Chokehold: An Old Man of the Sea receives a +4 racial bonus on grapple checks. If a creature willing carries it, the monster can attempt an opposed grapple check to inflict a Chokehold. Otherwise, if it hits a creature with both of its talons it can immediately attempt a grapple check as a free action that does not provoke an attack of opportunity. Once it has successfully grappled an opponent, the monster will maneuver onto its shoulders and wrap its legs around the victim’s neck. Thereafter, it can automatically inflict 1d6+4 damage to its victim (maximum damage if it succeeds at an opposed grapple check and double maximum if it scores a critical success with this attempt). It can, however, make this non-lethal damage so as to prolong the life of its enslaved victim.
A character grappled this way will suffer one point of temporary Con loss per day as a result of hauling the Old Man of the Sea around and suffering its abuse. Upon reaching 0 Con the creature will die.
Rust (Ex): A metal weapon that deals damage to an Old Man of the Sea corrodes immediately (wooden, stone, and other nonmetallic weapons are unaffected). Magic weapons made of metal must succeed on a DC 14 Reflex save or be dissolved. The save DC is Constitution-based.
Susceptibility to Intoxicants: An Old Man of the Sea will quickly become intoxicated from substances like alcohol, and just five normal cups of wine will cause one to pass out.
Fast Healing: When immersed in sea water, an Old Man of the Sea recovers 1 hit point per round.
Amphibious (Ex): Although an Old Man of the Sea aquatic, it can survive indefinitely on land.
Skills: An Old Man of the Sea receives 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.
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 6d8+9 (36 hp)
Speed: 30 ft. (6 squares), Swim 40 ft.
Base Attack/Grapple: +6/+15
Attack: Claw +11 melee (1d4+5), Chokehold
Full Attack: 2 claws +11 melee (1d4+5), Chokehold
Space/Reach: 5 ft./5 ft.
Special Attacks: Chokehold, Rust
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 20, Dex 13, Con 13, Int 12, Wis 14, Cha 15
Feats: Alertness, Persuasive, Toughness
Environment: Any aquatic
Organization: Solitary or covey (one Old Man of the Sea,
1-3 Sea Hags, plus 1-8 ogres, 1-4 evil giants, and 1-6 other victims)
Challenge Rating: 5
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —