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Namazu

By Anonymous - 5.安政江戸地震(1855年)と鯰絵 (5 Ansei Edo jishin 1855 to namazu-e). かわら版・鯰絵にみる江戸・明治の災害情報-石本コレクションから (Kawaraban namazu-e ni miru Edo Meiji no saigai joho - Ishimoto collection kara). Tokyo University Library., Public Domain, https://commons.wikimedia.org/w/index.php?curid=633691, Namazu
By Anonymous – 5.安政江戸地震(1855年)と鯰絵 (5 Ansei Edo jishin 1855 to namazu-e). かわら版・鯰絵にみる江戸・明治の災害情報-石本コレクションから (Kawaraban namazu-e ni miru Edo Meiji no saigai joho – Ishimoto collection kara). Tokyo University Library., Public Domain, https://commons.wikimedia.org/w/index.php?curid=633691

Bursting forth from the earth is a catfish the size of a house. Its long barbels whip about frantically as it moves through the ground as if it were water.

Source Demiurge113
Originally posted on Probing the Membrane of Science

Ancient creatures that glide through soil and rock, namazu are primal beasts superficially similar to the catfish. Despite their monstrous appearance and their ability to create earthquakes with ease, namazu are typically peaceful creatures’ the earthquakes they make are more likely to be caused during play or ritual under the ground rather than out of malice.

Namazu rarely encounter one another, so these occurrences are often a source of celebration. Such celebrations take the form of contests of strength and power, which can have dire consequences for other creatures in the radius of their magic and might. If confronted as an equal, rather than being fought as a monster, most namazu are apologetic and seek to engage in restitution for damage they may have caused. Unfortunately, they are often thought of as destructive monsters and treated as such, which can lead to further destruction in the wake of the namazu’s battles.

A namazu reaches up to sixty feet long and weighs a hundred tons. They are carnivorous, consuming purple worms and other burrowing monsters, but can go for a century between meals.

Namazu CR 17
XP 102,400

N Gargantuan magical beast (aquatic, earth)

Init +5; Senses darkvision 60 ft., low-light vision, Perception +27, tremorsense 60 ft.
DEFENSE
AC 30, touch 8, flat-footed 28 (-4 size, +1 Dexterity, +24 natural, +1 Dodge)

hp 270 (20d10+160); fast healing 10

Fort +20, Ref +13, Will +12

DR 15/adamantine and magic; Immune cold, electricity, fear; Resist acid 30; SR 28

Defensive Abilities unshakable
OFFENSE
Speed 20 ft., burrow 60 ft., Swim 60 ft.; earth glide Melee bite +28 (4d8+12/19-20 plus grab), 4 tentacles +26 (1d8+6 plus poison)

Space 20 ft.; Reach 15 ft. (25 ft. with tentacles)

Special Attacks breach, breath weapon (120 foot line, 20d6 bludgeoning damage, Reflex DC 28 half), crush (Reflex DC 28, 4d6+18), fast swallow, swallow whole (6d8+12 bludgeoning, AC 22, 25 hp)

Spell-like Abilities CL 18th, concentration +20   3/day—earthquake
STATISTICS
Strength 35, Dexterity 13, Constitution 26, Intelligence 10, Wisdom 18, Charisma 15

Base Atk +20; CMB +36 (+40 grapple); CMD 48 (cannot be tripped)

Feats Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Improved Iron Will, Iron Will, Mobility, Multiattack, Power Attack, Spring Attack

Skills Acrobatics +24 (+36 jumping), Perception +27, Swim +20; Racial Modifiers uses burrow speed for modifier to jump

Languages Terran

SQ amphibious
ECOLOGY
Environment underground

Organization solitary, pair or pod (3-6)

Treasure standard
SPECIAL ABILITIES
Breach (Ex) As a full-round action, a namazu can leap into the air and Perform a crush maneuver. When it does so, all creatures touching the ground within 30 feet must succeed a DC 32 Fortitude save or be knocked prone and stunned for one round. The save DC is Strength based.

Breath Weapon (Su) Creatures that fail their Reflex saves against the namazu’s breath weapon are subject to a bulls’ rush attempt. The save DC is Constitution based.

Crush (Ex) A jumping namazu can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Medium size or smaller. A crush attack affects as many creatures as fit in the namazu’s space. Creatures in the affected area must succeed on a DC 28 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the namazu moves off them. If the namazu chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape.  

Poison (Ex) Tentacle – injury; save Fort DC 28; frequency 1/round for 4 rounds; effect 1d10 electricity damage and 1d3 Strength; cure 2 consecutive saves. The save DC is Constitution based. Unshakable (Ex) A namazu is immune to the effects of an earthquake spell or similar effects.  
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