XP 3,200 DEFENSE
AC 23, touch 14, flat-footed 19 (+4 armor, +4 Dex, +5 natural) OFFENSE
Speed 30 ft., swim 60 ft. Tactics He and his allies are paid spies, smugglers, and saboteurs -- they do not attack obvious intruders unless they enter the water. In this event, they move swiftly to surround foes. He activates his blood frenzy as soon as possible, and delays his actions in a round if necessary so an ally can flank a foe with him and grant him sneak attacks on all his attacks. If two of his allies are slain, or if he is reduced to less than 15 hit points, he surrenders, on the condition that the party allows him and his allies to aid in future combats against mutual foes. STATISTICS
Str 18, Dex 19, Con 18, Int 14, Wis 15, Cha 7 SPECIAL ABILITIES
Blood Frenzy (Ex)Once per day, when he takes damage in combat he can fly into a frenzy in the following round. He gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter. Speak with Sharks (Su)He can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here", "defend me",or "attack this target". |