Dhunbarr The Gentle
A stocky giant with hair made of kelp and partly slimy, partly scaly blue and green skin, darker and duller on the arms, shoulders, and the back, and lighter on the belly.
CR 6; XP 2,400
NG Large Outsider (good, water)
Init +0; Senses darkvision 60 ft.; Perception +10
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 69 (6d10+36)
Fort +11, Ref +5, Will +5
Defensive Abilities aquatic rejuvenation, pacifist; DR 5/—; Resist acid 10, cold 10
Speed 20 ft.; swim 40 ft.
Melee Slam +12 (1d8+9 plus grab)
Special Attacks constrict (1d8+9)
Spell-Like Abilities (CL 6th, concentration +6)
At will—create water
Str 22, Dex 10, Con 22, Int 11, Wis 13, Cha 11
Base Atk +6; CMB +13 (+17 grapple); CMD 23
Feats Iron Will, Power Attack, Weapon Focus (slam)
Skills Perception +10, Profession (fisherman) +10, Profession (porter) +10, Profession (sailor) +10, Sense Motive +10, Swim +23
Language Aklo, Aquan, Celestial
SQ tranquil demesne
Aquatic Rejuvenation (Su) Dhunbarr has fast healing 10 when immersed in water. After spending a day immersed in waters of the elemental Plane Of Water he recovers from any negative effects as if exposed to heal, regeneration, and restoration spells.
Pacifist (Ex) Dhunbarr is peaceful and gentle being and violence is unnatural to his heart. While he is able to take offensive action of his own volition, forcing him to do so is very hard. Whenever he is compelled to act violently, he can make a Will saving throw each round with a +4 bonus to break the controlling effect. When he should perform a violent action because of confusion or similar effect, he is dazed instead. When geas or similar effect would demand him to act violently, he will suffer the negative consequences of the effect instead. He gets a +10 bonus to opposed Charisma checks when charmed and asked to take violent action and to opposed Charisma checks while negotiating terms of planar binding if the task would likely require him to resort to violence. Once such request is made he also adds this bonus to following daily Charisma check to escape the magic circle he is trapped in.
Tranquil Demesne (Su) Dhunbarr can return to his demiplane as if using plane shift as a standard action. He can take up to seven willing creatures with him, though they will be automatically ejected after 24 hours back to a random island or coastal location on the same plane they were before visiting Dhunbarr's demiplane (or a random Material Plane containing such environments if the plane they were on lacks any oceans, seas, rivers, and lakes). The tranquil demesne contains enough fruits and products of the sea to feed the visitors for a day and all the natural healing taking place there is doubled.
Dhunbarr is a gentle giant that lives in a pocket demiplane attached to the Plane Of Water. His home dimension is a small tropical island in the middle of a shallow ocean—a welcoming paradise for a visit, though no one except Dhunbarr can stay there continuously.
Dhunbarr is very friendly entity, though a bit lonely, and will gladly help others, especially with actions that can benefit from his ability to carry significant weight at once (his medium load is 1,044 lbs, his heavy load is 2,082 lbs, and his max load is 3120 lbs), though he is pacifist at heart, and won't resort to violence except when defending oneself or innocents from unjust attack—trying to force or trick him into situation where he will need to use violence will offend him and make him leave.