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Funayurei

Funayurei CR 7

XP 3,200
LE Medium undead (aquatic)
Init +7; Senses darkvision 60 ft., Perception +14

DEFENSE

AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 85 (10d8+40)
Fort +6, Ref +8, Will +8
DR 10/magic and bludgeoning; Immune cold, electricity, undead traits
Defensive Abilities channel resistance +2

OFFENSE

Speed 30 ft., swim 20 ft
Melee +1 quarterstaff +13/+8 (1d6+7 plus energy drain) or 2 claws +11 (1d4+4 plus energy drain)
Special Attacks create spawn, energy drain (1 negative level, DC 18), flood
Spell-like Abilities CL 7th, concentration +10

3/dayfog cloud, hydraulic torrent (CMB +10)
1/daymajor image (DC 16)

STATISTICS

Str 18, Dex 17, Con –, Int 14, Wis 12, Cha 17
Base Atk +7; CMB +11; CMD 24
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills Climb +17, Perception +14, Profession (sailor) +16, Stealth +16, Survival +15, Swim +25; Racial Modifiers +4 Profession (sailor), +4 Survival
SQ staff master

ECOLOGY

Environment any aquatic
Organization solitary, pair or crew (3-30)
Treasure standard (masterwork quarterstaff, other treasure)

SPECIAL ABILITIES

Create Spawn (Su)

Any humanoid slain by a funayurei becomes a funayurei itself in 1d4 minutes. Spawn are less powerful than typical funayurei; they suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per Hit Die. Spawn are under the command of the funayurei that created them and remain enslaved until that funayurei dies, at which point they lose their spawn penalties and become full-fledged funayurei. They do not possess any of the abilities they possess in life.

Energy Drain (Su)

A funayurei can only use its energy drain through its quarterstaff once per round, no matter how many attacks it makes per round.

Flood (Su)

As a standard action that doesn’t provoke attacks of opportunity, a funayurei can create a five foot radius burst of water from its staff. This burst is centered on a five foot square adjacent to the funayurei. Any creature within the burst must succeed a DC 18 Reflex save or take 4d6 points of nonlethal damage and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone. A funayurei is immune to its own flood attack and the flood of all other funayurei.

Staff Master (Ex/Su)

A funayurei is treated as a fighter with a base attack bonus equal to its HD for the purpose of qualifying for feats using the quarterstaff. Any staff held by a funayurei is treated as a +1 weapon.

ABOUT

This white robed humanoid skeleton clutches a two-handed ladle. The stink of the sea is upon this apparition, and water drips from its sodden robes.

Funayurei are created from the bodies of sailors who died due to the foolishness of their captains. These hideous undead are surprisingly organized, capable of forming crews and sailing ships with an ease envied by mortals. These ghostly crews have only one purpose—drown more sailors and create more of their kind.

A funayurei attack is typically heralded by a dense bank of magical fog. Some funayurei attacks commence by ramming the enemy ship, whereas others are launched by distracting the enemy crew with illusions before stealthily coming close. Smaller vessels are likely to be flooded from afar using the water created by the funayurei’s ladle-tipped staves, whereas larger vessels are boarded and the sailors engaged in hand-to-hand combat. Funayurei fight with single-minded dedication, stopping only when they or their enemy crew is slain to a man. Most ships captured by the funayurei are scuttled, but if an attack is especially successful in creating new monsters, the undead crew might split in two and sail their separate ways.

Funayurei collect treasure, possibly as a reminder of their mortal lives, and their haunted ships are laden with booty. Few are the adventurers, however, who can battle these undead on their own territory and claim this treasure without succumbing to endless claws, staves and blasts of water.

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