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Sacred Prayers of Maugrim

 

 

Seaweed (Transmutation)

 

Level: Clr2 (Maugrim)

Components: V, S, DF

Casting Time: 1 action

Range: Long (400 ft. + 10 ft./level)

Area: Plants in a 100 ft. radius spread

Duration: 1 minute/ caster level

Saving Throw: Reflex partial (see text)

Spell Resistance: No

 

Except as above, this is a specialized variant of the entangle spell. Ships caught within the area of effect have their movement halved or halted.

 

Reeftouch (Evocation [Force])

 

Level: Clr3 (Maugrim)

Components: V, S, M, DF

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: 10 ft. x 5ft. strip of water

Duration: 1 minute/ caster level

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The cleric gives water the rending power of a razor sharp reef. The spell’s area of effect assumes a hardness that rends any object moving over it for a d6 per caster level in damage (maximum 10d6); the spell only works on seawater. Designed specifically to sink ships, this spell considers the hardness of a ship’s hull to be halved. If a living thing swims through the area, it also takes damage. This spell in no way alters the physical appearance of the water it enchants, although radiates strong magic for those who can detect it and may be detected as a trap (DC30). The clergy of Maugrim most often use this spell in conjunction with pirate attacks. The material component is 500gp of diamond dust dumped into the water.

 

Siren's Song (Enchantment [Compulsion])

 

Level: Clr3 (Maugrim)

Components: V, S, DF

Casting Time: 1 action

Range: Long(200 ft. + 10 ft./level)

Area: 60 radius sphere + 5 ft./ caster level

Duration: 1 minute/ caster level

Saving Throw: Will negates

Spell Resistance: Yes

 

The cleric uses the call of the sea as a weapon. To use the spell, the priest must be within range of the sea, else the spell fails. Once cast, a haunting melody sings to the minds of all within the initial area of effect; those who enter it afterwards are unaffected by the spell. Unless a successful Will save is made, the creatures wander off into the sea in search of the source of the music. The music has no source, so effectively, the creatures wander aimlessly until the spell ends. The music is all-consuming; affected creatures will ignore food and treasure and fight all attempts at constraint by friends or foes. Affected creatures are considered to be flat-footed unless obviously attacked. Any inflicted damage negates the spell’s effect after the surprise round is resolved. The bigger danger of the spell is that affected creatures will swim out to sea and drown before the spell ends.

 

Boon Of The Drowned God (Abjuration)

 

Level: Clr4 (Maugrim)

Components: V, S, DF

Casting Time: 1 action

Range: Creature touched

Effect: Creature touched

Duration: One year

Saving Throw: No

Spell Resistance: No

 

The priest offers life in exchange for service. This prayer is only useful against one who willing accepts its onus. In exchange for immunity from drowning for a period of one year, the recipient promises to do a service for Maugrim at a later date. If the recipient decides later to renege on the promise, he becomes an attractive beacon to all drowned ones within 100 miles; these undead seek out the offender to drag him into the ocean.

 

Breath Of The Dying (Necromancy)

 

Level: Clr7 (Maugrim)

Components: V, S, DF

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: 30 ft. radius sphere

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

The priest sucks the last breath from those at sea and animates them as drowned ones. The spell only effects those who are in the water, normally swimming or drowning. Those failing a Fortitude save take a d8 +1/ caster level (maximum +15) in negative energy damage and are transformed into drowned ones. A successful save inflicts damage only. Newly created undead are under the cleric’s control for 1 day/ caster level unless the hit dice exceed the caster’s limit; in such case, the caster must release other undead or those newly created become free willed.

 

Drowned One (Sea Zombie)

Medium-size Undead (Aquatic)

Hit Dice: 5d12+3 (35 hp)

Initiative: +0 (Dex)

Speed: 20 ft, swim 30 ft

AC: 13 (+3 natural)

Attacks: Short sword +6 melee

Damage: Short sword 1d6+4 and disease

Face/Reach: 5 ft/5 ft

Special Attacks: Stench, disease, spells

Special Qualities: Waterlogged, turn immunity, vulnerabilities, telepathy, undead qualities

Saves: Fort +1 Ref +1 Will +5Abilities: Str 19 Dex 10 Con --- Int 6 Wis 14 Chr 10

Skills: Intuit Direction +5, Listen +4, Spot +4, Swim +13

Feats: Power Attack, Toughness

Climate: Any aquatic

Organization: Pack (2-24)

Challenge Rating: 05Treasure: 50% standard

Alignment: Usually neutral evil

Advancement: 6-15 HD (Medium-Size)

 

Sea zombies, or drowned ones, are the animated corpses of humanoids who died at sea. Though similar to normal zombies in many ways, these zombies are somewhat intelligent and are animated by the will of the god Maugrim.Sea zombies appear as corpses that have been underwater for some time. Their bloated, waterlogged and discolored flesh drips with foul water, their eye sockets are empty, and their tongues often protrude from a set of blackened lips. They move rather slowly on land like normal zombies, but in water they swim with a frightening speed. As undead, they do not need to eat, but they sometimes rend and chew the flesh of their prey to strike terror in other victims.

 

Drowned ones are active around the clock, but usually the surface at night. Drowned ones do not usually stray more than 300 feet from a large body of water, but they can roam any distance within fog. Those who dwell on coastlines tend to fear the fog, and some cultures throw living sacrifices into the fog as offerings to keep the zombies at bay.

 

COMBAT: Sea zombies travel in packs, their mutual hatred for the living being their main motivating force. Sea zombies attack with whatever weapons they had at hand when they died; as most were sailors or pirates, they will be armed with short swords, daggers, hooks, clubs, and the like. They are amazingly cunning, and take advantage of the unwary. They like to lure ships into smashing on rocks, then kill the sailors while they are trying to escape the wreck. Another tactic is to attack ships at anchor by climbing aboard and driving the sailors into the water where the zombies have the distinct advantage with their speed.

 

Stench (Ex): The visage and stench of decay surrounding a sea zombie are so disgusting that anyone seeing a drowned one or coming within twenty feet must make a Fortitude save (DC 14) or become nauseated for 2d4 rounds.

 

Disease (Ex): Sea zombies drip with strongly tainted putrid water, and any creature hit by one with a melee attack must succeed at a Fortitude save (DC 14) or suffer one of various diseases (DM's discretion).

 

Spells: Drowned ones who were clerics while alive retain their spellcasting powers. These creatures are granted spells directly from Maugrim and sea zombie priests cast only harmful spells. They speak the verbal components for spells in unintelligible whispers.

 

Waterlogged (Ex): Sea zombies are immune to normal fire and have a resistance of 10 to magical fire.

 

Vulnerabilities (Ex): Sea zombies suffer double damage from all electrical and cold-based attacks.

 

Undead Traits: A sea zombie is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. The creature has darkvision (60-foot range).

 

 

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