Statue of the Sea Mother

Statue of Sea Mother: AC -2; MY 9 + special (can water walk at MY 9 HO IS; hp 80; TliAC03; #AT 2; Omg 2dBI2dS (elaw lelaw SA spell-like powers (see below), bite (see below SD immune to weapons of less than +2 bonus, healed fully by trallsmlde mild fo rock, ignores a1l other spells except as noted; SW slowed for 2d6 rounds by Iral/smllie rock to mud, slolle 10 flesll negates its immunity to damage·inflicting attacks for 1 round; SZ Ii (15' tall ML fearless (20 Int non (0 AL NE; XP 13,000. Special abilities: calise fear, CDUse seriolls wounds, continual darkness,fr«zing claws (similar to burnillg Illmds, but the damage is chill damage), ray 0/ ~'ifeeblemellt, weakness. These powers are used randomly, one per round. The statue has further attacks. It can command the giant lobsters and water elcmentals of the pool at will. If both claw attacks strike the same opponent on the same round, the victim is fully grasped (pre\,cnt· ing any return strikes), raised to Sea Mother's lobster head, and bitten for a further 2d8 points of damage. Horribly, Lf this bite attack has a natural roll of 19+, the victim is cleanly decapitated and instantly slain. A bjtten victim IS dropped or thrown into the pool. The statue continues to attack as long as any hostile actions are being undertaken in this location. Damage inflicted (In the &t.ltue i!o regenerated at the rate of 2 hit points per tum_  
Special Advantages
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Special Disadvantages
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Also Known As
AKA
 
Government Type
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Known Strongholds
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Known Clans
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Homeland
HOMELAND
 
Known Alliances
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Trade Expertise
TRADEXPERTISE
 
Ability Score Adjustments
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Languages Spoken
LANGSPOKEN
 
Racial Enmities
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Life Expectancy
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