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Chorpinotu - nightmarish eel creature

Devon

First Post
Hi, folks,

I played with some templates and came up with this monstrosity -- I took the poetic license of removing its original behir heritage and replacing it with an electric eel. I kept the scales, though... does it work?

- Devon

Chorpinotu
(Nightmarish Legendary Thessal-Behir)
Gargantuan Outsider (Aquatic)
Hit Dice: 12d10+ 144 (210 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), climb 15 ft., swim 40 ft.
Armor Class: 30 (–4 size, +4 Dex, +20 natural), touch 10, flat-footed 26
Base Attack/Grapple: +12/+29
Attack: Bite +25 melee (1d8+17 and 1d6 acid)
Full Attack: 8 bites +25 melee (1d8+17 and 1d6 acid), eel bite +23 (2d8+8)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon, electric blood, aura of fear, constrict 2d12+17, improved grab, rake 1d8+6, swallow whole
Special Qualities: Can’t be tripped, darkvision 60 ft., immunities, sonic resistance 20, damage resistance 10/+3, SR 24, fast healing 6, amphibious, low-light vision, scent
Saves: Fort +24, Ref +16, Will +13
Abilities: Str 44 (+17), Dex 19 (+4), Con 25 (+12), Int 9 (-1), Wis 16 (+3), Cha 16 (+3)
Skills: Climb +26, Hide -3, Listen +8, Spot +8, Survival +8, Swim +25
Feats: Alertness, Cleave, Combat Reflexes (b), Improved Initiative (b), Multiattack (b), Power Attack, Track
Environment: Swamps, deep oceans and underground
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Often neutral
Advancement: 13 - 24 HD (Gargantuan); 25–36 HD (Colossal)
Level Adjustment: —

The chorpinotu is a nighmarish, electrically-charged eel-like creature with a dozen webbed legs, eight smaller snake-like heads and a central, eel-like head filled with needle-sharp teeth. It is equally at home on land and in the water, and is a capable climber. It combines elements of a thessalmonster and an electric eel. Merely seeing it is enough to cow and panic the faint of heart.

A chorpinotu is about 60 feet long and weighs about 8,000 pounds. Its twelve legs carry it along the ground at a surprising rate, and it can fold its limbs close to its long, narrow body and slither like a snake on land or wriggle through the water like an eel. The coloration of a chorpinotu can range from ultramarine to deep blue with bands of gray-brown, and a pale-blue belly. The eyes glow electric blue, and its scales seem to be lit from within by the electricity coursing through its body. The eight snake-like heads, arranged radially about its central head, all resemble incredibly long eels, with beady eyes and maws dripping with acid, and the central head has nasty, long teeth, a pair of bone-white horned ridges runing along its crown, and flickers of electricity visibly arcing across its throat when it opens to swallow its prey.

The chorpinotu is usually encountered near dark, subterranean oceans, in the deep, open sea, or far inland, in swamps. Sages believe, however, that it comes from another plane of existence -- the darkest parts of the Elemental Plane of Water, or perhaps from a roiling, turgid, endless ocean in the Land of Dreams -- it is perhaps one of the countless monsters which come to mind when people look into the unknown depths of an ocean, swamp or lake, given life and sent into the world to spread fear and destruction.

A chorpinotu speaks Common and Aquan.

COMBAT
A chorpinotu usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 12 points of damage in one blow. Note that its Combat Reflexes feat allows it to use all of its heads for attacks of opportunity each round.

Breath Weapon (Su): Once every 10 rounds, the central head of the chorpinotu can breathe a 20-foot line lash of electricity (7d6 electricity, Reflex DC 28 half). The save DC is Constitution-based.

Electric Blood (Su): The chorpinotu has electricity coursing though its veins. Each time damage is dealt to the chorpinotu with a piercing or slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of electricity damage to all within range (no saving throw). A chorpinotu is not harmed by its own blood.

Aura of Fear (Sp): The chorpinotu surrounded by an aura of fear with a 20-ft.-radius. Opponents within the area must make a Will save (DC 19) or be shaken for the rest of their encounter with the chorpinotu (-2 morale penalty to attacks, weapon damage and saving throws). An opponent who succeeds at the saving throw is immune to that chorpinotu’s aura of fear for 1 day.

Constrict (Ex): A chorpinotu deals 2d12+17 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.

Improved Grab (Ex): To use this ability, a chorpinotu must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Rake (Ex): Six claws, attack bonus +23 melee, damage 1d8+8.

Swallow Whole (Ex): A chorpinotu can try to swallow a grabbed Large or smaller opponent by making a successful grapple check. A chorpinotu that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d12+17 points of bludgeoning damage and 12 points of acid damage per round from the chorpinotu’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A chorpinotu’s gizzard can hold 2 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.

Fast Healing (Ex): A chorpinotu regains lost hit points at the rate of 6 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the chorpinotu to regrow or reattach lost body parts.

Immunities: The chorpinotu is immune to electricity, fear and mind-affecting effects.

Amphibious (Ex): The chorpinotu can breathe equally well in and out of water.

Scent (Ex): The chorpinotu can detect approaching enemies, sniff out hidden foes, and track by sense of smell. It can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.

Skills: Chorpinotus have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They also have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard, and can always can choose to take 10 on a Swim check, even if distracted or endangered. Chorpinotus also receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads.
 

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