ok, everyone is a little disappointed that mind flayers are out of the SRD so I figured I'd design something similar. Now, the Kraken Lord is designed off the kraken from the Monster Manual and I did not reference the mind flayer entry at all during its creation.
Note: Need opinions on what its Challenge Rating should be!
{EDIT} Fixed skills and added section on characters.
{RE-EDIT} Reduced reach with tentacles
So without further ado...
Kraken Lord Huge Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +1 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., swim 20ft.
AC: 17 (+1 Dex, -2 size, +8 natural)
Attacks: 2 tentacle-rakes +14 melee and 6 tentacle arms +12 melee; or 2 claws +14 melee and bite +12 melee; or huge trident +14/+9 melee
Damage: 2 tentacle-rakes 1d6+8 and 6 tentacle arms 1d6+4; 2 claws 1d8+8 and bite 1d8+4; or huge trident 2d8+8
Face/Reach: 15ft./15ft. (30 ft. with tentacles)
Special Attacks: Improved grab, constrict 2d6+8 or 1d4+4
Special Qualities: Darkvision 60ft., ink cloud, spell-like abilities
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 26 (+8), Dex 13 (+1), Con 14 (+2), Int 25 (+7), Wis 23 (+6), Cha 10 (+0)
Skills: Concentration +16, Craft (alchemy) +11, Knowledge (Geography) +12, Knowledge (nature) +12, Listen +16, Search +17, Spot +16.
Feats: Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Quicken Spell-Like Ability (dominate animal)
Climate/Terrain: Any aquatic or underground
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Alignment: Always neutral evil
Advancement: By character class
A kraken lord is an aggressive, cruel, intelligent creature related to krakens. Some believe they are the next step in a kraken’s evolutionary process. Though while not as large or strong as a kraken they are more intelligent and, thus, more dangerous. Kraken lords breathe both air and water normally.
Kraken lords are most often found thousands of feet below the ocean but are becoming more common at shallower depths and underground environments. They love to flood Underdark caverns and cities near the ocean, allowing them to move in a take over. Once in these positions, it is almost impossible to rid a region of a kraken lord, as it tends to align with aboleths, kuo-toas, and sahuagin. Strangely, kraken lords don’t associate with krakens and will have one hunted down and killed if it wanders into its domain.
Kraken lords have the head of a kraken, along with its telltale tentacle appendages and a large beak on the front of their necks. They stand upright on two legs and also have two arms. A kraken lord’s four humanoid limbs end in four webbed digits with one of those digits opposable. A kraken lord’s eight tentacles are similar to a kraken’s and nearly as deadly. Six of the creature’s tentacles are 15 feet long; the remaining two are 30 feet long and covered with cruel barbs. From looking at a kraken lord, one would lead to believe that they would have trouble walking but the truth is that their powerful bodies are well muscled and they have no trouble walking on dry land or using their tentacles to attack while on land.
Kraken lords speak Common and Aquan.
Combat
Kraken lords strike out with their barbed tentacles, then grab and crush with their tentacle arms or drag victims towards them and bite with their large beak. If a kraken lord is unable to grab and crush its opponents with its tentacles then it will attack with either its huge trident or use on of its Dominate Animal spell-like ability to bring in aquatic animals to fight for it. If hard pressed it will use its ink cloud to obscure its opponent’s ability to fight and locate the kraken lord, so that may attempt to flee. Unlike a kraken, a kraken lord cannot jet backwards to escape.
Improved Grab (Ex): To use this ability, the kraken lord must hit an opponent of up to Large size with a tentacle-rake or tentacle arm attack. If it gets a hold, it can constrict.
Constrict (Ex): A kraken deals automatic tentacle arm or tentacle-rake damage with a successful grapple check against Large or smaller creatures.
Ink Cloud (Ex): A kraken lord can emit a cloud of jet-black ink 40 feet high by 40 feet wide by 80 feet long once per minute as a free action. The cloud provides total concealment, which the kraken lord normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. A kraken lord cannot use this ability while out of the water.
Spell-like Abilities: 1/day – control weather, control winds, dominate animal and resist elements. These abilities are as the spells cast by a 11th – level druid (save DC 16 + spell level).
Kraken Lord Characters
Kraken lords sometimes become fighters, clerics or wizards, but their favored class is druid. Kraken lords tend to multiclass including fighter/druid, fighter/cleric, fighter/wizard, cleric/wizard or druid wizard. Very rarely will a kraken lord have levels in barbarian or sorcerer and only those with the most disciplined minds may become psions. Kraken lords never take levels in rouge or bard, thinking it beneath them.
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Looking over it now, but you might want to change the line 'thousands of miles' in the fluff text, I don't think water would go much deeper than a few miles.
EDIT: I'd give it a CR of 11, 1 lower than a true Kraken.
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Last edited by Wippit Guud; 21st February 2003 at 02:53 PM..
Originally posted by Wippit Guud Looking over it now, but you might want to change the line 'thousands of miles' in the fluff text, I don't think water would go much deeper than a few miles.
EDIT: I'd give it a CR of 11, 1 lower than a true Kraken.
Whoops, that should say feet, not miles.
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Looks interresting...
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Originally posted by Krishnath Looks interresting...
Thanks.
Anyone else have an opinion of this one? BOZ?
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This thread has been renamed and I'm planning on using it to aquatize several creatures using the Aquatic Template, which was accidentally left out of Savage Species.
Of course, if other interesting monsters of the deep come to mind then I'll stat 'em out and post 'em as well.
Later,
KF72
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Note this creature was modified using the Savage Species Aquatic Template, but breaks the rules for which type of creature you can apply the template to. (Rules, what rules?)
I think the CR needs to be higher. Opinions?
===================== Gargoyle, Sea Medium-size Magical Beast (Aquatic, Earth)
Hit Dice: 4d10+20 (42 hp)
Initiative: +4 (Dex)
Speed: 45 ft., swim 75 ft.
AC: 20 (+4 Dex, +6 natural)
Attacks: 2 claws +8 melee, bite +4 melee, gore +4 melee
Damage: Claw 1d4, bite 1d6, gore 1d6
Face/Reach: 5 ft. / 5 ft.
Special Qualities: Damage reduction 15/+1, darkvision 60ft., freeze, scent
Saves: Fort +9, Ref +8, Will +2
Abilities: Str 11 (+0), Dex 18 (+4), Con 20 (+5), Int 7 (-2), Wis 13 (+1), Cha 7 (-2)
Skills: Hide +5 *, Listen +3, Spot +3, Swim +10.
Feats: Improved Scent (SS), Weapon Finesse (claws)
Climate/Terrain: Any ocean or sea and coast
Organization: Solitary, pair, or group (5-16)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Level Adjustment: +7
Sea gargoyles are a rare creature, which while related to normal gargoyles, have their own groups and territories. Sea gargoyles are more closely related to kapoacinths, another type of marine gargoyle, although they cannot fly like the kapoacinths, even though they have wings. Regardless of these differences, sea gargoyles are just as cruel and dangerous as other gargoyles.
Sea gargoyles are similar in appearance to other gargoyles in that they look like winged, stone statues. The main difference is that sea gargoyles are deep blue to sea green in color and have webbing in between their clawed toes and fingers. While they don’t require food, they are fond of fish of all sorts, including intelligent aquatic races such as merfolk, sea elves, kuo-toa, and locathah. Sea gargoyles are most often encountered near old, stone lighthouses and ruined sea towns and cities, as well as swimming in deep water. Sea gargoyles often work with sahuagin and other evil sea dwellers. Sea gargoyles speak Aquan and Terran.
Combat
Sea gargoyles remain still, then suddenly attack their foes. Sea gargoyles often attack small ships from the water, using the water’s coloring to hide their presence until they are close enough to climb the hull of the ship or hole it with their wicked claws, depending on ships size.
Freeze (Ex): A sea gargoyle can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the sea gargoyle is really alive.
Improved Scent (Ex): Sea gargoyles can detect approaching enemies and sniff out hidden foes within 60 feet.
Skills: Sea gargoyles receive a +8 racial bonus to swim checks. *Sea gargoyles receive a +8 racial bonus to Hide checks when concealed against a background of worked stone or while under water against a background of coral.
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Are we in the peanut gallery allowed to submit? I'm going to be gone for a while, so don't expect it soon, but I've been working on something for my pseudoprehistoric no-mammals campaign that's in this thread's vein.
Originally posted by demiurge1138 Are we in the peanut gallery allowed to submit? I'm going to be gone for a while, so don't expect it soon, but I've been working on something for my pseudoprehistoric no-mammals campaign that's in this thread's vein.
Demiurge out.
Don't let the head stop you from submitting aquatic monsters/critters/humanoids to this thread. I simply put "Knightfall's" so that it's easier for me to find the thread.
So go ahead and post, just keep it aquatic related.
KF72
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Steam Dwarf (Aquatic Azer) Medium-Size Outsider (Aquatic, Fire, Lawful)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft., swim 40 ft.
AC: 23 (+3 Dex, +8 natural, +2 large shield)
Attacks: Trident +3 melee; or halfspear +5 ranged
Damage: Trident 1d8+1 and 1 fire; or halfspear 1d6+1 and 1 fire
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Heat
Special Qualities: Darkvision 60 ft., scent, SR 13, fire subtype
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 13 (+1), Dex 17 (+3), Con 15 (+2), Int 12 (+1), Wis 14 (+2), Cha 9 (-1)
Skills: Climb +2, Craft (any one) +6, Hide +1, Listen +5, Search +4, Spot +6, Swim +9
Feats: Power Attack
Climate/Terrain: Any aquatic and underground
Organization: Solitary, pair, team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 3
Treasure: Standard coins; double goods (nonflammables only); standard items (nonflammables only)
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +6
Steam dwarves are a subrace of azer that have migrated to the Elemental Plane of Water. How and why these elemental dwarves came to live on the plane is a mystery. Some believe that these outsiders are actually from an alternate elemental plane.
Steam dwarves look exactly like the azer except for a slight green tint to their bodies and steam billowing out from their head where a normal dwarf’s hair and beard would be. If exposed to air their heads flare into flame for a moment but otherwise stays the same.
Steam dwarves dress in loose-fitting, heat-resistant kilts of cloth and kelp.
Steam dwarves speak Aquan, Ignan and Common.
Combat
Steam dwarves use broad-headed spears or well-crafted tridents in combat. When unarmed, they attempt to grapple foes. They wear no armor, for their tough skin provides ample protection.
Heat (Ex): A steam dwarf’s body is intensely hot, radiating steam, so his or her unarmed attacks deal additional fire damage. A steam dwarf’s metallic weap-ons also conduct this heat.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: Steam dwarves gain a +8 racial bonus on Swim checks.
Steam Dwarf Characters
Steam dwarves favor the fighter class.
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Well, this will probably become a very big thread. I think I might add a couple of aquatic creatures to it eventually...
Anyways, I like the sea gargoyle alot, but I don't think you need to increase it's CR.
The steam dwarf is quite interresting, but I don't really know if it is a creature I could use. But in a planescape setting it would fit like a glove.
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Dark Water Huge Ooze (Aquatic) Hit Dice: 10d10+60 (115 hp) Initiative: -3 (Dex) Speed: 20 ft., climb 20 ft., swim 40 ft. AC: 7 (-2 size, -3 Dex, +2 natural) Attacks: Slam +8 melee Damage: Slam 2d6+4 and 2d6 acid Face/Reach: 15 ft. / 15 ft. Special Attacks: Acid, improved grab, constrict 2d6+4 and 2d6 acid Special Qualities: Blindsight, split, ooze, scent Saves: Fort +7, Ref +0, Will -1 Abilities: Str 17 (+3), Dex 5 (-3), Con 21 (+5), Int – (+0), Wis 3 (-4), Cha 1 (-5) Skills: Swim +11
Climate/Terrain: Any aquatic Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 11-15 HD (Huge); 16-30 HD -(Gargantuan)
Dark water is a dangerous, dark-colored ooze that thrives in aquatic environments, especially out at sea. It is known for attacking aquatic creatures and passing ships, engulfing and dissolving them.
Combat
Dark water attacks by first attempting to slam into its opponents, attempts to grapple and then constrict.
Acid (Ex): Dark water secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The dark water’s acidic touch deals 50 points of damage per round to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes dark water also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Constrict (Ex): Dark water deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.
Improved Grab (Ex): To use this ability, dark water must hit with its slam attack. If it gets a hold, it can constrict.
Scent (Ex): Dark water can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upstream, the range increases to 60 ft.; if downstream, it drops to 15 ft.
Split (Ex): Weapons deal no damage to dark water. Instead the creature splits into two identical creatures, each with half the original’s hit points (round down). Dark water with only 1 hit point cannot be further split.
Skills: Dark water gains a +8 racial bonus on Swim checks.
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Someone has been watching Pirates of Dark Water again
Very good work, let me guess, a Black Pudding with the Aquatic Template?
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Originally posted by Krishnath Someone has been watching Pirates of Dark Water again
Very good work, let me guess, a Black Pudding with the Aquatic Template?
Unfortunately, I haven't been able to see that cartoon for years, although it was one of my favorites. And you're right, its a black pudding with the aquatic template.
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I loved that cartoon. One of these days I'll write up the Sewer Wurm from the show. You know the one. Lots of mouthes...
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Ok, I added an additional Special Quality to this creation, damage reduction. I added 1 to the CR for that but I'm thinking maybe the DR should add-on even more, I'm not sure. Opinions?
Also, dragons are less 'aligned' on my world and most are at least partially neutral in alignment.
The Seven Seas Dragon [7-headed Lernaean Hydra w/ Aquatic and Half-Dragon templates] Huge Dragon (Aquatic) Hit Dice: 7d12+49 (94 hp) Initiative: +3 (Dex) Speed: 20 ft., swim 40 ft., fly 20 ft. (average) AC: 21 (-2 size, +3 Dex, +10 natural) Attacks: 7 bites +15/+10 melee, 2 claws +13 melee Damage: Bite 2d6+8, claw 2d8+4 Face/Reach: 15 ft. / 10 ft. Special Attacks: Breath weapon Special Qualities: Darkvision 60 feet., immunities, low-light vision, severed head regrowth, scent, damage reduction 15/chaos, law, good, evil Saves: Fort +12, Ref +8, Will +3 Abilities: Str 27 (+8), Dex 16 (+3), Con 24 (+7), Int 6 (-2), Wis 12 (+1), Cha 11 (+0) Skills: Diplomacy +2, Heal +4, Intuit Direction +4, Listen +9, Move Silently +5, Sense Motive +3, Spot +9, Survival +3, Swim +22 Feats: Ability Focus (breath weapon), Combat Reflexes, Multiattack
Climate/Terrain: World of Kulan – any land or aquatic Organization: Unique Challenge Rating: 13 Treasure: 1/10 coins; 50% goods; 50% items Alignment: True neutral Advancement: –
Known only as the seven seas dragon, this unique dragon may be encountered anywhere on the World of Kulan. The creature is a strange hydra-like creature with bronze dragon blood. The creature is old beyond comparison and may have been born before the first human set foot on the shores of Harqual.
The dragon is called the seven seas dragon, not because Kulan has seven seas* but because it has seven heads that each can deliver a powerful bite. Regardless, the name has stuck. The dragon has a huge, sinuous body with a long dragon-like tail and four powerful legs. These legs end in powerful clawed, webbed feet. The dragon also has large wings like a bronze dragon and its skin is covered in scales witch shimmer both blue-silver and bronze in color depending whether the dragon is submerged underwater or flying. The dragon has a ridge-like dorsal fin running down all the way from its neck to its tail. The dragon is 30 feet long from nose to the base of its tail and weighs approximately 30,000 lb. (The dragon’s tail adds another 12 feet onto its length.) The dragon breathes both air and water normally.
The dragon is the servant of Mirella, the Goddess of the Balance, and therefore has the same true neutral alignment as its patron. It only appears when and where Mirella believes the Balance is in danger and many fear the arrival of the seven seas dragon. For when it comes, change will be wrought upon the land (and its people) where it treads. If the dragon is killed, Mirella will bring it back to life.
The seven seas dragon speaks Draconic and Aquan. Despite its limited intelligence the dragon can understand any language but rarely speaks to those it encounters.
Combat
The seven seas dragon can attack with all its heads at no penalty, even if it moves or charges during a round.
The seven seas dragon can only be killed by severing all its heads. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal 13 points of damage. (The player says where the attack is aimed just before making the attack roll.) Any excess damage is lost.
However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. The seven seas dragon can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day.
To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.
Spells such as disintegrate, finger of death, and slay living kill the seven seas dragon outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the dragon’s heads.
Breath Weapon (Su): Line of lightning, 100 feet, once per day, damage 6d6, Reflex half DC 20. The seven seas dragon can use this breath weapon with any of its heads.
Immunities: The seven seas dragon is immune electricity, sleep, and paralysis effects.
Scent (Ex): The seven seas dragon can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upstream, the range increases to 60 ft.; if downstream, it drops to 15 ft.
Skills: The seven seas dragon receives a +2 racial bonus to Listen and Spot checks, thanks to its multiple heads. Its swim speed provides a +8 racial bonus on Swim checks
Feats: The seven seas dragon’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.
* Kulan has more than seven seas.
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That is one interresting dragon you got there...
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Originally posted by Krishnath That is one interresting dragon you got there...
Thanks Krish, it just sort of came to me last night. My next plan for an aquatic creature is something twisted with the Ethereal Marauder.
Other Aquatic Ideas!
- Aquatic celestials, devils and demons
- Aquatic animal and dinosaurs variants
- Sea Cloaker
- Sea Gnoll
- Sea Gnome
+ other multi-template aquatic creation
Later,
KF72
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Ethereal Marauders huh, that I have to see. As for the other ideas:
Aquatic Outsiders - There are a few aquatic demons in the fiend folio, but I would love to see more of these.
Aquatic animal and dinosaurs variants - Wanna see my dolphins? Also I'm working on a swarm creature that is aquatic: School of Piranha. Would love to see the stats for the Manta (or Devil) ray, both variaties. giant and common.
Sea Cloaker - This makes sense, the cloaker looks like a ray anyways.
Sea Gnoll - Allready in existance, they're called Sahuagin.
Sea Gnome - Why?
Later,
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
I went and laid down and ten minutes later they started drilling, sawing and jackhammering again. ARRGGGG!!!!
Anyway, I'm going to take my frustration out on this thread... first up the ethereal submarauder!
------- Ethereal Submarauder Medium-Size Magical Beast (Aquatic) Hit Dice: 2d10+2 (13 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 40 ft., swim 40 ft. AC: 16 (+3 Dex, +3 natural) Attacks: Bite +4 melee Damage: Bite 1d6+3 Face/Reach: 5 ft. / 5 ft. Special Qualities: Darkvision 60 ft., ethereal jaunt, scent Saves: Fort +4, Ref +6, Will +2 Abilities: Str 14 (+2), Dex 16 (+30, Con 13 (+1), Int 7 (-2), Wis 14 (+2), Cha 10 (+0) Skills: Listen +7, Move Silently +8, Spot +7, Swim +10 Feats: Improved Initiative
Climate/Terrain: Any aquatic and underground Organization: Solitary
[b]Challenge Rating:[b/] 5 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
This creature is a variant version of the ethereal marauder. The creature is blue-green in color, with powerful flippers instead of legs and a long sinewy, finned tail. Otherwise, it looks like an ethereal marauder does.
Combat
Once a submarauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim from behind. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded the submarauder escapes to its home plane rather than continuing to fight.
Ethereal Jaunt (Su): An ethereal submarauder can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.
Scent (Ex): An ethereal submarauder can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Skills: The ethereal submarauder’s swim speed provides a +8 racial bonus on Swim checks.
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