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Sea Sphere (Blubble) (3pp)

Sea Sphere (Blubble) CR 9

XP 6,400
N Huge aberration (aquatic)
Init +11; Senses blindsense, telepathy; Perception +8


AC 24, touch 16, flat-footed 16 (+7 Dex, +1 dodge, +8 natural, -2 size)
hp 119 (14d8+56)
Fort +8, Ref +11, Will +9
DR 10/—


Speed 10 ft., swim 100 ft., fly 50 ft. (average)
Melee 2 slams +14 (1d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks engulf (DC 23), pressurize, water mastery


Motivation A blubble generally only attacks for its own survival. It has no malice towards its “prey” and doesn’t even perceive itself as “attacking.” However, it does seek out air-breathing creatures with the intent of getting them into its core in order to provide it oxygen.

During Combat If a blubble encounters Medium or smaller air-breathers it swims or flies over them with its mouth-like aperture wide open, trying to engulf and direct them into its core. A blubble generally avoids creatures larger than Medium-sized.

Morale If attacked a blubble defends itself only half-halfheartedly. If its prey (or other creatures) injures it, it lashes out with two semi-solid membranous appendages. If it is unsuccessful in subduing its prey or in fending off attacks from other creatures it gives up and moves on to find easier sustenance.


Str 23, Dex 24, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +16; CMD 33 (can’t be tripped)
Feats Ability Focus (pressurize), Dodge, Flyby Attack, Hover, Improved Critical (slam), Improved Initiative, Weapon Finesse (slam)
Skills Fly +11, Perception +8, Stealth +12, Swim +25
Languages none; telepathy


Engulf (Ex)

This functions as the engulf monster ability, except that creatures engulfed within a blubble are in no immediate danger of suffocating (due to the sphere of oxygen held within); however, unless freed, they will suffocate 72 hours later when the oxygen is depleted and replaced by carbon dioxide, poisoning the air-breathing creatures held within. The save DC is Strength-based.

Pressurize (Ex)

The intense pressure within a blubbles core may cause air-breathing creatures within to pass out. Air-breathing creatures which have been engulfed must succeed on a DC 23 Fortitude save or fall unconscious. The saving throw is Constitution-based.

Telepathy (Su)

A blubble can communicate telepathically with any sentient being within 100 ft. However, due to its simple mind it generally communicates only basic thoughts.

Water Mastery (Ex)

A sea sphere gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the sea sphere is touching the ground, the sphere takes a -4 penalty on attack and damage rolls.


Environment any aquatic
Organization solitary (see below)
Treasure see below

This creature is an odd, 30-ft. diameter spheroid composed of a thick, translucent membrane. Within the center of the creature is an air-filled chamber, literally a bubble.

Known to sailors as a “blubble,” the sea sphere’s home is the ocean and is always found in or near vast quantities of water. It is the color of the water it is found in, and luminescent in moonlight. Sea spheres see through some innate ability or undetectable magic, omnidirectionally. They communicate telepathically, and with this ability they seek out air-breathers who desire to travel underwater.

Blubbles require carbon dioxide to breathe. They can store enough of this gas inside of themselves to last for periods up to 72 hours. During this time, their respiratory process uses up the carbon dioxide and produces waste oxygen, which is also stores inside their inner bubble. Thus after 72 hours they run out of breathable gas and die within 1d4 hours. Blubbles stay alive by welcoming oxygen-breathing creatures inside their hollow core.

These creatures — usually humanoids — breathe the blubble’s oxygen and naturally exhale the carbon dioxide the host blubble requires.

Sea spheres can open an aperture in their shells, permitting Medium or smaller beings to enter their core. The blubble provides travel for these beings, able to swim to the depths of the ocean, places where the air-breathers usually couldn’t venture. Adventurers, then, seek out sea spheres and form a useful, symbiotic pact with them: in exchange for travel to the deep places in the ocean, the adventurers simply ride in the blubble’s core and breathe, providing their host with the gas it requires to stay alive.

Section 15: Copyright Notice
Dead Man’s Chest Copyright 2005 Necromancer Games, Inc.; Authors Lance Hawvermale, Rob Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt, Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with additional contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and Nadine Oatmeyer.