“Echeneis: The Legendary Ship-Stopper of the Deep”
The Echeneis, a deceptively small “ship-stopper” fish of legend, latches onto mighty vessels and grinds them to a halt, embodying the eerie power of hidden forces that can turn the vast momentum of the sea into sudden, supernatural stillness.
The echeneis is a sleek, eel-like fish rarely exceeding two feet in length, its pallid skin glistening with an oily sheen that shimmers in moonlight. Most striking is the oval suction disc crowning its skull, a ridged plate of flesh and cartilage that clings with uncanny strength to wood, stone, or living flesh. Its black, glassy eyes glimmer with an intelligence far beyond mere animal instinct.
Behaviour
The echeneis drifts languidly through the water until roused by passing vessels or leviathans. Once engaged, it grows unnervingly still, conserving motion while exerting its strange power to slow or halt anything to which it attaches. Sailors describe an unnatural silence accompanying its presence, as if the sea itself pauses to heed its will.
Habitat
Most often found in warm, deep waters near trade routes and coastal strongholds, echeneis prefer currents heavy with ships or migrating sea creatures. They haunt shipwrecks, reefs, and enchanted bays, lurking where travel is thick and momentum is easily stolen.
Modus Operandi
Rather than attacking directly, an echeneis fastens itself to a vessel’s hull or a creature’s flank, siphoning speed and vitality until its prey is stranded or exhausted. Alone it poses little physical threat, but in groups echeneis can immobilize entire fleets or drag even mighty sea-beasts into stillness, leaving them vulnerable to predators—or to the fish’s own slow feeding.
Motivation
The echeneis is driven by an instinct to bind and hinder, feeding on the lifeforce it steals when momentum is arrested. Some sages claim it is less beast than curse, a living embodiment of delay and obstruction, thriving wherever progress must be stalled by fate’s unseen hand.
Echeneis 5e 2024
Echeneis, Swarm 5e 2024
Echeneis, Pathfinder
Echeneis
Small aberration, neutral
“Sailors whisper of the echeneis, the ship-stopper: a pale fish no longer than an oar, said to halt entire fleets with its cursed grip. To encounter one is to feel the weight of the sea itself pressing against your will, stilling even the mightiest voyage.”
Armor Class 14 (natural armor)
Hit Points 95 (17d6 + 34)
Speed 10 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 14 (+2) | 6 (−2) | 14 (+2) | 10 (+0) |
Saving Throws Dex +5, Wis +4
Skills Perception +4, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, prone
Senses darkvision 60 ft., passive Perception 14
Languages understands Aquan but can’t speak
Challenge 4 (1,100 XP) • Proficiency Bonus +2
Traits
Ship-Stopper’s Grip. When the echeneis attaches to a creature, vehicle, or structure (see Attach), the target’s speed is reduced to 0 until the echeneis is removed. A ship requires a successful DC 15 Strength (Athletics) check by at least 5 crew members working together to overcome this effect.
Aura of Still Waters (Magical). Currents and winds within 60 feet of the echeneis fall eerily still. Sailing vessels can’t move under wind power, and creatures’ swim speeds are halved unless magically enhanced.
Innate Spellcasting (Psionics). The echeneis’ innate spellcasting ability is Wisdom (spell save DC 12). It requires no components:
- At will: gust, mage hand (water only)
- 2/day each: hold person, slow
- 1/day: control water
Actions
Multiattack. The echeneis makes two attacks: one with its Bite and one with Attach.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) piercing damage.
Attach. The echeneis latches onto a creature or object of size Medium or larger. While attached, it can’t make Bite attacks, and the target’s speed is reduced to 0. At the start of each of the target’s turns while attached, the echeneis deals 5 (1d10) necrotic damage as it siphons vitality. The echeneis can detach itself as a bonus action. A creature can use its action to detach the echeneis with a successful DC 13 Strength (Athletics) check.
Momentum Drain (Recharge 5–6). The echeneis releases a pulse of psychic force. Each creature of the echeneis’ choice within 20 feet must succeed on a DC 12 Constitution saving throw or take 9 (2d8) psychic damage and have its speed halved until the end of its next turn.
Reactions
Sudden Anchor. When a creature or vehicle within 10 feet attempts to move, the echeneis can use its reaction to immediately attach itself (as if it had used Attach).
Legendary Actions
The echeneis can take 2 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn.
- Clinging Undertow. The echeneis pulls at a creature within 10 feet. The target must succeed on a DC 12 Strength saving throw or be pulled 10 feet closer.
- Anchor Pulse (Costs 2 Actions). The echeneis unleashes a wave of magical resistance. Each creature in a 15-foot radius must succeed on a DC 12 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Combat Tactics
The echeneis is a patient ambusher, striking not with force but with stillness. It begins combat by latching onto the largest vessel or creature, projecting its Aura of Still Waters to stifle escape. It uses slow and hold person to frustrate key threats while draining vitality through Attach. Against ships, groups of echeneis will coordinate, each fastening to a different point on the hull until the vessel is utterly immobile—ripe for larger sea predators or the merciless patience of the deep.
Echeneis
This thin, colorful fish has a broad, segmented sucker above its narrow mouth. A line of spines runs down its back.
Echeneis CR 1
XP 400
N Small magical beast (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +1
OFFENSE
Speed 5 ft., swim 20 ft.
Melee bite +5 (1d4+1 plus attach), tail slap +0 (1d4) or sucker +5 touch (attach), tail slap +0 (1d4)
Special Attacks attach, sap speed
STATISTICS
Str 12, Dex 11, Con 13, Int 2, Wis 10, Cha 13
Base Atk +3; CMB +3 (+11 grapple while attached); CMD 13 (17 vs. grapple while attached)
Feats Improved Initiative, Lightning Reflexes
Skills Perception +5, Stealth +8, Swim +9
SPECIAL ABILITIES
Attach (Ex)
An echeneis that hits with its bite or sucker attack automatically initiates a grapple against its target. While attached to a creature or vehicle, the echeneis gains a +8 bonus on combat maneuver checks to grapple and +4 bonus to its CMD against grapple attempts but loses any Dexterity bonus or dodge bonus to Armor Class. An echeneis that successfully maintains a grapple can make a free tail slap attack against any target except the one to which it is attached.
Sap Speed (Su)
Whenever an echeneis ends its turn attached to a creature or vehicle, it steals fragments of time from its host and gains the benefits of haste for as long as it is attached and for an equal amount of time thereafter (maximum 3 hours). A creature with an attached echeneis takes a cumulative –1 penalty to Dexterity each round (which stacks with multiple echeneises) and must succeed at a DC 12 Will save or be affected as if by a slow spell until the end of the echeneis’s next turn.
The penalty to Dexterity ends at the end of the echeneis’s turn if it is no longer attached to the creature. A vehicle with an attached echeneis has its speed reduced by half until the end of the echeneis’s next turn. A creature or vehicle slowed by a second echeneis is reduced to one-quarter speed. A creature or vehicle slowed by three or more echeneises is reduced to a speed of 0 feet. The save DC is Charisma-based.
ECOLOGY
Environment warm or temperate water
Organization solitary, pair, or school (3–8)
Treasure none
The echeneis is a magical fish known to sailors in many parts of the world as a major pest due to its theft of speed from boats and large, swimming creatures alike. It ranges across large stretches of water, stopping every few hours to feed and sap velocity from large boats, sharks, whales, and other hosts that might overlook it. Although native to warm waters, echeneises sometimes follow trade vessels elsewhere.
Because echeneises prefer murky shallows, sailors rarely notice one before it begins to slow a vessel. The sharp and sturdy spines atop the creatures’ backs scrape the hulls of ships to which they are attached, so sailors lament both the short-term inconvenience and the long-term damage caused by these pests. Old boats with hundreds of scrape marks on their bottoms garner reputations as cursed, and their captains face a serious stigma when trying to recruit crews. It is true that some ships draw echeneises more than others, but apart from the ship’s size there is no indication as to what else might attract the creatures.
Like the remoras they resemble, echeneises are scavengers.
However, they are aggressive and often retaliate when knocked off of creatures or vessels. In combat, echeneises attach themselves to enemies to slow them down while flailing with their tails against anyone attempting to remove them. If badly injured while attached, an echeneis releases its victim and uses the speed it has stolen to quickly escape.
An echeneis averages over 3 feet in length and weighs at least 12 pounds.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
Swarm of Echeneis
Large aberration, neutral
“When dozens of pale, eel-like forms converge beneath a vessel, even the mightiest galleon shudders to a stop. The sea itself seems to obey their collective will, and the air grows unnervingly still as the swarm exerts its unnatural grip. Sailors know that once the swarm has chosen a ship, escape is nearly impossible without powerful magic or sheer strength of numbers.”
Armor Class 15 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 10 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 20 (+5) | 6 (−2) | 16 (+3) | 10 (+0) |
Saving Throws Dex +8, Con +9, Wis +7
Skills Perception +7, Stealth +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, prone
Senses darkvision 60 ft., passive Perception 17
Languages understands Aquan but can’t speak
Challenge 10 (5,900 XP) • Proficiency Bonus +4
Traits
Collective Grip. The swarm can attach to a ship or Large creature as a group. While attached, the target’s speed is 0. Crew members can combine their Strength (Athletics) checks to attempt to remove the swarm (DC 17).
Aura of Stilled Seas (Magical). Currents, tides, and winds within 90 ft. are magically stilled. Sailing vessels cannot move under wind power, and creatures’ swim speeds are halved unless magically enhanced.
Innate Spellcasting (Psionics). The swarm’s innate spellcasting ability is Wisdom (spell save DC 15). It requires no components:
- At will: gust, mage hand (water only)
- 3/day each: hold person, slow
- 1/day each: control water, mass suggestion
Actions
Multiattack. The swarm makes three attacks: one Bite and two Attach attempts.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Attach. The swarm latches onto a Large or smaller creature or vehicle. While attached, the target’s speed is 0, and at the start of its turn, it takes 8 (1d10 + 3) necrotic damage. The swarm can detach as a bonus action. A creature can use its action to attempt a DC 15 Strength (Athletics) check to remove the swarm.
Momentum Drain (Recharge 5–6). Each creature within 30 ft. must succeed on a DC 15 Constitution saving throw or take 18 (4d8) psychic damage and have its speed halved until the end of its next turn.
Reactions
Sudden Anchorage. When a creature or vehicle within 20 ft. attempts to move, the swarm can use its reaction to attach automatically.
Legendary Actions
The swarm can take 3 legendary actions, choosing from the options below. Only one action can be used at a time and only at the end of another creature’s turn.
- Clinging Undertow. Pull a target within 15 ft. 15 ft. closer. The target can make a DC 15 Strength saving throw to resist.
- Anchor Pulse (Costs 2 Actions). Wave of cohesion: creatures in a 30-ft. radius must succeed on a DC 15 Strength saving throw or have their speed reduced to 0 until the start of their next turn.
- Swarm Surge (Costs 3 Actions). The swarm moves up to 30 ft. and attaches to up to three Large or smaller creatures automatically. Each target can make a DC 15 Strength saving throw to resist attachment.
Combat Tactics
The Swarm of Echeneis dominates battles at sea. It begins combat by attaching to the largest ship or creature, activating its Aura of Stilled Seas to neutralize movement. While the target struggles, the swarm uses Momentum Drain and spellcasting to weaken key opponents. In groups, it spreads across vessels, preventing escape and leaving prey vulnerable to larger sea predators—or simply letting them perish in place. On land or in confined waters, the swarm focuses on immobilizing as many targets as possible, exploiting their collective strength to halt entire fleets.