Giant Man o' War
Medium Vermin (Aquatic)
Hit Dice: 5d8 (22 hp)
Initiative: -5
Speed: Swim 0 ft. (0 squares), but see below
Armor Class: 6 (-5 Dex, +1 Natural), touch 5, flat-footed 6
Base Attack/Grapple: +3/+3
Attack: See Special attacks
Full Attack: See Special attacks
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison strands, Digestive Polyps
Special Qualities: Blind, Wind Powered Movement, Deflate, Mindless
Saves: Fort +4, Ref -4, Will +1
Abilities: Str 11, Dex -, Con 11, Int -, Wis 11, Cha -
Skills: ---
Feats: ---
Environment: Warm Aquatic
Organization: Solitary, Pod (5-10), Mass (100-1000)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment: ---

This is a gigantic version of the Man o' War, a floating siphonophore collective.

Poison strands (Ex): The Man o' War has poison strands hanging in a 90 ft. Line below it. Anything entering this area is stung and must make a Save vs Poison. Anything attacking the Man o' War in melee (unless they have a Reach Weapon) must also make a Save vs Poison. Contact, DC 16 (Save DC is Con based with a +4 Racial Bonus). Initial damage is a -4 penalty on attack rolls, skill checks, and ability checks. Secondary damage is Paralysis.

Digestive Polyps (Ex): Anything that is paralyzed within the Man o' Wars poison tendrils is slowly reeled up to the main body at a rate of 5 ft. per round. Once it arrives digestive polyps do 1d8 acid damage per round.

Blind (Ex): The Man o' War has no eyes, and is therefore immune to spells, attacks, or effects (such as bright light) that require an opponent to have eyesight to be effective.

Wind Powered Movement (Ex): If it's air bladder is inflated, the Man o' War travels at the mercy of the winds, going in whichever direction the winds are blowing. Travel speed is the winds mph as feet. i.e if the winds are 10 mph, swim speed is 10 ft. If it's 50 mph, swim speed is 50 ft.

Deflate (Ex): If attacked at the surface the Man o' War can deflate it's airbag, sinking at a rate of 10 ft. per round.

Combat: Man o' Wars are incapable of initiating combat. The only significant danger they present is accidentally blundering into one, or being foolish enough to attack it.



Giant Man O' War
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I are seeing new ideas for marine warfare."

Living Mines
"These things don't even move under their own power."

"They don't need to. You whip up a wind and send them barreling towards your opponents."

"And afterwards?"


Surprisingly Resilient

"Yes, what happens after the fight, and you've littered the area with toxic beasts?"

"You leave, and never go back. And wall the area off, if you can afford it."