Crew of Maid Mary (3.5e Creature)
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|Size/Type:||Small Humanoid (Dunner), 1st-level Warrior|
|Hit Dice:||1d8 (5 hp)|
|Speed:||20 ft. (4 squares)|
|Armor Class:||15 (+1 size, +2 Dex, +2 leather), touch 13, flat-footed 13|
|Attack:||Longspear +3 melee (1d6+1/×3) or dagger +3 melee (1d3+1/19-20) or crossbow +4 ranged (1d6/19-20) or harpoon +4 ranged (1d6+1) or net +4 ranged touch (entangle)|
|Full Attack:||Longspear +3 melee (1d6+1/×3) or dagger +3 melee (1d3+1/19-20) or crossbow +4 ranged (1d6/19-20) or harpoon +4 ranged (1d6+1) or net +4 ranged touch (entangle)|
|Space/Reach:||5 ft./5 ft.|
|Saves:||Fort +3, Ref +2, Will +0|
|Abilities:||Str 12, Dex 15, Con 10, Int 11, Wis 11, Cha 10|
|Skills:||Climb +13, Profession (sailor) +4|
|Feats:||Point Blank Shot|
This dunner seems to be even hairier than the average dunner: uncombed hair falls on his shoulders in thick waves and muttonchops that many would be envious of decorate his face. He is dressed in simple, open clothing, suited well for seafaring, and you feel that the many naval tools he has on his person can quickly turn into weapons if need be.
The deckhands of Maid Mary are mostly old boys from way back, many of whom have worked for Admiral Taselhaf for years. They are hardy and loyal, and thanks to the many ambushes and raids that have threatened the barge, gifted warriors as well. Since a powerful opponent can wreck an individual deckhand fairly easily, the crew uses ambush tactics, massed ranged attacks, reach and traps to take down opposition.
The main weapon of the deckhands is the crossbow. They try to keep their distance and pelt foes with bolts for as long as possible, from a different level on the barge if possible. If and when forced into melee, the deckhands try to stop foes with nets and fight at reach with their longspears (which are modified naval pikes). In addition, all deckhands carry a 2-pound bag of caltrops (good for a 5-foot square), which they lay down as soon as possible (as a move action), often before the enemy even arrives. One-half of the deckhands carry a tanglefoot bag, which they employ liberally to further hamper foes. In a particularly big fight or when supported by heavier hitters, a few of the deckhands will attempt to harpoon their foes and drag them around to force attacks of opportunity.
|Hit Dice:||4d8+11 (29 hp)|
|Speed:||30 ft. (6 squares), climb 30 ft.|
|Armor Class:||14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12|
|Attack:||Claws +7 melee (1d6+5)|
|Full Attack:||2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)|
|Space/Reach:||10 ft./10 ft.|
|Special Qualities:||Low-light vision, scent|
|Saves:||Fort +6, Ref +6, Will +2|
|Abilities:||Str 21, Dex 15, Con 14, Int 4, Wis 12, Cha 7|
|Skills:||Climb +14, Listen +6, Profession (sailor) +8, Spot +6|
|Monstrous strength wouldn't be so bad|
without the touch of knowledge.
The 400-pound ape charging at you with fangs revealed and muscles bulging would be a terrifying enough prospect in its own right, but the gleam of sapience in its eyes makes it so much worse. This is no savage animal: it's a conscious creature, capable of making informed decisions, and right now it's decided to rip out your jugular.
The deck-apes of Maid Mary are a specialty from the forest of Ghaer, where First Mate Gelhar is originally from. They are sapient apes from the steaming jungle, far from intelligent but clever enough to be taught rudimentary sailing. They are still wild, and most of the crew stays out of their way, except for Rotplank Hank (who has nothing to fear from them) and Gelhar (who they are fiercely loyal to).
The deck-apes are the brutes of the Maid Mary fighting force. They charge enemies and employ full attacks to take down opposition. While they aren't tactical fighters, the rest of the crew can use their savagery to their advantage: a deck-ape is large enough to block passage on the decks and in many corridors of the barge, allowing others to take cover behind them and devastate foes with massed ranged attacks.
Brutus, the Coxswain
|Size/Type:||Medium Humanoid (Dwarf), 3rd-level Fighter|
|Hit Dice:||3d10+12 (28 hp)|
|Speed:||20 ft. (4 squares)|
|Armor Class:||14 (+1 Dex, +3 studded leather), touch 11, flat-footed 13|
|Attack:||Masterwork barbed whip +7 melee (1d4+3)|
|Full Attack:||Masterwork barbed whip +7 melee (1d4+3)|
|Space/Reach:||5 ft./5 ft. (10 ft. with barbed whip)|
|Special Qualities:||Darkvision 60 ft., stonecunning, stability|
|Saves:||Fort +6, Ref +2, Will +2|
|Abilities:||Str 16, Dex 13, Con 19, Int 13, Wis 12, Cha 10|
|Skills:||Intimidate +6, Jump +9 (+8 with armor), Swim +9 (+7 with armor)|
|Feats:||Combat Expertize, Exotic Weapon Proficiency (barbed whip), Improved Disarm, Improved Trip|
A fat dwarf with a horribly scarred face blocks the narrow corridor of the barge, and a thick hand whips out fast as lighting, emitting a deafening crack. It takes you a moment to figure out that the crack came from the cruelly barbed whip that's now dancing around according to the movements of the dwarf's hand. You've never seen a whip wielded with such proficiency. "Right then, you curs. You asked for it."
Brutus is the current coxswain of the Maid Mary. Unlike with his first mate, Admiral Taselhaf doesn't have a trusted man as a permanent coxswain, but rather hires the best man for the spot. And Brutus is good: as the only dwarf among a dunner crew, he is considered a strange and scary fellow, an image his hideously-scarred face and fat frame only enhance. Brutus is a master of the whip, but since the scullers of Maid Mary are hired and not enslaved, he never whips anyone except as fair punishment. Nonetheless, the cracks of his whip are enough to make the scullers work double-time.
Brutus fights using his tool of the trade: as a master of the whip, Brutus carefully weaves through the battlefield (using withdraw and 5-foot steps) and systematically disarms and trips foes as necessary. He keeps his distance from opponents, with the other crewmembers working as the main combatants which he supports with his feats. If caught in close quarters, Brutus uses Combat Expertize to lessen the odds of him dying, and as a hired hand he'd rather jump overboard and swim to safety than die for the barge.
|Size/Type:||Large Giant (Aquatic)|
|Hit Dice:||6d8+36 (63 hp)|
|Speed:||20 ft. (6 squares), swim 40 ft. (8 squares)|
|Armor Class:||16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14|
|Attack:||Anchor (as greathammer) +9 melee (3d6+9/×3) or claw +9 melee (1d6+6)|
|Full Attack:||Anchor (as greathammer) +9 melee (3d6+9/×3) and bite +4 melee (1d6+3) or 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Rend 2d6+9|
|Special Qualities:||Darkvision 90 ft., low-light vision, regeneration 5, scent|
|Saves:||Fort +11, Ref +4, Will +3|
|Abilities:||Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6|
|Skills:||Listen +5, Spot +6|
|Feats:||Alertness, Iron Will, Track|
|It's amazing how much good will|
fish parings can buy.
A creature somewhere between a giant lizard and a slimy ogre stares at you with gleaming, snakelike eyes that peer through clots of wet, black hair. In its mouth there is a half-eaten salmon. The dripping fingers of the creature are tightening around a rusty anchor as tall as you are. There's an animal snarl as the creature raises the anchor high into the air, then a crash as it brings it down with monstrous force.
Rotplank Hank is another hideous curiosity of Maid Mary, although a much more hushed-up one than the deck-apes. The barge picked Hank up from a upriver journey in Tull: the scrag was attracted to the ship by the parings cast out into the water from the kitchens, and become more-or-less domesticated by repeated feedings after the crew became aware of its existence. Maid Mary is know a home of sorts to the beast: it swims below the barge when it moves, sleeps in the muddy river bottom when it rests and eats whatever is cast over the sides.
Hank bears loyalty to the barge as a source of food, which means that it will fight anyone the crew fights. It is the barge's greatest defense in the water along with the ballistas: foolish is them man who tries to escape by jumping into the water. Hank fights using a massive anchor that it plundered from the depths of a river, and has grown attached to the thing. There's little tactic to Hank's fighting: he hits foes until they go down, which they often do. Remember that scrags only regenerate when mostly submerged in water, so when Hank climbs aboard to fight, his regeneration turns off. If he is brought to low health, he plunges into the waters: a few fish heads aren't worth dying for.
Rend (Ex): If Rotplank Hank hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to Rotplank Hank. If Rotplank Hank loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Rotplank Hank can regenerate only if mostly immersed in water.
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