Old Man of the Sea (D&D 3E Monster)

Michael O. Varhola

OLD MAN OF THE SEA

Medium Monstrous Humanoid (Aquatic)

Hit Dice:                          6d8+9 (36 hp)

Initiative:                         +1

Speed:                             30 ft. (6 squares), Swim 40 ft.

Armor Class:                  17 (+1 Dex, +6 natural), touch 11,
                                         flat-footed 16

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

Special Qualities:           Amphibious, Spell Resistance 15,
                                         Darkvision 60 ft., Susceptibility to
                                         Intoxicants

Saves:                             Fort +2, Ref +5, Will +6

Abilities:                         Str 20, Dex 13, Con 13, Int 12, Wis 14, Cha 15

Skills:                              Bluff +13, Intimidate +4, Knowledge
                                         (Local) +9, Listen +4, Spot +4, Swim +22

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

Treasure:                         Standard

Alignment:                      Usually chaotic evil

Advancement:                By character class

Level Adjustment:           —

An Old Man of the Sea is generally encountered on deserted sea or ocean islands. It appears to be an ancient, emaciated, bearded, and sun-darkened Human male that is either clad in rags or naked.
 
COMBAT
An Old Man of the Sea will attempt to trick other creatures into carrying them on its shoulders, often feigning weakness and appealing to pity (e.g., begging that it be carried to its hut or a source of water). It will then tighten its legs around their necks in an iron grip and coerce them into carrying it around and obeying its will (e.g., gathering food for it). It will use this tactic against size Medium and Large creatures but cannot effectively use it against smaller or larger ones.

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.