Once more, thanks to the generous art contributions of Noble Hardesty, your PCs can fear the waves even more than they already do!
Giant
ARMnemone: Init +0; Atk weapon +4 melee (1d6+2) or weapon +2 ranged
(1d4) or bite +1 melee (2d6); AC 14; HD 6d8; MV 20’; Act 6d20; SV Fort +6; Ref -2;
Will +4; AL C.
Related to the common anemones of tidal pools and coral reefs, these monstrous creatures have replaced the normal anemones’ tendrils with a multitude of arms which can wield a plethora of weapons. Most of an ARMnemone’s weapons are simple melee ones scavenged from shipwrecks and victims, but sometimes an ARMnemone uses single-handed ranged weapons as well. Rather than the simple maw of their lesser kin, giant ARMnemones have huge mouths filled with gigantic teeth.
Giant ARMnemomes possess an evil intelligence that grows throughout their long lives. After several centuries, a giant ARMnemone can spontaneously grow into an ARMageddon (see below).
ARMageddon: Init +0; Atk claw +8 melee (2d6+6) or tail fist +10 melee (3d6+6) or bite +6 melee (3d6) or spell; AC 24; HD 8d20+16; MV 20’; Act 8d20; SP channel phlogiston, death throes, spellcasting; SV Fort +16; Ref -10; Will +20; AL C.
Its mouth sprouting into an enormous head, as two of its arms thicken to become monstrous, an ARMageddon sprouts bat-like wings too small for flight. Where once it fastened to the sea bed, rocks, or coral, it grows another colossal fist. Over a matter of pain-filled hours, the creature takes in raw energy from the phlogiston itself, growing to a towering size in the process. Its malevolent intelligence entirely bent to hatred of land-dwellers, the ARMageddon goes on a rampage until the coast is decimated or it is slain itself.
The smaller arms of an ARMageddon no longer wield weapons. Instead, they channel raw phlogistonic energy into spellcasting. An ARMageddon gains the ability to cast 1d7 random 1st level, 1d5 2nd level, and 1d3 3rd level wizard spells. They cannot spellburn, but they are absolutely able to enter into spellduels. Because of variables in the phlogistonic flow, when it casts a spell an ARMageddon rolls 2d6 to determine its bonus to the spell check.
When reduced to 0 hp, the ARMageddon explodes in a blast of raw phlogiston, doing 3d10 damage to everything within 200 feet. Living creatures within 60 feet must roll 1d20, modified by their current Luck modifier, and consult the following: (5 or less) Creature suffers greater corruption, (6-10) Creature suffers major corruption, (11-19) Creature suffers minor corruption, or (20+) Creature suffers no additional effect. At the judge’s discretion, a creature rolling 25 or higher may gain a random mutation from the Mutant Crawl Classics tome.
There is a 20% chance that a unique organ within the ARMageddon’s brain survives the explosion. A wizard or elf can use this is a power component to fuel a single spell, granting a +2d6 bonus to the spell check but requiring a Will save (DC equal to the bonus) or suffer major corruption as the spell is released. Using the organ in this way consumes it utterly.