
Coelenite Colony
Medium
Vermin
Hit Dice: 3d8 + 15 (27 hit points)
Initiative: -2 (Dex)
Speed: 8 ft, Swim 40 ft
AC: 17 (- 2 Dex, +9 natural)
Attacks: Slam +6/+6 melee
Damage:
Slam 1d6+6
Face/Reach: 5 ft x 5 ft/ 5 ft.
Special
Qualities: Darkvision
60 ft., Immunities, water requirement
Saves: Fort +8, Ref -1, Will
-2
Abilities: Str 22, Dex 6, Con 20, Int 5, Wis 5, Cha 6
Skills:
Swim +10
Climate/Terrain: Coral Lagoon
Organization:
Colony (1d100)
Challenge Rating: 1
Treasure:
Standard
Alignment: Always Neutral
Advancement:
4-6 HD (medium); 7-10 HD (large)
This bizarre lifeform is a colony
critter. At its most basic form, a coelenite is a single-celled organism
that lives in the ocean. Like its cousin, the coral, the coelenite gathers
together with other single-celled coelenites and grows a hard calcite
shell. When enough of these critters band together, they achieve a
rudimentary intelligence, even achieving sentience. In this form, the
creature is referred to as a coelenite colony. The secreted calcite is
modified and altered, grown with a purpose until a body is formed from the hard
mineral, assuming a humanoid shape, like a coral covered man, although without
visible sensory organs, and with a very poor manual dexterity. Each
colony is patterned and colored diversely. Some are covered with whorled,
brain-like patterns. Others are frilled with fan-like plumage.
Colors range from dull browns to brilliant yellows and reds.
Each colony has a nest that it stuffs with
food, mostly decomposing fish. Colonies are attracted by noise and
action. Swimmers in particular draw its attention. A coelenite
colony has been known to seize a floundering sailor and drag him down to its
nest.
Combat
Coelenite
colonies are slow but dangerous foes. Most often they attack other
critters in the water, but they have been known to venture aboard ships for
brief periods of time. Their hard and rasping exoskeletons do considerable
damage when they go to flailing their arms like clubs.
Immunities:
Edged and missile weapons do but a single point of damage to them (plus
strength and magic bonuses). Blunt weapons do 1d2 points of damage (plus
strength and magic bonuses). Coelenites are never allowed saving throws
against magical effects. Spells that affect a single individual or
organism are completely useless against the coelenite. Magic which affects
a small area of the colony (such as a magic missile) does only 1 point of
damage. Damage spells that affect 50% of the colony, but not all of the
colony (Shocking Grasp, Burning Hands), cause half normal damage.
Area effect spells that encompass the entire critter (a fireball for
example) instantly slay the colony. In addition, without a central, single
mind, coelenites are immune to all enchantment/charm and illusion/phantasm
spells. ESP only reveals the presence of life, but no specific
thoughts the colony may possess. When a coelenite's hit points are reduced
to 0 or less through combat, the critter does not actually die. Instead it
has suffered sufficient damage to destroy the colony's exoskeleton. Often
the surviving single-cell creatures seep out of the coral to reunite and create
a new body elsewhere.
Water Requirement: Because they are
essentially a walking coral, the coelenite colony can only remain out of the
water for a short time. At the end of every five rounds, the creature
suffers 1d6 points of damage. Thus, one of the most effective ways to
destroy a coelenite colony is to trap it on shore.
Mass Colonies: On rare occasions, when
the collection of coelenite colonies exceed fifty in an area, an even higher
consciousness is achieved - a mass mind. The activities of the separate
colonies are then directed by a single intelligence. The mass mind has an
intelligence of 10, and is able to conceive and use stratagems for battle.
Communication between the colonies is telepathic, though it only seems a jumble
of raw data to any person with the power to eavesdrop. If 50% of the
colonies are destroyed, the mass mind will disintegrate, and each colony will
become independent again. One of the preferred tactics of the mass mind is
to attack larger targets and build traps to catch more food. When large
prey moves into position (such as a ship), coelenite colonies are ordered into
position around the lagoon and then the shells are abandoned by their
single-celled builders. The actual organism flows back into the sea to
grow a new body. The shells are left behind to form a wall to block the
exit or even encase the prey.
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