All eels are water-dwellers. They are typically aggressive only wher approached too closely.
Neutral Man-sized Animal (aquatic) (9-ft)
FREQUENCY: Rare
NO. APPEARING: 1-3
SURPRISE: 33%
SENSES: fish senses
ARMOR CLASS: 9
MOVE: swim 12"
HIT DICE: 2 (hp 9)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: bite (1d3)
SPECIAL ATTACKS: jolt - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: II (XP 65 + 2 per hp)
Electric eels are found in warm fresh water. They will give off a jolt of electricity in a radius of 15-ft.
Any creature within 5-ft of the eel takes 3-24 hit points damage; within 5-ft to 10-ft the jolt delivers 2-16 hit points damage, and between 10-ft and 15-ft the jolt delivers 1-8 hit points. The eel can do this but once per hour (six turns).
They are immune to electrical effects. Marine species are reported to be twice the size and do twice the damage.
Neutral Man-sized Monster (animal, aquatic) (20-ft to 40-ft)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33% (+1 initiative)
SENSES: fish senses
ARMOR CLASS: 6
MOVE: swim 9"
HIT DICE: 6-8 (6 HD, hp 27)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: bite (2d4)*
SPECIAL ATTACKS: jolt - Hits As: normal
SPECIAL DEFENSES: quick
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: V (XP 400 + 8 per hp)
* Damage is 7 HD: 3d4 and 8 HD: 4d4
Giant marine electric eels are found only in warm, relatively shallow salt waters, 30-150 feet deep being the common range.
Athough these creatures move with relative lack of speed, they strike quickly, gaining a +1 on initiative.
Once every turn, these creatures are able to release a charge of electricity. All creatures within a 5-foot radius of the individual eel so doing take 6-36 points of damage. Those within 5-10 feet take 4-24 points, and those within 10-15 feet take 2-12 points.
Unless such victims make a successful saving throw vs. paralysis, they will be stunned and helpless for a number of rounds equal to the points of damage sustained from electrical shock. Saving throws at 5-10 feet are made at +1, and at 10-15 feet at +2. Note that a successful save does not reduce damage by one-half, but merely negates stunning.
Neutral Large Monster (animal, aquatic) (20-ft)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: fish senses
ARMOR CLASS: 6
MOVE: swim 9"
HIT DICE: 5 (hp 23)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: bite (3d6)
SPECIAL ATTACKS: none - Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: II (XP 49 + 1 per hp)
Giant eels are typically of the moray type.
They have a nasty temper and teeth to match.
Few (10%) are found in fresh water.
Neutral Man-sized Animal (aquatic) (6-ft)
FREQUENCY: Very rare
NO. APPEARING: 10-60
SURPRISE: 33% — Others ~Auto
SENSES: fish senses
ARMOR CLASS: 8
MOVE: swim 15"
HIT DICE: 1 - 1 (hp 4)
% IN LAIR: 100%
TREASURE TYPE: O, P, R
ATTACK AC 0: 20
MELEE: bite (1) plus poison
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: camouflage
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 15, Petrify 16, Wand 17, Breath 20, Spell 19
LEVEL: III (XP 150 + 6 per hp)
Weed eels are masters of camouflage, appearing as a patch of normal seaweed to any but a highly trained observer.
Their bite is poisonous, and unless a saving throw is made the creature bitten will die.
They live in colonies, sharing food and home alike. Weed eel colonies consist of a network of small (six to eight inch diameter) holes which all lead to several 6-ft diameter tunnels, and the latter lead to a communal cave about 30-ft long, 20-ft wide, and 20-ft high.
The eels use small stones, coins, gems, metal, etc. to floor this cave with.
Colonies are found in both fresh and salt water, typically in water depths of 25-ft to 40-ft.
If an attempt is made to enter any hole, the eel to whom it belongs will always strike with incredible speed. If eels note the entrance of foreign creatures, they will leave their holes to protect the cave where young are raised.
Neutral Man-sized Monster (animal) (10-ft)
FREQUENCY: Rare
NO. APPEARING: 4-16
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 0
MOVE: 1"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 100%
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: bite (2d4)
SPECIAL ATTACKS: none - Hits As: +1
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: IV (XP 130 + 5 per hp)
Cave morays have brownish-gray skin. Their heads are knobby and splotched, and their eyes are dull brown and bulbous, and they look like rock.
These slug-like creatures form colonies in caves. They dwell in cyst-like burrows in the stony walls, and whenever prey passes they strike out, typically from both sides of the passage.
Striking range varies from 3-5 feet. The creature must withdraw into its cyst to recoil for another strike.
A cave moray has an armor class 5 body, but it's so fast that there is only a 1 in 20 chance of striking one thus exposed.