Starfish Swarm
Starfish come in many sizes, from the tiny to the very rare Midgardia Xandaros . The sunflower sea star is only a little smaller, reaching almost 3½ feet across, with 1d9+15 arms (roll 1d10, rerolling 10s), although it is still harmless to humanoids. Normal starfish can regenerate slowly over weeks of months, replacing lost limbs or even whole bodies. Starfish are notoriously hard to kill if they remain in water; cutting a starfish in two results not in a single dead animal, but eventually in two living ones. Giant starfish are 1d4+6 feet across, and are large enough to attack unsuspecting humanoids. They are not very fast, though, and are unlikely to catch creatures aware of them. A giant starfish attacks with three powerful arms, automatically grasping any foe it successfully hits, while using the other two to anchor it in place. Grasped creatures can break free from a given arm with an opposed Strength check (vs. +6), otherwise taking an automatic 1d3 damage per grasping arm, and allowing the giant starfish to attempt to bite with a +2 bonus per grasping arm. A giant starfish can forego doing automatic damage and use all its action dice to pry the armor from an opponent, reducing the AC value of non- magical armor by 1d3 points. Shields may merely be torn from the victim’s grasp, but other armor is permanently damaged until mended. Swarms of starfish do not occur naturally, but might be magically invoked. Because of their slow movement rate, marine magicians often wait until their victims have entered the area of the swarm before causing it to attack. The swarm attacks by grasping onto victims, clinging to them, obstructing joints, and weighing them down through sheer numbers. This is represented with temporary Agility damage, which is healed immediately when the swarm ceases its attack. Oceanic wizards, or others who can control such swarms, may use them to capture opponents…or to hold creatures and drown them. Other Names: Sea star.
Summary
Init +5; Atk swarming grasp +2 melee (1d3 temporary Agility damage); AC 14; HD 4d10; MV 5’ or climb 5’; Act special; SP strike all targets within 20’ x 20’ space, half damage from non-area attacks; SV Fort +2, Ref +10, Will +2; AL N.