Klaven Elite Marine

Medium aberration (klaven), lawful evil

Armor Class 15 (natural armor)
Hit Points 105 (10d8+60)
Speed 30 ft., swim 30 ft.

22 (+6) 18 (+4) 22 (+6) 13 (+1) 18 (+4) 12 (+1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14
Languages Bil’djooli Ultari (can’t speak)
Challenge 6 (2,300 XP)


  • Klaven Traits. The klaven elite marine has all the traits of a klaven.
  • Swimming Sprint. The klaven elite marine can Dash as a bonus action each round when swimming.


  • Multiattack. The klaven elite marine makes 3 spear attacks.
  • Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • Spur Carbine. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage and target must succeed on a DC 14 Constitution save or take 3 (1d6) points of poison damage and gain the poisoned condition for 1 round. The target must attempt a new saving throw at the start of each of its turns or the poison damage and poisoned condition continue for an additional round. The DC of the saving throw is reduced by 2 each round. Klaven elite marines are created by transmogrifying aquatic races such as locathah or merfolk. You can create similar landbased klaven troops by simply adjusting the speed of the troop and removing the Swim skill.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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