This whitish-gray amoeboid creature has bits of flotsam embedded in its amorphous form, which moves inexorably against the current.
XP 2,400 DEFENSE
AC 7, touch 7, flat-footed 7 (–2 Dex, –1 size) OFFENSE
Speed 10 ft., climb 10 ft., swim 20 ft. STATISTICS
Str 24, Dex 7, Con 18, Int —, Wis 1, Cha 1 SPECIAL ABILITIESAcid Jet (Ex)Once every 1d4 rounds as a standard action, a sea scourge can shoot a stream of acidic juices in a 30-foot line, dealing 2d8 points of acid damage to any creatures in the area (DC 18 Reflex save for half damage). The save DC is Constitution-based. | Sea Scourge Variants
Coldwater Scourge (+0 CR): The coldwater scourge is a menace to merchant ships and war galleons alike. A coldwater scourge is immune to cold damage, and creatures that fail their Reflex saves versus the scourge's acid jet are also staggered for 1 round. Steaming Scourge (+1 CR): A steaming scourge possesses additional Hit Dice and the heat universal monster ability, and emits so much energy that any water in a 10-foot-radius spread around it begins to boil, dealing 1d6 points of damage to creatures that begin their turn submerged in it. |