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Monster Summoning

Aquatic Monster Summoning, Salt Water

Monster Summoning I
1 Barracuda (1 HD)
2 Lamprey, common
3 Merman
4 Otter, sea
5 Piranha (3d4 appear)
6 Urchin, black

Monster Summoning II
1 Barracuda (2 HD)
2 Dolphin
3 Locathah
4 Ray, ixitxachitl
5 Ray, sting
6 Sea horse
7 Seawolf, lesser
8 Urchin, green

Monster Summoning III
1 Barracuda (3 HD)
2 Crab, giant
3 Lacedon (ghoul)
4 Sahuagin
5 Selkie
6 Urchin, red

Monster Summoning IV
1 Hippocampus
2 Kapoacinth (gargoyle)
3 Lobster, giant (crayfish)
4 Merrow, ogre
5 Otter, giant
6 Shark (3-5 HD)
7 Triton
8 Urchin, yellow

Monster Summoning V
1 Crocodile, giant
2 Lamprey, sea
3 Scrag (troll)
4 Sea lion
5 Selkie
6 Shark (5-6 HD)
7 Spider, giant marine
8 Water weird
9 Urchin, silver
0 Roll again with 1d8

* This creature has a 10% chance to become free-willed for the duration of the spell if ordered to act against its nature or inclinations.

Monster Summoning VI
1 Eel, marine
2 Narwhal
3 Octopus
4 Seawolf, greater
5 Shark (7-8 HD)
6 Snake, giant sea (8 HD)

Monster Summoning VII
1 Ray, manta
2 Slug, giant sea
3 Snake, giant sea (10 HD)
4 Squid, giant

Monster Summoning VIII
1 Eye of the deep
2 Dragon turtle (12 HD)
3 Kraken*
4 Shark, giant
5 Vodyanoi (16 HD)*
6 Whale, killer
7 Whale, small herbivore (12 HD)
8 Worm, mottled (purple)

Special Encounters: Roll on the appropriate table. If the encounter is not suitable, then none occurs.
Surface Encounters: Unintelligent monsters are 75% likely to be driven off by flaming oil nearby, 90% if actually burned by it. Large amounts of food thrown overboard are 50% likely to end such an encounter.
Fish School: This is a large group of one type of fish, the aquatic version of herd animals. They usually do not attack unless commanded by magical means. If panicked, they might mill about, obstructing vision and movement. If large enough, they might cause buffeting damage (1-2 to 1-8, depending on size).
Ghost Ship: This is a lost ship manned by undead. Although it can be seen at any time, it usually attacks only at night, when its masters are at full power. Roll percentile dice once for the crew and once for their leaders. Crew: 01-40 = 10-40 skeletons; 41-80 = 10-40 zombies; 81-00 = 10-20 ju-ju zombies. Leaders: 01-30 = 1-4 wights; 31-60 = 1-3 wraiths; 61-80 = 1-2 spectres; 81-95 = 1-2 ghosts; 95-00 = 1 lich.
Hazard (ice): This can be a single huge ice mountain or 10-20 smaller, grinding floes. Hard contact with ice reduces seaworthiness by 5% and is 10% likely to require a seaworthiness check to avoid sinking.
Seaweed: This includes both floating masses of weed and beds on the bottom. The former slows ships by 50%. The latter are 30-300' high and reduce vision to 10 feet. Both provide a 40% chance for another encounter if moved through or investigated.
Sunken Ship: This is a victim of a storm, ice, or hostile action. Sometimes these have their original cargo, and may be inhabited. Roll percentile dice: 01-10 = Has merchant treasure (see Men, merchant); 11-20 = No treasure; 21-60 = 2-24 lacedons (original crew); 61-00 = Monster (roll on appropriate encounter table).
Special Encounters: These can include morkoth, mottled worms, shipwreck survivors, an eye of the deep, sudden storms, seaweed that allows underwater breathing when eaten, giant clams, aquatic versions of carnivorous plants, storm giants, and so on.

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