Subaquatic Marauder

Level 5
Creature· humanUncommonMediumRemaster
AC 23
HP 60
Speed 20 ft.
Fort +15
Ref +7
Will +12
Perc +12
Size Medium
Uncommon
Languages common
Speeds 20 ft., swim 20 ft.
Skills athletics +13, crafting +13
Recall Knowledge society DC 22

Attacks

Melee Gauntlet +15/+11/+7(agile, free-hand)
Damage: 1d4+8 bludgeoning
Melee Javelin +15/+10/+5(tethered, thrown 30 ft.)
Damage: 1d6+8 piercing

Abilities

Sealed Diving Suitinteraction

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◆◆offensive(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

Retractoffensive

Requirements The marauder's last action was a successful javelin strike

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.

Description

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.