The Shards
This narrow strait contains several dangerous rocks, with at least one sunken ship among them. One such ship forms the lair of a colony of fuath gremlins(Bestiary 3 142) and reefclaws (Bestiary 2 234). A sea drake (Bestiary 2 109) and its mysterious master, a cecaelia witch (Bestiary 3 49) dwell in a cave in the deepest part of the strait.
"The Wreck of the Goodwife" map from Kobold Quarterly #13 would be ideal for this location:
The largest portion of the Goodwife (cargo hold and forecastle; area 4) is the fuath lair; a dozen or so gremlins and 1d4+1 reefclaw pets can be found here.
The rear of the ship (area 5) houses the fuath leaders (two 2nd-level druids and one 6th-level druid; see below) and the Sea Witch, a cecaelia spellcaster (see below).
The deep pit or cave at the center of the map (area 3) is the sea drake's lair; its hoard rests at the bottom, amid a pile of bones and random debris.
FUATH CRAB-SPEAKER [2] (CR 2)
XP 600
Fuath druid 2 (Bestiary 3 142)
NE Tiny fey (aquatic)
Init +5; Senses darkvision 120 ft., low-light vision; Perception +8
Defense
AC 16, touch 14, flat-footed 14 (+1 Dex, +1 dodge, +2 natural, +2 size)
hp 24 (3 HD; 1d6+2d8+12)
Fort +6, Ref +3, Will +7
DR 5/cold iron; Resist cold 10; SR 12
Weaknesses vulnerable to fire and sunlight
Offense
Speed 20 ft., climb 10 ft., swim 30 ft.; woodland stride
Melee 2 claws +4 (1d3)
Ranged dart +4 (1d2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks congeal water
Spell-Like Abilities (CL 3rd; concentration +3)
At will--create water, prestidigitation
1/day--sleep (DC 11)
Druid Spells Prepared (CL 2nd; concentration +4)
1st--cure light wounds, faerie fire, magic fang
0 (at will)--resistance, stabilize, virtue
Statistics
Str 11, Dex 13, Con 16, Int 8, Wis 15, Cha 10
Base Atk +1; CMB +0; CMD 11
Feats Dodge, Improved Initiative, Toughness[B], Weapon Finesse[B]
Skills Climb +8, Escape Artist +5, Handle Animal +10, Perception +8, Stealth +13, Survival +4, Swim +12, Use Magic Device +6; Racial Modifiers +4 Handle Animal
Languages Aquan, Druidic
SQ amphibious, nature bond (vermin companion: giant crab), nature sense, wild empathy (+2)
Special Abilities
Congeal Water (Su) See Bestiary 3 142.
Vulnerable to Sunlight (Ex) See Bestiary 3 142.
Giant Crab Companion [2]
N Small vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +0
Defense
AC 17, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +1
Immune mind-affecting effects
Offense
Speed 30 ft., swim 20 ft.
Melee 2 claws +4 (1d3+1 plus grab)
Special Attacks constrict (1d3)
Statistics
Str 13, Dex 14, Con 13, Int --, Wis 11, Cha 4
Base Atk +2; CMB +2 (+6 grapple); CMD 14 (26 vs. trip)
SQ link, share spells, water dependency
FUATH CHIEFTAIN (CR 7)
XP 3,200
Fuath druid 6 (Bestiary 3 142)
NE Tiny fey (aquatic)
Init +5; Senses darkvision 120 ft., low-light vision; Perception +10
Defense
AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 51 (7 HD; 1d6+6d8+21)
Fort +7, Ref +5, Will +10
Defensive Abilities resist nature's lure; DR 5/cold iron; Resist cold 10; SR 12
Weaknesses vulnerable to fire and sunlight
Offense
Speed 20 ft., climb 10 ft., swim 30 ft.; trackless step, woodland stride
Melee 2 claws +7 (1d3-1)
Ranged dart +7 (1d2-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks congeal water
Racial Spell-Like Abilities (CL 7th; concentration +8 [+12 casting defensively])
At will--create water, prestidigitation
2/day--speak with animals (aquatic subtype or natural swim speed only)
1/day--commune with nature (in contact with water, or on ship in contact with water), sleep (DC 12)
Domain Spell-Like Abilities (CL 7th; concentration +8 [+12 casting defensively])
6/day--storm burst (ranged touch +6, 1d6+3 nonlethal and buffeted 1 round)
Druid Spells Prepared (CL 6th; concentration +9 [+13 casting defensively])
3rd--aqueous orb (Advanced Player's Guide 202), call lightning[D] (DC 16), cure moderate wounds, summon nature's ally III [electric eel or giant crab], wind wall
2nd--barkskin, fog cloud[D], gust of wind (DC 15), resist energy, slipstream (Advanced Player's Guide 244)
1st--cure light wounds, entangle (DC 14), hydraulic push (Advanced Player's Guide 228, CMB +9), magic fang, obscuring mist[D]
0 (at will)--detect magic, flare (DC 13), guidance, resistance
D Domain spell; Domain Weather
Statistics
Str 9, Dex 12, Con 14, Int 10, Wis 17, Cha 12
Base Atk +4; CMB +2; CMD 13
Feats Combat Castign, Commune with Sea (Freeport: The City of Adventure 413), Improved Initiative, Sea Tongue (Freeport: The City of Adventure 422), Toughness[B], Weapon Finesse[B]
Skills Climb +7, Escape Artist +5, Handle Animal +12, Knwoledge (nature) +10, Perception +10, Stealth +9, Survival +13, Swim +11, Use Magic Device +8; Racial Modifiers +4 Handle Animal
Languages Aquan, Druidic
SQ amphibious, nature bond (Weather domain), nature sense, wild empathy (+6), wild shape (2/day, Tiny-Large animal, as beast shape II, or Small elemental, as elemental body I)
Special Abilities
Congeal Water (Su) See Bestiary 3 142.
Vulnerable to Sunlight (Ex) See Bestiary 3 142.
PUNGA, The Sea Witch (CR 8)
XP 4,800
Female cecaelia withc 6 (Bestiary 3 49)
CE Medium monstrous humanoid (aquatic)
Init +4; Senses darkvision 60 ft. tentacle sense 10 ft.; Perception +11 (+13)
Defense
AC 22, touch 14, flat-footed 18 (+4 extended mage armor, +4 Dex, +4 natural); [AC 24, touch 16, flat=footed 20 with nereid's grace]
hp 90 (12 HD; 6d10+6d6+36)
Fort +7, Ref +10, Will +10
Offense
Speed 30 ft., swim 40 ft., jet 200 ft.
Melee masterwork cold iron spear +13/+8 (1d8+3/x3), 2 tentacles +7 (1d4+1 plus grab)
Ranged masterwork cold iron spear +15 (1d8+3/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks hexes (blight [DC 15], cackle, cauldron, evil eye [DC 15, 5 rounds])
Witch Spells Prepared (CL 6th; concentration +8 [+12 casting defensively]; melee touch +11 [+12 tentacles], ranged touch +13)
3rd--blink, nixie's lure (DC 15) (Advanced Race Guide 179)
2nd--cure moderate wounds, hold person (DC 14), invisibility, pox pustules (DC 14) (Advanced Race Guide 179)
1st--beguiling gift (Advanced Player's Guide 205), mage armor [already cast], nereid's grace (Advanced Race Guide 179), ray of enfeeblement (DC 13)
0 (at will)--arcane mark, detect magic, message, touch of fatigue
Patron deception
Statistics
Str 14, Dex 19, Con 15, Int 14, Wis 14, Cha 15
Base Atk +9; CMB +11 (+15 grapple); CMD 25 (can't be tripped)
Feats Alertness[B] (within arm's reach of familiar), Brew Potion[B], Combat Casting, Combat Reflexes, Craft Wondrous Item, Extra Hex, Weapon Focus (Spear), Weapon Focus (tentacles)
Skills Craft (alchemy) +15 (+20 with cauldron of brewing), Heal +11, Intimidate +11, Knowledge (arcana, nature) +11, Perception +11 (+13 within arm's reach of familiar), Spellcraft +11, Stealth +13, Survival +1, Swim +12
Languages Aquan, Common, Draconic
SQ amphibious, familiar (Armand, octopus)
Combat Gear javelin of lightning, potion sponges (Advanced Race Guide 177; cure moderate wounds [3*], invisibility, reduce person); Other Gear lesser extend metamagic rod [used once], masterwork cold iron spear, gold pectoral (150 gp), spell component pouch, cauldron of brewing (in lair), potion sponge of fins to feet (in lair)
* One of these potions is deliberately mislabeled; it is actually a disguised dose of stonefish poison (Freeport the City of Adventure 446: injury; save Fort DC 22; frequency 1/round for 4 rounds; effect 1d4 Con/1 Dex; cure 2 saves) which has a magic aura spell cast upon it to look like a potion of cure moderate wounds. Punga's potion sponges have distinct patterns that allow her to tell them apart by sight or feel.
Familiar Spells Known as prepared plus 3rd--bestow curse, fins to feet (Advanced Race Guide 195), vampiric touch; 2nd-augury; 1st--magic aura, obscuring mist, reduce person, undine's curse (Advanced Races Guide 179), ventriloquism; 0--(all)
Special Abilities
Ink Cloud (Ex) Once per hour as a standard action, a cecaelia can emit a 10-foot-radius sphere of ink while underwater. The ink provides total concealment and persists for 1 minute.
Tentacle Sense (Ex) As a swift action while swimming and while it is not grappled or grappling, the cecaelia can spread its tentacles wide to form a sensory net around it. This grants blindsight to a range of 10 ft. and lasts as long as the cecaelia concentrates. While this effect lasts, the creature cannot attack with its tentacles or move.
Armand
Octopus familiar (Bestiary 219)
CE Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 45 (12 HD)
Fort +6, Ref +7, Will +11
Defensive Abilities improved evasion, ink cloud
Offense
Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d3+1 poison), tentacles +11 (grab)
Special Attacks deliver touch spells
Statistics
Str 12, Dex 17, Con 14, Int 8, Wis 13, Cha 3
Base Atk +9; CMB +9 (+13 grapple); CMD 22 (can't be tripped)
Feats Multiattack[B], Weapon Finesse
Skills Craft (alchemy) +5, Escape Artist +14, Heal +7, Intimidate +2, Knowledge (arcana, nature) +5, Perception +10, Spellcraft +5, Stealth +24, Survival +7, Swim +18; Racial Modifiers +8 Stealth, +10 Escape Artist
Languages speak with master
SQ empathic link, grants Alertness and +3 Swim, share spells
Special Abilities
Ink Cloud (Ex) An octopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.
Jet (Ex) An octopus can jet backward once per roound as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
Poison (Ex) Bite--injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.