# Ocean Strider
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d8 (×2)
> >trident: 2d8 (×2)
> >slapMelee/Ranged: +17/+14
> >Secondary: +12/+9
> >Multiattack: +15/+12
> >M/R_PA: +13/+10
> >2nd/PA: +8/+5
> >MA_PA: +11/+8
> >Itterative: 3
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +12; StrPA2H: +18; StrPAOH: +6
> > xDCs:: Str: 29; Dex: 26; Con: 27; Int: 28; Wis: 31; Cha: 27
> > xFeat:: 11/15 (4)
> >
> >
> > xLang:: 0/3 (3)
<div class="grid-container"><div class="MON">Ocean Strider</div>
<div class="CR">CR 18 (153,600 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CN Huge Fey (aquatic)
**Init** +5
**Senses** low-light vision; **Perception** +43
**Aura** frightful presence (DC 27 Will, 100 ft.)
#### defense
**AC** 19, 9 touch, 18 flat-footed (+1 Dex, +10 natural, -2 size)
**hp** 150 (30d6+60)
**Fort** +12, **Refl** +18, **Will** +23
**Feint** 53, **Demoralize** 46
**DR** 15/cold iron; **SR** 29
#### offense
**Speed** 50 ft., swim 60 ft.
**Melee** 2 claws +10 (1d4+4) or mwk trident +18/+13/+8 (4d6+6), tail slap +12 (1d6+2) or tail slap +17 (1d6+6)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** capsize, ram, water walk
**Spell-Like Abilities** (CL 30th; Concentration +32)
> **6/day**— control water, fog cloud, storm, obscuring mist
> **5/day**— acid fog, cone of cold, elemental swarm (water only), horrid wilting, summon nature's ally IX (water or aquatic creatures only)
#### statistics
**Str** 19, **Dex** 13, **Con** 15, **Int** 16, **Wis** 22, **Cha** 14
**BAB** +15, **CMB** +17, **CMD** 28, **TA** +17, **RTA** +14
**Feats** [[Alertness]], [[Blind-fight]], [[Cleave]], [[Combat Expertise]], [[Dodge]], [[Imporved Improved Sunder]], [[Improved Initiative]], [[Mobility]], [[Power Attack]], [[Spring Attack]], [[Whirlwind Attack]]
**Skills** Acrobatics +34 (+8 when jumping), Knowledge (geography) +36, Knowledge (local) +36, Knowledge (nature) +36, Perception +43, Sense Motive +43, Stealth +30, Survival +36, Swim +45
**Languages**
#### special abilities
### Capsize (Ex)
An ocean strider can attempt to capsize a boat or ship by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25 or equal to the result of the boat captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the ocean strider, the ocean strider takes a cumulative -10 penalty on this combat maneuver check. The ocean strider can spend points of mythic power (as part of this action) to reduce the penalty by 10 for each point of mythic power spent. ~~Swift Charge (Ex): As part of a charge, an ocean strider can swim a maximum of four times its swim speed. ~~Ram (Ex): When charging, any creature or object hit by an ocean strider takes 2d8+6 points of damage. Any creatures standing on a vessel rammed by an ocean strider must succeed at a DC 15 Reflex save or be knocked prone and take 1d10 points of damage.
### Ram (Ex)
As a standard action during its turn round, an ocean strider can swim at up to quadruple speed (240 feet) and ram a waterborne target (such as a another creature). To ram, the ocean strider must end its movement in the target's space. This attack deals 2d8+6 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a Reflex save (DC 29) for half damage. Upon ramming a ship, the ocean strider can make a Strength check to breach its hull, which causes the to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship or galley DC 30. (See Chapter 5 of the DUNGEON MASTER's Guide for information about ships). Regardless of the check result, every creature aboard must attempt a Reflex saving throw (DC 15). Success means the creature takes 1d10 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.
### Water Walk (Su)
An ocean strider continuously produces an effect like that of a water walk spell (caster level 20th). In battle, an ocean strider first uses its powerful spell-Like Abilities to confuse, disorient, and soften up opponents. Then it uses the Spring Attack feat to enter combat with its weapon.