megamania said:
Worse- they ended up over the open expanse of the Thunder Sea. I am going to attempt a story with a largely sunken city where the tallest towers poke out of the water only.
Sunken city... well besides the fish men [see below for a cloud giant sized mutant fish man] you can't go wrong with an ancient [actually, just very old] evil sleeping beneath the waves. This thing might be too tough for them, but you know your PC's capabilities better than I do. If the space creature template is unneeded, just tear off the cyan coloured text. [sblock=Huge Star Spawn, Space creature very old green dragon.]
Size/Type: Huge Dragon (Air) [Vacuum?]
Hit Dice: 29d12+174 (391)
Initiative: +1
Speed: 40 ft., fly 150 ft. (poor),
Spaceflight 40’ (perfect), swim 40 ft
Armor Class: 37 (+1 dex,-2 size, +28 natural), touch 9, flat-footed 36
Base Attack/Grapple: +29/+48
Attack: Tentacle bite +39 melee (2d8+16)
Full Attack: Tentacle ‘bite’ +38 melee (2d8+16), 2 flabby claws +36 melee (2d6+5), 2 membranous wings +36 melee (1d8+5) & Corpulent Tail +36 melee(2d6+16)
Space/Reach: 15 ft./10 ft. (15 ft. with Tentacle bite)
Special Attacks: Breath weapon, crush, spells, spell Like abilities.
Special Qualities: Blindsence 60’, Darkvision 120’, DR 15 Magic, Dragon Overland Movement, Immunity to Acid, Paralysis and Sleep, Keen Senses, Lowlight Vision, Water Breathing, Radiation Resistance,
Resistance to fire 20, Resistance to cold 20, Spaceflight, SR 25,
Vacuum Survival.
Saves: Fort +23, Ref +17, Will +19
Abilities[non elite]: Str 32, Dex 13, Con 25, Int 18, Wis 16, Cha 17
Skills: Concentration +35, Diplomacy +35, Escape Artist +25, Hide +25,
Knowledge (Far Realm)+28, Listen +35, Move Silently +35, Search +28, Sense Motive +27, Spot +35, Use Magic Device +35.
Feats: Multiattack(1HD), Hover (3HD), Wingover (6HD), Power Attack (9HD), Cleave (12HD), Eschew components (15HD), Combat Expertise(18HD), Improved Trip(21HD), Improved Disarm(24HD), Combat Reflexes(27HD),
Zero-G Training (bonus)
Environment: The cold black void and underwater vaults.
Organization: Solitary, Cabal 1d4, Worshipped Enforcer(1+1d100 commoner cultists and 1d10 spellcasters) or Minions (1d6 + Something even worse).
Challenge Rating: 20
Treasure: Triple standard
Alignment: Always
Chaotic evil
Speaks Draconic, Aquaan, Abysaal, Common and Giant
Spells [as an 11th level Sorcerer]
0th DM, RM, Arcane Mark, Prestidigitation, Message, Mage Hand, , , . (DC16)
1st Mage Armor, Shield, True strike, Obscuring mist, Expeditious retreat. (DC14)
2nd Cat’s Grace, Endure Elements, See Invisibility, Arcane lock$, Bear’s Endurance(DC15)
3rd Shrink Item, Haste, Displacement, Fireball. (DC16)
4th Confusion, Greater invisibility, Stoneskin$. (DC17)
5th Feeblemind, Teleport.
$=Costly component
Spell Like abilities
Suggestion (DC16)
Control Plants
Breath Weapon (Su): This horrid creature has one type of breath weapon, a cone of corrosive (acid) gas. 50’ Cone, DC30 Reflex, 18d6 Acid. It can use this breath weapon each 1d4 rounds.
Crush (Ex): This horrid creature can land on opponents of up to small size as a standard action. Creatures in the affected area must succeed on a Reflex save (DC 30) or be pinned, automatically taking bludgeoning damage (2d8+18)during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
Frightful Presence (Ex): Whenever it attacks, charges, or flies overhead. 270’ Radius, those with 29 or fewer HD must Will save (DC 27).On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore this effect. Those who succeed the save are immune to this effect for 24 hours.
Radiation Resistance (Ex): This horrid creature gains a +8 species bonus on saves to resist any kind of radiation poisoning.
Vacuum Survival (Ex): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.
Spaceflight: In space and other zero-gravity environments, this creature gains a fly speed equal to its base speed (perfect maneuverability).
Water Breathing (Ex): ): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can also use its breath weapon, spells, and other abilities while submerged.
ZERO-G TRAINING
You can function normally in low gravity or zero gravity.
Prerequisites: Dexterity 13, Tumble 4 ranks.
Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.
Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.[/sblock] For that Eberron-y shades of grey morality, the Sahaugin, unable to defeat the creature, placate it with sacrifices and mock worship, so that it does not wreak havok on the ocean. They violently warn off outsiders they don't need for sacrifices, fearing minions of the 'wyrm' [Delkyr]. If the players wipe out the sahaugin out due to initial hostilities, a far worse threat is loosed.
[sblock= Ancient Mutant fishfolk]
Size/Type: Huge aberration (aquatic)
Hit Dice: 14d8+84 (147hp)
Initiative: +1
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 18 (+9 natural, +1 dex, -2 size), touch 12, flat-footed 14
Base Attack/Grapple: +9/+30
Attack: Claw +20 melee (1d8+13) or Rake +20 [3d6+6] or Huge Long spear +20 melee (3d6+19 19-20 x3) or Huge heavy crossbow +8 ranged (3d8/19-20 or Huge javelin +8 ranged (2d6+13).
Full Attack: 2 Claws +15 melee (1d8+13) & bite +13 melee (3d6+6), or Huge Long spear +20/+15 melee (3d6+19 19-20 x3) & bite +18 melee (3d6+6) or Large Heavy crossbow +8 ranged (3d8/19-20) or Large javelin +8 ranged (2d6+13).
Space/Reach: 15 ft./15 ft.
Special Attacks: Rake 2d6+4
Special Qualities: Amphibious, Low light vision
Saves: Fort +12, Ref +5, Will +9
Abilities: Str 36, Dex 12, Con 22, Int 12, Wis 10, Cha 6
Skills: Hide+10*, Listen +14*, move silently +10, Spot +14*, Swim +21, Survival +2
Feats: Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD, Improved critical [Long Spear]12HD
Environment: Deep waters.
Organization: As needed
Challenge Rating: 10 [see below]
Treasure: Standard (Double art objects; gold only)
Alignment: Pretty darn evil most of the time.
Advancement: 15-26 huge
These creatures typically speak common, learning Aquaan or a similar language as they adapt to life in the sea.
Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature.
Combat
These creatures are proficient with all simple weapons, favoring those that work underwater.
Rake (Ex): Attack bonus: same as claw, damage (3d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.
Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater.
A mutant fishfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Note: CR 10 is approximately where this creature’s combat potency puts it at. Aberrations are usually not built so “beat down” as Monte made the D20 deep ones, so their normal HD advancement of 4HD / 1CR needs slight evaluation [which would place this specimen at CR7]. Approximately between a fire and a cloud giants potency, but notably worse AC. A comparatively negligible ranged attack and far worse saves than the cloud giant as well. I’d almost say the Cloud’s 11 rather than the fire’s 10, but the lacking the Fire giant’s immunity to the most common energy attack and lacking the BaB for the 3rd weapon swing I’d say keep it at 10.[/sblock] I have some more advanced deep ones in my advanced monster thread.