Fiendish Sea Worgs

trentonjoe

Explorer
Could you guys help me with this?

I took worgs, changed their hit dice to 5, made them large, added the fiendish template, gave the a swim speed, and the improved Bull rush feet to boot. I know the skill points are a little short but other than that did I meake any glaing errors? What about CR?

Fiendish Sea Worgs
Large Size magical beasts
Hit Dice: 5d10+20 (47 hp)
Initiative: +1(Dex)
Speed: 50 ft., swim 30
AC: 14 (+1 Dex, +4 natural, -1 size)
Attacks: Bite +11 melee
Damage: Bite 1d6+10
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Trip, Smite Good
Special Qualities: Scent, Cold and Fire resistance 10, DR 5/+1, SR 10
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 25, Dex 13, Con 19, Int 6, Wis 14, Cha 10
Skills: Hide +7, Listen +9, Move Silently +7, Spot_+9, Wilderness Lore +2*
Feats: Alertness, Improved Bull rush
Climate/Terrain: water
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 4
Alignment: Neutral evil
 

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Fiendish Sea worgs are often summoned by evil undersea wizards and used as mounts and guards .

A common tactic is for these sea beasts is to leap onto the decks of ships and bull rush sailors into the water where they are swarmed by waterbound creatures.

What do they look like? Where are they from? anything you want.
 


trentonjoe, here's my version using both the Aquatic Template from Savage Species and the Fiendish Template from the Monster Manual. Note: This is just for comparison purposes. I'm not trying to steal your thunder, or anything.

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Fiendish Sea Worg
Medium-Size Magical Beast (Aquatic)
Hit Dice: 4d10+12 (34 hp)
Initiative: +4 (Dex)
Speed: 50 ft., swim 40 ft.
AC: 18 (+4 Dex, +4 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Trip, smite good
Special Qualities: Darkvision 60 ft., scent, cold and fire resistance 10, DR 5/+1, SR 8
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 17, Dex 19, Con 17, Int 6, Wis 16, Cha 10
Skills: Hide +9, Listen +10, Move Silently +9, Spot +10, Survival +3*, Swim +11
Feats: Alertness

Climate/Terrain: Any aquatic
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)

Fiendish sea worgs speak Abyssal and Worg.

Combat
Trip (Ex): A fiendish sea worg that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the fiendish sea worg.

Smite Good (Su): Once per day the fiendish sea worg can make a normal attack to deal an additional +4 points of damage against a good foe.

Skills: A fiendish sea worg receives a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. A fiendish sea worg has a +4 racial bonus to Survival checks when tracking by scent. A fiendish sea worg’s Swim speed provides a +8 racial bonus on Swim checks.
-----------------------------------

The key thing to note is that if you're going to make your critter aquatic to make sure to list the Aquatic subtype and that you note that it's Swim speed gives it the proper racial bonus to Swim checks.

I like the additional feat you added on but if you're going to give it that one then you should also give it Power Attack, which is its prereq.

Cheers!

KF72
 
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