the Jester
Legend
Once again, an aquatic monster from my campaign!
Plankwalked
Medium Undead (Water)
Hit Dice: 7d12 (45 hp)
Initiative: +0
Speed: 30’, swim 30’
AC: 18 (+8 natural)
Attacks: Slam +7 melee
Damage: Slam 1d6+4 plus drowning
Face/Reach: 5’x5’/5’
Special Attacks: Drowning gaze, drowning touch, fear
Special Qualities: Undead, DR15/+1, water walking
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 16, Dex 10, Con -, Int 4, Wis 11, Cha 8
Skills: Climb +12, Swim +12
Feats: Power Attack, Weapon Focus (slam)
Climate/Terrain: Any sea
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic evil
Advancement Range: 8-14 HD (medium)
Description: A plankwalked is a horrible undead creature that died vowing vengeance as it was forced to walk the plank of a ship, usually by its own crew. Most often a plankwalked was a pirate, but sometimes it was a crewman who mutinied or a captain betrayed by his crew. Now undead, its skin is waxen and pale, seaweed dangles from it, and water constantly pours from its mouth.
Combat: A plankwalked seeks to drown others as it was once drowned. Its drowning gaze ability, which is constantly in effect, works to this end, and it will sometimes seek to panic creatures into the water. If all else fails, its melee abilities are formidable due to its drowning touch.
Drowning Gaze (Su): Any creature that meets the gaze of the plankwalked must make a Fort save, DC12, or begin drowning. Worse, the only way to stop this effect is to slay the plankwalked or via a dispel magic, break enchantment, or remove curse spell. The creature must hold its breath or begin suffocating.
Drowning Touch (Su): Any creature hit by the plankwalked must make a Fort save, DC12, or begin drowning. It must hold its breath or begin suffocating. The effect can be broken only by slaying the plankwalked, a dispel magic, break enchantment or remove curse.
Fear (Su): Thrice per day the plankwalked may radiate fear in a 30’ emanation. All creatures in the area must make Will saves, DC12, or be panicked. Those that make their saving throws are shaken. In either case, the effect lasts for 2d4 rounds. This is a standard action.
Water Walking (Su): The plankwalked can walk on water at will as easily as a human walks on land. It may start or stop this ability as a free action.
Edited to fill in tons of blanks I left.. hehe...
Plankwalked
Medium Undead (Water)
Hit Dice: 7d12 (45 hp)
Initiative: +0
Speed: 30’, swim 30’
AC: 18 (+8 natural)
Attacks: Slam +7 melee
Damage: Slam 1d6+4 plus drowning
Face/Reach: 5’x5’/5’
Special Attacks: Drowning gaze, drowning touch, fear
Special Qualities: Undead, DR15/+1, water walking
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 16, Dex 10, Con -, Int 4, Wis 11, Cha 8
Skills: Climb +12, Swim +12
Feats: Power Attack, Weapon Focus (slam)
Climate/Terrain: Any sea
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic evil
Advancement Range: 8-14 HD (medium)
Description: A plankwalked is a horrible undead creature that died vowing vengeance as it was forced to walk the plank of a ship, usually by its own crew. Most often a plankwalked was a pirate, but sometimes it was a crewman who mutinied or a captain betrayed by his crew. Now undead, its skin is waxen and pale, seaweed dangles from it, and water constantly pours from its mouth.
Combat: A plankwalked seeks to drown others as it was once drowned. Its drowning gaze ability, which is constantly in effect, works to this end, and it will sometimes seek to panic creatures into the water. If all else fails, its melee abilities are formidable due to its drowning touch.
Drowning Gaze (Su): Any creature that meets the gaze of the plankwalked must make a Fort save, DC12, or begin drowning. Worse, the only way to stop this effect is to slay the plankwalked or via a dispel magic, break enchantment, or remove curse spell. The creature must hold its breath or begin suffocating.
Drowning Touch (Su): Any creature hit by the plankwalked must make a Fort save, DC12, or begin drowning. It must hold its breath or begin suffocating. The effect can be broken only by slaying the plankwalked, a dispel magic, break enchantment or remove curse.
Fear (Su): Thrice per day the plankwalked may radiate fear in a 30’ emanation. All creatures in the area must make Will saves, DC12, or be panicked. Those that make their saving throws are shaken. In either case, the effect lasts for 2d4 rounds. This is a standard action.
Water Walking (Su): The plankwalked can walk on water at will as easily as a human walks on land. It may start or stop this ability as a free action.
Edited to fill in tons of blanks I left.. hehe...
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