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Subaquatic Marauder

Creature 5 (uncommon) — human, humanoid

A new breed of pirate, these raiders strike at unsuspecting ships from beneath the cover of the waves. The bulky, reinforced diving suits they wear also serve as armor and clockwork mechanisms augment their strength. Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Source: pathfinder-npc-core

Perception +12
Skills athletics +13, crafting +13
Str
+4
Dex
+2
Con
+4
Int
+2
Wis
+1
Cha
+0
AC 23 Fort +15 Ref +7 Will +12
HP 60
Speed 20 feet, swim 20 feet

Offense

Melee Gauntlet +15, Damage 1d4+8 bludgeoning
Ranged Javelin +15, Damage 1d6+8 piercing

Abilities

Sealed Diving Suit — The marauder's diving suit is a technological marvel. When sealed, it provides 1 hour of fresh air and protects the wearer from exposure to inhaled threats. Personalized modifications and a need for constant tinkering mean that other creatures are unable to take advantage of the special abilities of the diving suit and treat it as an ordinary suit of half plate.
Depth Charge (air, manipulate, sonic) — The marauder pulls a release valve on their suit, expelling a pressure wave that deals 3d6 sonic plus 3d6 bludgeoning damage (DC 22 Fortitude save) to all creatures in a 10-foot type:emanation. Creatures that fail the save take a –2 circumstance penalty to Acrobatics checks to Balance and Athletics checks to Swim for 1 minute as their inner ear is impaired. Creatures that critically fail the save are also Deafened for 1 minute. The marauder can't use Depth Charge again for 1d4 rounds.
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