Giant Clam (ITL, p64)
Crabmen
ST:16 MA:8//6
DX:12 Armour:3 pt carapace
IQ:7
These 2-3 m tall sandy-coloured creatures are humanoid crabs, generally living underwater or in coastal caves. They are generally only aggressive when looking for food. Males have one large brightly coloured blue and orange claw, which strikes for 1+2 damage. They can also attack with their smaller claw for 1 die damage but are at -3 DX if using both. Females are smaller and have two small claws only (1 die each).
Giant Crayfish
ST:30 MA:6//10
DX:13 Armour:4 pt carapace
IQ:2
Giant crayfish often hide their 2-hex bodies in swamps or streams (4 dice vs. IQ to see; 3 dice for naturalist). They attack for 2 dice each with their claws (-4 DX if using both). Their flesh is extremely tasty and may sell for up to $100, if you can catch one.....
Crocodile (ITL, p65)
Deep Ones
ST:10+ MA:8//12
DX:11-12 Armour:1 pt scales
IQ:8-10 (higher for wizards)
These ugly fish-frog bipedal humanoids live in marine environments and coastal reefs. They have a low fertility rate themselves and seek a more expedient way of reproducing. They interbreed with humans, the resulting hybrid being phenotypically human until early adulthood, when it changes to a deep one. This serves 2 purposes; one of population expansion and the acquisition of land-based materials and knowledge for their own race. There are deep one wizards, who have a wide array of unusual spells.
Deep ones are hostile to most other races.
Giant Eels
electric (fresh).......................electric(salt)..............................moray
ST:8.............................................14+..........................................20
DX:12...........................................12...........................................13
IQ:2...............................................2..............................................2
MA:0//10....................................0//10........................................0//8
Armour:0......................................0.........................................1 pt skin
These aquatic creatures are 2 or 3 hexes long, found in shallow waters and unpredictable, often aggressive. Freshwater electric eels bite for 1-1 damage, marine ones for 1+1 damage and morays for 2+1 damage with a 2 in 6 chance of disease similar to that caused by a giant tick. A freshwater electric eel can also deliver a jolt of electricity for 2+1 to those in their megahex and 1+1 in the adjacent megahexes, while a marine electric eel's jolt does 3+1, 2+1 and 1+1 in succeeding megahexes.
Carnivorous Fish (ITL, p64)
Giant Frogs
small...........................................medium...................................large
ST:10.............................................14............................................18
DX:12............................................12.............................................11
IQ:2................................................2..............................................2
MA:6//10(jump 14 hexes).............4//8 (jump 12 hexes)................4//8 (jump 8 hexes)
Armour:0.......................................0...............................................0
Infesting swamps and wet places, these beasties will eat anything that moves. Their bites do 1-1(small), 1+1(medium) or 2-1(large),plus the largest can swallow dwarves or hobbits whole on a roll of 1 or 2 on 1 die. Thereafter, hits on the frog will harm the creature inside on a roll of 1 or 2. The largest frogs can also launch their sticky tongue as a missile weapon to snare small creatures(i.e. anything they can swallow whole) to a range of 3 megahexes. Once snared, a victim is dragged toward the frog at a rate of 2 hexes/round until swallowed. They can attempt to break free on a 4 dice vs. ST roll. Incidentally, large frogs are 3-hex figures. All frogs are very sensitive to fire, which inflicts +1 per die of damage on them.
Kraken (ITL, p64)
Giant Otter
ST:16 MA:8//16
DX:11 Armour:1 pt fur
IQ:5
These 2-hex water creatures own valuable pelts worth $150 or more. However, they attack for 2-1 damage, but are not generally aggressive unless encountered in breeding season. They possess the equivalent of swimming, diving and alertness talents.
Sahuagin (Sea Devils)
ST:14+ MA:10//14
DX:12 Armour:0
IQ:7
These fearsome marine creatures are able to breathe above or below water, often raiding boats or coastal communities. While not generally magical, they have a host of evil devices to make life difficult for their enemies, such as large, barbed nets which do 1-1 damage (see net-fighting rules in Advanced Meleé), polearms and crossbows similar to those used by drow. They often keep sharks. Occasionally there is a mutant with four arms who can use 2 weapons at no penalty or 4 at -4 DX.
Sahuagin also use other fearsome sea creatures such as sharks or giant cephalopods to guard their lairs or attack victims.
Giant Snapping Turtle (ITL, p64)
Uncle Teeth (ITL, p64)