Man o’ War (Spheres)

Man o’ War CR 10

XP 9,600
N Huge magical beast (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision, watersense 120 ft.; Perception +17


AC 23, touch 12, flat-footed 19 (+4 Dex, +11 natural, -2 size)
hp 132 (12d10+72); regeneration 1 (acid)
Fort +13, Ref +14, Will +6
Defensive Abilities amorphous; DR 10/magic and piercing or slashing; Immune electricity, mind-affecting


Speed swim 30 ft.
Melee tentacle +17 (1d8+9/19-20 plus bluevein poison)
Space 15 ft.; Reach 15 ft.
Special Attacks shipbreaker
Sphere-Like Abilities (CL 10; MSB +10; MSD 21; concentration +11; CAM Cha)

At will: Destruction Sphere – Talents (blast shape) Energy Satellite, Sculpt Blast; (blast type) Shock Blast

  • destructive blast, close range ray (50 ft.), DC 16; 5d6, +1 sp 10d6; use with (blast shape), inflict a (blast type); Special A man o’ war can increase the damage dealt by its sphere-like abilities once every 1d3 rounds, as though it spent an additional spell point on the Destruction sphere effect
    • (blast shape)
      • Energy Satellite (blast shape); create 1 orbiting sphere for 10 minutes, which can be fired as an immediate action at a creature within 10 ft.; Ref half. Can maintain 2 spheres; cannot spend sp to increase damage dice.
      • Sculpt Blast (blast shape); 20-ft. burst, close range cone (50 ft.), medium range line (200 ft.); Ref half (blast type)
      • Shock Blast (blast type); electricity damage, d4 instead of d6, creatures struck or fail Ref save must succeed at a Fort save or be dazed for 1 round electricity damage, DC 17


    Str 22, Dex 18, Con 20, Int 6, Wis 14, Cha 12
    Base Atk +12; CMB +20; CMD +34 (can’t be tripped)
    Feats: Combat Reflexes, Elemental Focus (electricity), Improved Critical (tentacle), Lightning Reflexes, Toughness, Weapon Focus (tentacle)
    Skills Perception +17, Swim +14
    Languages Aquan (cannot speak)
    SQ compression

    Special Abilities

    Bluevein Poison (Ex)

    Tentacle–injury; save Fort DC 21; frequency 1/round for 5 rounds; effect vulnerability to electricity and must roll twice and take the worse result on saving throws against electricity effects; cure 2 consecutive saves. The save DC is Constitution-based.

    If this poison’s duration ends without being cured (either with successful Fortitude saves or through other means), the creature must succeed at one additional saving throw against this poison’s save DC or be paralyzed for 1 minute. This poison’s virulence is short lived and becomes inert after 1 minute if not properly stored (DC 30 Craft (alchemy) or Knowledge (nature) check) or otherwise preserved with magic that could preserve a corpse or food.

    Shipbreaker (Ex)

    A man o’ war’s attacks ignore the hardness of and deal full damage to ships and other aquatic vessels.

    Sphere-Like Abilities (Sp)

    A man o’ war possesses sphere-like abilities, as indicated in its stat block. The man o’ war’s caster level for these sphere-like abilities is equal to its CR.

    Watersense (Ex)

    The man o’ war possesses a blindsense with a range of 120 feet, except only allowing the man o’ war to detect anything in contact with the same body of water as it.

    Unique to the man o’ war’s watersense, the man o’ war can also detect any creature composed of liquid, even if they are not in contact with the same body of water (such as creatures with blood, susceptible to bleed damage, or with the water subtype).

    This allows a man o’ war to “see” creatures on solid ground or on a boat.


    Environment temperate or warm oceans
    Organization solitary, pack (2-3), or bloom (4-11)
    Treasure none

    This massive jellyfish-like creature’s brilliant blue hues crackle with energy, long tentacles gracefully trailing below its body, its head a brilliant finned crown.

    The man o’ war is a frighteningly massive jellyfish-like creature, although anatomical scholars will debate that its physical body is too complex to be referred to as a jellyfish. Man o’ war are predatory, aggressive, and territorial guardians of underwater ocean wrecks and reefs which they will claim as their homes and take nearly any foreign intrusion as a threat. Man o’ war are known to attack and obliterate fishing vessels and trade ships which mistakenly path through their claimed waters, and many seaside towns will maintain nautical charts which explicitly mark known man o’ war locations to avoid.

    As frightening as they are, man o’ war are known to be willing to reason with those they understand. Seafarers and seaside ports which are aware of a man o’ war’s territory often learn passable aquan in order to attempt to reason or offer gifts to a man o’ war to stay their wrath, although such actions are never guaranteed.

    Man o’ war bluevein poison is a famously conductive toxin that is notoriously hard to harvest and store, but is prized by electromancers who try to incorporate the substance with their magics and experiments.

    Section 15: Copyright Notice

    Spheres Bestiary: Magical Beasts and Climactic Encounters, © 2021, Drop Dead Studios; Author: Steven Alpert.

scroll to top