 vs. trip)
- Fort
- +13
- Ref
- +13
- Will
- +7
- Defensive Abilities
- elusive
- Racial Modifiers
- +4 Perception
swallow whole (3d6+12 bludgeoning damage, AC 16, 13 hp)
Water Travel — As a full-round action once per day, a water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water that looks similar to the passage of a school of fish when viewed from above the water. While in this form, the water orm swims at a speed of 600 feet per round (60 mph) and gains a +40 bonus on all Swim checks. It cannot attack or take any action other than swimming in this form, and can remain in this form for up to 8 hours at a time. A water orm can revert to its solid form from this state as a free action. Water orms are unable to pass into or through salt water when using this ability.
Improved Critical (bite), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</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"> 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"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Perception +11, Stealth +14, Swim +16
- Type
- Magical Beast
- Alignment
- N
- Size
- Huge
- Environment
- any lakes
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 120 ft., low-light vision; Perception +11
- Languages
- Aquan (cannot speak)
- Source
- Bestiary 2
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Uses feat: Improved Critical (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: 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: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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