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Creating and converting prehistoric creatures - Prehistoric Animals and Dinosaurs
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<blockquote data-quote="xidoraven" data-source="post: 4969913" data-attributes="member: 60187"><p><strong>'Stormwrack' material</strong></p><p></p><p>Transcription of applicable content from '<em><strong>Stormwrack</strong></em>' (Wizards of the Coast, 2005). Originally forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4853174" target="_blank"> Converting prehistoric creatures </a></p><p></p><p>Featured below, in order:</p><p></p><ol> <li data-xf-list-type="ol">Monstrous Crabs (Small - Colossal)</li> <li data-xf-list-type="ol">Archelon, Ichthyosaurus, Mosasaur, Plesiosaur - linked</li> <li data-xf-list-type="ol">Dire Animals: Barracuda, Eel</li> <li data-xf-list-type="ol">Giant Leech</li> <li data-xf-list-type="ol">Swarms: Jellyfish, Leech, Piranha</li> <li data-xf-list-type="ol">Animals: Albatross, Barracuda, Eel, Otter, Sea Lion, Seal, Snapping Turtle, Stingray</li> <li data-xf-list-type="ol">Water-Adapted Vermin and Animals: Monstrous Diving Spider, Sea Snake</li> <li data-xf-list-type="ol">Table of summoned nature's ally variant spell summoning list entries (image)</li> </ol><p></p><p></p><p><u><strong>CRAB, MONSTROUS</strong></u></p><p>Monstrous crabs range in size from Small to Colossal.</p><p>They are voracious scavengers that will eat anything,</p><p>living or dead, they come across.</p><p></p><p>Monstrous crabs have the following special abilities,</p><p>regardless of size.</p><p></p><p><strong>Constrict (Ex)</strong>: A monstrous crab deals damage equal</p><p>to twice its normal claw damage plus its Strength bonus</p><p>on a successful grapple check.</p><p></p><p><strong>Improved Grab (Ex)</strong>: To use this ability, a monstrous</p><p>crab must hit with a claw attack. It can then attempt to</p><p>start a grapple as a free action without provoking attacks</p><p>of opportunity. If it wins the grapple check, it establishes</p><p>a hold and can constrict.</p><p></p><p>Monstrous crabs have a +4 racial bonus on grapple</p><p>checks.</p><p></p><p><strong>Amphibious (Ex)</strong>: Although monstrous crabs are</p><p>aquatic, they can survive indefinitely on land.</p><p></p><p><strong>Vermin Traits</strong>: A monstrous crab is immune to all</p><p>mind-affecting effects (charms, compulsions, phantasms,</p><p>patterns, and morale effects).</p><p><strong></strong></p><p><strong>Skills</strong>: A monstrous crab has a +4 racial bonus on Hide</p><p>and Spot checks.</p><p></p><p><em><strong></strong></em></p><p><em><strong>SMALL MONSTROUS CRAB</strong></em></p><p><strong>Small Vermin (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 1d8+4 (8 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 20 ft. (4 squares)</p><p><strong>Armor Class</strong>: 15 (+1 size, +4 natural), touch 11, flat-footed 15</p><p><strong>Base Attack/Grapple</strong>: +0/+0</p><p><strong>Attack</strong>: Claw +1 melee (1d4)</p><p><strong>Full Attack</strong>: 2 claws +1 melee (1d4)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Constrict 2d4, improved grab</p><p><strong>Special Qualities</strong>: Amphibious, low-light vision, scent</p><p><strong>Saves</strong>: Fort +3, Ref +0, Will +0</p><p><strong>Abilities</strong>: Str 10, Dex 11, Con 12, Int —, Wis 11, Cha 2</p><p><strong>Skills</strong>: Hide +8, Spot +4</p><p><strong>Feats</strong>: ToughnessB</p><p><strong>Environment</strong>: Temperate aquatic</p><p><strong>Organization</strong>: Colony (2–5) or swarm (6–11)</p><p><strong>Challenge Rating</strong>: 1/2</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 2 HD (Small)</p><p><strong>Level Adjustment</strong>: —</p><p></p><p></p><p><em><strong>MEDIUM MONSTROUS CRAB</strong></em></p><p><strong>Medium Vermin (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 3d8+6 (19 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 20 ft. (4 squares)</p><p><strong>Armor Class</strong>: 16 (+6 natural), touch 10, flat-footed 16</p><p><strong>Base Attack/Grapple</strong>: +2/+8</p><p><strong>Attack</strong>: Claw +4 melee (1d6+2)</p><p><strong>Full Attack</strong>: 2 claws +4 melee (1d6+2)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Constrict 2d6+2, improved grab</p><p><strong>Special Qualities</strong>: Amphibious, low-light vision, scent</p><p><strong>Saves</strong>: Fort +4, Ref +1, Will +1</p><p><strong>Abilities</strong>: Str 15, Dex 11, Con 12, Int —, Wis 11, Cha 2</p><p><strong>Skills</strong>: Hide +4, Spot +4</p><p><strong>Feats</strong>: ToughnessB</p><p><strong>Environment</strong>: Temperate aquatic</p><p><strong>Organization</strong>: Solitary, colony (2–5), or swarm (6–11)</p><p><strong>Challenge Rating</strong>: 2</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 4–5 HD (Medium)</p><p><strong>Level Adjustment</strong>: —</p><p><strong><em></em></strong></p><p><strong><em></em></strong></p><p><strong><em>LARGE MONSTROUS CRAB</em></strong></p><p><strong>Large Vermin (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 6d8+9 (36 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 20 ft. (4 squares)</p><p><strong>Armor Class</strong>: 18 (–1 size, +9 natural), touch 9,</p><p>flat-footed 18</p><p><strong>Base Attack/Grapple</strong>: +4/+17</p><p><strong>Attack</strong>: Claw +8 melee (1d8+5)</p><p><strong>Full Attack</strong>: 2 claws +8 melee (1d8+5)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Constrict 2d8+5, improved grab</p><p><strong>Special Qualities</strong>: Amphibious, low-light vision, scent</p><p><strong>Saves</strong>: Fort +6, Ref +2, Will +2</p><p><strong>Abilities</strong>: Str 21, Dex 11, Con 12, Int —, Wis 11, Cha 2</p><p><strong>Skills</strong>: Hide +0, Spot +4</p><p><strong>Feats</strong>: ToughnessB</p><p><strong>Environment</strong>: Temperate aquatic</p><p><strong>Organization</strong>: Solitary or colony (2–5)</p><p><strong>Challenge Rating</strong>: 4</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 7–11 HD (Large)</p><p><strong>Level Adjustment</strong>: —</p><p><strong><em></em></strong></p><p><strong><em></em></strong></p><p><strong><em>HUGE MONSTROUS CRAB</em></strong></p><p><strong>Huge Vermin (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 12d8+27 (81 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 30 ft. (6 squares)</p><p><strong>Armor Class</strong>: 22 (–2 size, +14 natural), touch 8,</p><p>flat-footed 22</p><p><strong>Base Attack/Grapple</strong>: +9/+28</p><p><strong>Attack</strong>: Claw +14 melee (2d6+7)</p><p><strong>Full Attack</strong>: 2 claws +14 melee (2d6+7)</p><p><strong>Space/Reach</strong>: 15 ft./15 ft.</p><p><strong>Special Attacks</strong>: Constrict 4d6+7, improved grab</p><p><strong>Special Qualities</strong>: Amphibious, low-light vision, scent</p><p><strong>Saves</strong>: Fort +10, Ref +4, Will +4</p><p><strong>Abilities</strong>: Str 25, Dex 11, Con 14, Int —, Wis 11, Cha 2</p><p><strong>Skills</strong>: Hide –4, Spot +4</p><p><strong>Feats</strong>: ToughnessB</p><p><strong>Environment</strong>: Temperate aquatic</p><p><strong>Organization</strong>: Solitary or colony (2–5)</p><p><strong>Challenge Rating</strong>: 7</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 13–23 HD (Huge)</p><p><strong>Level Adjustment</strong>: —</p><p></p><p></p><p><strong><em>GARGANTUAN MONSTROUS CRAB</em></strong></p><p><strong>Gargantuan Vermin (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 24d8+51 (159 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 30 ft. (6 squares)</p><p><strong>Armor Class</strong>: 26 (–4 size, +20 natural), touch 6,</p><p>flat-footed 26</p><p><strong>Base Attack/Grapple</strong>: +18/+45</p><p><strong>Attack</strong>: Claw +25 melee (3d6+11)</p><p><strong>Full Attack</strong>: 2 claws +25 melee (3d6+11)</p><p><strong>Space/Reach</strong>: 20 ft./20 ft.</p><p><strong>Special Attacks</strong>: Constrict 6d6+11, improved grab</p><p><strong>Special Qualities</strong>: Amphibious, low-light vision, scent</p><p><strong>Saves</strong>: Fort +16, Ref +8, Will +8</p><p><strong>Abilities</strong>: Str 33, Dex 11, Con 14, Int —, Wis 11, Cha 2</p><p><strong>Skills</strong>: Hide –8, Spot +4</p><p><strong>Feats</strong>: ToughnessB</p><p><strong>Environment</strong>: Temperate aquatic</p><p><strong>Organization</strong>: Solitary or pair</p><p><strong>Challenge Rating</strong>: 10</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 25–47 HD (Gargantuan)</p><p><strong>Level Adjustment</strong>: —</p><p></p><p></p><p><strong><em>COLOSSAL MONSTROUS CRAB</em></strong></p><p><strong>Colossal Vermin (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 48d8+99 (315 hp)</p><p><strong>Initiative</strong>: –1</p><p><strong>Speed</strong>: 40 ft. (8 squares)</p><p><strong>Armor Class</strong>: 28 (–8 size, –1 Dex, +27 natural), touch 1,</p><p>flat-footed 28</p><p><strong>Base Attack/Grapple</strong>: +36/+65</p><p><strong>Attack</strong>: Claw +41 melee (4d6+13)</p><p><strong>Full Attack</strong>: 2 claws +41 melee (4d6+13)</p><p><strong>Space/Reach</strong>: 30 ft./30 ft.</p><p><strong>Special Attacks</strong>: Constrict 8d6+13, improved grab</p><p><strong>Special Qualities</strong>: Amphibious, low-light vision, scent</p><p><strong>Saves</strong>: Fort +28, Ref +15, Will +16</p><p><strong>Abilities</strong>: Str 37, Dex 9, Con 14, Int —, Wis 11, Cha 2</p><p><strong>Skills</strong>: Hide –13, Spot +4</p><p><strong>Feats</strong>: ToughnessB</p><p><strong>Environment</strong>: Temperate aquatic</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 13</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 49–60 HD (Colossal)</p><p><strong>Level Adjustment</strong>: —</p><p></p><p></p><p></p><p></p><p><a href="http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-36.html#post4845202" target="_blank"><u><em><strong>Dinosaurs / Prehistoric Animals:</strong></em></u></a></p><p>ARCHELON (Primitive Marine Reptile - Sea Turtle - Prim)</p><p>ICHTHYOSAUR (Primitive Marine Reptile - dolphin-like piscivorous reptile)</p><p>MOSASAUR (Primitive Marine Reptile - crocodilian reptile carnivore with fins/flippers)</p><p>PLESIOSAUR (Primitive Marine Reptile - nessie)</p><p></p><p></p><p></p><p></p><p><em><strong>DIRE ANIMAL</strong></em></p><p>Dire animals are larger, tougher, meaner versions of ordinary</p><p>animals. Each kind tends to have a feral, prehistoric,</p><p>or even demonic appearance.</p><p></p><p></p><p><em><strong>DIRE BARRACUDA</strong></em></p><p><strong>Large Animal (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 8d8+16 (52 hp)</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: Swim 80 ft. (16 squares)</p><p><strong>Armor Class</strong>: 17 (–1 size, +2 Dex, +6 natural), touch 11,</p><p>flat-footed 15</p><p><strong>Base Attack/Grapple</strong>: +6/+14</p><p><strong>Attack</strong>: Bite +9 melee (1d8+6)</p><p><strong>Full Attack</strong>: Bite +9 melee (1d8+6)</p><p><strong>Space/Reach</strong>: 10 ft./5 ft.</p><p><strong>Special Attacks</strong>: Sprint</p><p><strong>Special Qualities</strong>: Low-light vision, scent</p><p><strong>Saves</strong>: Fort +8, Ref +8, Will +5</p><p><strong>Abilities</strong>: Str 19, Dex 15, Con 14, Int 1, Wis 12, Cha 2</p><p><strong>Skills</strong>: Listen +6, Jump +29, Spot +6, Swim +12</p><p><strong>Feats</strong>: Alertness, Iron Will, Run</p><p><strong>Environment</strong>: Warm aquatic</p><p><strong>Organization</strong>: Solitary, pair, or school (3–6)</p><p><strong>Challenge Rating</strong>: 4</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 9–12 HD (Large); 13–24 HD (Huge)</p><p><strong>Level Adjustment</strong>: —</p><p></p><p><em>This very long, narrow-bodied fish flashes through the water,</em></p><p><em>razor-sharp teeth snapping.</em></p><p><em></em></p><p>The dire barracuda is about 10 feet long and weighs</p><p>around 300 pounds. It has bony protrusions along the</p><p>spine and a mouth full of outsize teeth.</p><p></p><p><strong>Combat</strong></p><p>The dire barracuda is much more aggressive than its</p><p>smaller cousin and sometimes hurls itself out of the</p><p>water to attack.</p><p></p><p><strong>Sprint (Ex)</strong>: A dire barracuda can move up to three times</p><p>its normal speed (240 feet) when it makes a charge.</p><p></p><p><strong>Skills</strong>: A dire barracuda has a +8 racial bonus on</p><p>any Swim check to perform a special action or avoid</p><p>a hazard. It can always choose to take 10 on a Swim</p><p>check, even if distracted or endangered. It can use the</p><p>run action while swimming, provided it swims in a</p><p>straight line.</p><p></p><p></p><p><strong><em>DIRE EEL</em></strong></p><p><strong>Large Animal (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 6d8+15 (42 hp)</p><p><strong>Initiative</strong>: +5</p><p><strong>Speed</strong>: Swim 30 ft. (6 squares)</p><p><strong>Armor Class</strong>: 13 (–1 size, +1 Dex, +3 natural), touch 10,</p><p>flat-footed 12</p><p><strong>Base Attack/Grapple</strong>: +4/+12</p><p><strong>Attack</strong>: Bite +8 melee (1d8+6)</p><p><strong>Full Attack</strong>: Bite +8 melee (1d8+6)</p><p><strong>Space/Reach</strong>: 10 ft./5 ft.</p><p><strong>Special Attacks</strong>: Attach</p><p><strong>Special Qualities</strong>: Low-light vision, scent</p><p><strong>Saves</strong>: Fort +7, Ref +6, Will +3</p><p><strong>Abilities</strong>: Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2</p><p><strong>Skills</strong>: Hide +1 (+5 in coral, rock, or kelp), Listen +5,</p><p>Spot +6, Swim +12</p><p><strong>Feats</strong>: Improved Initiative, Toughness, Weapon Focus</p><p>(bite)</p><p><strong>Environment</strong>: Warm aquatic</p><p><strong>Organization</strong>: Solitary or pair</p><p><strong>Challenge Rating</strong>: 3</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 7–12 HD (Large); 13–18 HD (Huge)</p><p><strong>Level Adjustment</strong>: —</p><p></p><p><em>The dire eel is a moraylike animal of unusual size. It</em></p><p><em>can reach lengths of 20 feet or more and weigh up to</em></p><p><em>500 pounds. It resembles its smaller relations in other</em></p><p><em>respects.</em></p><p><em></em></p><p><em></em><strong>Attach (Ex)</strong>: If a dire eel hits with its bite attack, it uses</p><p>its powerful jaws to latch onto the opponent’s body and</p><p>automatically deals bite damage each round it remains</p><p>attached. An attached eel loses its Dexterity bonus to AC</p><p>and has an AC of 12.</p><p></p><p>An attached eel can be struck with a weapon or grappled</p><p>itself. To remove an attached eel through grappling, the</p><p>opponent must achieve a pin against the creature.</p><p></p><p><strong>Skills</strong>: Dire eels have a +4 racial bonus on Hide checks,</p><p>which improves to +8 in areas of coral, rock, or heavy</p><p>kelp. An eel has a +8 racial bonus on any Swim check to</p><p>perform a special action or avoid a hazard. It can always</p><p>choose to take 10 on a Swim check, even if distracted or</p><p>endangered. It can use the run action while swimming,</p><p>provided it swims in a straight line.</p><p></p><p></p><p><strong><em>LEECH, GIANT</em></strong></p><p><strong>Small Vermin (Aquatic)</strong></p><p><strong>Hit Dice</strong>: 1d8 (4 hp)</p><p><strong>Initiative</strong>: +1</p><p><strong>Speed</strong>: Swim 10 ft. (2 squares)</p><p><strong>Armor Class</strong>: 12 (+1 size, +1 Dex), touch 12, flat-footed 11</p><p><strong>Base Attack/Grapple</strong>: +0/–6</p><p><strong>Attack</strong>: Bite +2 melee (1 plus blood drain)</p><p><strong>Full Attack</strong>: Bite +2 melee (1 plus blood drain)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Anesthetize, attach, blood drain,</p><p>disease</p><p><strong>Special Qualities</strong>: Blindsight 10 ft., scent</p><p><strong>Saves</strong>: Fort +2, Ref +1, Will –1</p><p><strong>Abilities</strong>: Str 6, Dex 12, Con 11, Int —, Wis 8, Cha 2</p><p><strong>Skills</strong>: Hide +9, Swim +6</p><p><strong>Feats</strong>: Weapon FinesseB</p><p><strong>Environment</strong>: Warm marsh</p><p><strong>Organization</strong>: Colony (2–5) or swarm (6–11)</p><p><strong>Challenge Rating</strong>: 1/3</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: 2–3 HD (Small)</p><p><strong>Level Adjustment</strong>: —</p><p></p><p><em>This wormlike creature is the size of a human forearm. Its mouth</em></p><p><em>is a round, suckerlike orifice.</em></p><p></p><p>Giant leeches have little ability to attack foes in open water</p><p>or clear terrain but can pose a serious danger to characters</p><p>wading or swimming in murky or muddy water.</p><p></p><p><strong>COMBAT</strong></p><p>Giant leeches are found in murky water, where they can</p><p>approach prey unseen. Characters might be attacked</p><p>without even noticing.</p><p>(<em><u><strong>DM Tip</strong></u>: Take note of the PCs’ Spot checks and AC</em></p><p><em>before running an encounter with giant leeches. Record</em></p><p><em>damage dealt by an undetected leech, but do not inform</em></p><p><em>the player of the damage until his or her character notices</em></p><p><em>the attack.</em>)</p><p></p><p><strong>Anesthetize (Ex)</strong>: A creature bitten by a giant leech</p><p>must succeed on a Spot check (opposed by the giant</p><p>leech’s Hide check) to notice the attack if both the</p><p>leech and its target are in murky water at least 2 feet</p><p>deep. Each round of blood drain entitles the creature to</p><p>another Spot check to notice the leech, with a cumulative</p><p>+2 bonus on the check per round after the first.</p><p></p><p>Characters attacked in clear water, or who have some</p><p>means of detecting the leech without seeing it, notice</p><p>the attack automatically.</p><p></p><p><strong>Attach (Ex)</strong>: If a giant leech hits with its bite attack,</p><p>it uses its suckerlike mouth to latch onto the opponent’s</p><p>body. It deals no additional damage when it is attached,</p><p>but it drains blood (see below). An attached leech loses its</p><p>Dexterity bonus to AC and has an AC of 11.</p><p></p><p>An attached leech can be struck with a weapon or</p><p>grappled itself. To remove an attached leech through</p><p>grappling, the opponent must achieve a pin against</p><p>the creature.</p><p></p><p><strong>Blood Drain (Ex)</strong>: A leech that is attached to its opponent</p><p>deals 1 point of Constitution damage per round until</p><p>it deals a total of 6 points, at which point it detaches from</p><p>its target and swims off to digest its meal.</p><p></p><p><strong>Disease (Ex)</strong>: A creature bitten by a giant leech must</p><p>succeed on a DC 15 Fortitude save or contract red ache</p><p>(see page 292 of the Dungeon Master’s Guide).</p><p></p><p><strong>Skills</strong>: Giant leeches have a +4 racial bonus on Hide</p><p>checks. A giant leech has a +8 racial bonus on any Swim</p><p>check to perform a special action or avoid a hazard. It</p><p>can always choose to take 10 on a Swim check, even if</p><p>distracted or endangered. It can use the run action while</p><p>swimming, provided it swims in a straight line.</p><p></p><p></p><p></p><p><em><strong>SWARM</strong></em></p><p><strong><em>Swarm Traits</em></strong>: Swarms are masses of Fine, Diminutive,</p><p>or Tiny creatures that would not be particularly</p><p>dangerous in small groups, but can be terrible foes when</p><p>gathered in sufficient numbers. While a single jellyfish</p><p>swarm might actually be hundreds of feet across, for</p><p>game purposes a swarm is defined as a single creature</p><p>with a space of 10 feet—gigantic schools of piranhas</p><p>are actually composed of dozens of swarms in close</p><p>proximity. A swarm has a single pool of Hit Dice and</p><p>hit points, a single initiative modifier, a single speed,</p><p>and a single Armor Class. It makes saving throws as a</p><p>single creature.</p><p></p><p>A swarm of Tiny creatures consists of 1,000 creatures.</p><p>A swarm of Diminutive creatures consists of 5,000</p><p>creatures. A swarm of Fine creatures consists of 10,000</p><p>creatures. Larger swarms are represented by multiples of</p><p>single swarms. A large swarm is completely shapeable,</p><p>though it usually remains contiguous.</p><p></p><p>The aquatic swarms presented here are susceptible</p><p>to vigorous or stronger currents, such as that created</p><p>by a control currents spell (see v3.5 <em><strong>Frostburn</strong></em>, page 114). </p><p>For purposes of determining the effects of currents on a swarm, </p><p>treat the swarm as a creature of the same size as its constituent</p><p>creatures. Current effects deal 1d4 points of nonlethal</p><p>damage to the swarm per spell level (or Hit Die of the</p><p>originating creature, in the case of effects such as a water</p><p>elemental’s vortex).</p><p></p><p><strong><em>JELLYFISH SWARM</em></strong></p><p><strong>Diminutive Vermin (Aquatic, Swarm)</strong></p><p><strong>Hit Dice</strong>: 12d8 (54 hp)</p><p><strong>Initiative</strong>: –2</p><p><strong>Speed</strong>: Swim 5 ft. (1 square)</p><p><strong>Armor Class</strong>: 12 (+4 size, –2 Dex), touch 12, flat-footed 12</p><p><strong>Base Attack/Grapple</strong>: +9/—</p><p><strong>Attack</strong>: Swarm (poison)</p><p><strong>Full Attack</strong>: Swarm (poison)</p><p><strong>Space/Reach</strong>: 10 ft./—</p><p><strong>Special Attacks</strong>: Distraction, poison</p><p><strong>Special Qualities</strong>: Immune to weapon damage, swarm</p><p>traits, tremorsense 30 ft.</p><p><strong>Saves</strong>: Fort +8, Ref +2, Will +4</p><p><strong>Abilities</strong>: Str 1, Dex 7, Con 10, Int —, Wis 10, Cha 2</p><p><strong>Skills</strong>: Hide +18, Swim +3</p><p><strong>Feats</strong>: —</p><p><strong>Environment</strong>: Warm aquatic</p><p><strong>Organization</strong>: Solitary, fl otilla (2–5 swarms), or colony</p><p>(7–12 swarms)</p><p><strong>Challenge Rating</strong>: 5</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: None</p><p><strong>Level Adjustment</strong>: —</p><p></p><p><em>This patch of water shines like mother-of-pearl. Tiny, clear-bodied</em></p><p><em>jellyfish, almost invisible in the water, drift beneath the surface.</em></p><p></p><p>A jellyfish swarm drifts with the ocean currents. Its</p><p>myriad creatures trail poisonous tentacles that can stop</p><p>a creature in its tracks. This swarm depicts a particularly</p><p>toxic kind of jellyfish, such as the box jelly.</p><p></p><p>Individual jellyfish in the swarm are a few inches long</p><p>and nearly transparent.</p><p></p><p><strong>Combat</strong></p><p>A jellyfish swarm deals no combat damage, but its poison</p><p>is potent. Once a creature is reduced to 0 Dexterity, it</p><p>typically drowns in short order and the colony feeds on</p><p>its decaying corpse, which is carried about within the</p><p>swarm’s mass.</p><p></p><p><strong>Distraction (Ex)</strong>: Any living creature vulnerable to</p><p>the jellyfish swarm’s damage that begins its turn with</p><p>a swarm in its square is nauseated for 1 round; a DC 16</p><p>Fortitude save negates the effect. Even with a successful</p><p>save, spellcasting or concentrating on spells within the</p><p>area of a swarm requires a Concentration check (DC</p><p>20 + spell level). Using skills requiring patience and</p><p>concentration requires a DC 20 Concentration check.</p><p>The save DC is Constitution-based.</p><p></p><p><strong>Poison (Ex)</strong>: Injury, Fortitude DC 18, 1d8 Dex/1d8</p><p>Dex. The save DC is Constitution-based and includes a</p><p>+2 racial bonus. A creature that fails either Fortitude save</p><p>is also stunned for 1 round.</p><p></p><p><strong>Swarm Traits (Ex)</strong>, as above and as in MMI, p. 316</p><p></p><p><strong>Tremorsense (Ex)</strong>: A jellyfish swarm can detect and</p><p>pinpoint any creature in the water within 30 feet.</p><p></p><p><strong>Vermin Traits</strong>: A jellyfish swarm is immune to all</p><p>mind-affecting effects (charms, compulsions, phantasms,</p><p>patterns, and morale effects).</p><p></p><p><strong>Skills</strong>: A jellyfish swarm has a +8 racial bonus on Hide</p><p>due to its near transparency.</p><p></p><p>A jellyfish swarm has a +8 racial bonus on any Swim</p><p>check to perform some special action or avoid a hazard.</p><p>It can always choose to take 10 on a Swim check, even if</p><p>distracted or endangered. It can use the run action while</p><p>swimming, provided it swims in a straight line.</p><p></p><p></p><p><strong><em>LEECH SWARM</em></strong></p><p><strong>Fine Vermin (Aquatic, Swarm)</strong></p><p><strong>Hit Dice</strong>: 2d8–2 (7 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: Swim 10 ft. (2 squares)</p><p><strong>Armor Class</strong>: 18 (+8 size, +0 Dex, +0 natural), touch 18,</p><p>flat-footed 18</p><p><strong>Base Attack/Grapple</strong>: +1/—</p><p><strong>Attack</strong>: Swarm (1d6 plus blood drain)</p><p><strong>Full Attack</strong>: Swarm (1d6 plus blood drain)</p><p><strong>Space/Reach</strong>: 10 ft./0 ft.</p><p><strong>Special Attacks</strong>: Anesthetize, blood drain, disease,</p><p>distraction</p><p><strong>Special Qualities</strong>: Immune to weapon damage, low-light</p><p>vision, swarm traits</p><p><strong>Saves</strong>: Fort +2, Ref +0, Will +1</p><p><strong>Abilities</strong>: Str 1, Dex 11, Con 8, Int —, Wis 12, Cha 2</p><p><strong>Skills</strong>: Hide +16, Swim +3</p><p><strong>Feats</strong>: —</p><p><strong>Environment</strong>: Warm marsh</p><p><strong>Organization</strong>: Solitary or plague (2–4 swarms)</p><p><strong>Challenge Rating</strong>: 1</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: None</p><p><strong>Level Adjustment</strong>: —</p><p></p><p><em>The water squirms with uncounted thumb-sized sluglike creatures,</em></p><p><em>each one wriggling in an unsettling manner.</em></p><p></p><p>Leeches are found in murky water, where they can</p><p>approach prey unseen.</p><p></p><p><strong>Combat</strong></p><p>A leech swarm relies on stealth and blood drain to quietly</p><p>disable its target. An unobservant creature can be drained</p><p>dry without even realizing the cause of its weakness.</p><p>(<em><strong>DM Tip</strong>: Take note of the PCs’ Spot checks and AC</em></p><p><em>before running an encounter with a leech swarm. Record</em></p><p><em>damage dealt by undetected leeches, but do not inform</em></p><p><em>the player of the damage until his or her character notices</em></p><p><em>the attack.</em>)</p><p></p><p><strong>Anesthetize (Ex)</strong>: A creature attacked by a leech</p><p>swarm must succeed on a Spot check (opposed by the</p><p>swarm’s Hide check) to notice the attack if both the leech</p><p>swarm and its target are in murky water at least 2 feet</p><p>deep. Each round of blood drain entitles the creature to</p><p>another Spot check to notice the leeches, with a cumulative</p><p>+2 bonus on the check per round after the first.</p><p></p><p>Characters attacked in clear water, or who have some</p><p>means of detecting the leech swarm without seeing it,</p><p>notice the attack automatically.</p><p></p><p><strong>Blood Drain (Ex)</strong>: Any living creature damaged by a</p><p>leech swarm also takes 1 point of Constitution damage</p><p>as the swarm drains its blood. This damage repeats every</p><p>round thereafter unless the creature successfully exits the</p><p>swarm and spends a full-round action removing leeches</p><p>from its body.</p><p></p><p><strong>Disease (Ex)</strong>: A creature damaged by a leech swarm</p><p>must succeed on a DC 15 Fortitude save or contract red</p><p>ache (see page 292 of the Dungeon Master’s Guide).</p><p></p><p><strong>Distraction (Ex)</strong>: Any living creature vulnerable to</p><p>the leech swarm’s damage who notices the swarm and</p><p>begins its turn with a swarm in its square is nauseated for</p><p>1 round; a DC 10 Fortitude save negates the effect. Even</p><p>with a successful save, spellcasting or concentrating on</p><p>spells within the area of a swarm requires a Concentration</p><p>check (DC 20 + spell level). Using skills requiring patience</p><p>and concentration requires a DC 20 Concentration check.</p><p>The save DC is Constitution-based.</p><p></p><p><strong>Swarm Traits (Ex)</strong></p><p></p><p><strong>Skills</strong>: A leech swarm has a +8 racial bonus on any</p><p>Swim check to perform a special action or avoid a hazard.</p><p>It can always choose to take 10 on a Swim check, even if</p><p>distracted or endangered. It can use the run action while</p><p>swimming, provided it swims in a straight line.</p><p></p><p></p><p><strong><em>PIRANHA SWARM</em></strong></p><p><strong>Tiny Animal (Aquatic, Swarm)</strong></p><p><strong>Hit Dice</strong>: 8d8+11 (47 hp)</p><p><strong>Initiative</strong>: +6</p><p><strong>Speed</strong>: Swim 40 ft. (8 squares)</p><p><strong>Armor Class</strong>: 15 (+2 size, +2 Dex, +1 natural), touch 14,</p><p>flat-footed 13</p><p><strong>Base Attack/Grapple</strong>: +6/—</p><p><strong>Attack</strong>: Swarm (3d6)</p><p><strong>Full Attack</strong>: Swarm (3d6)</p><p><strong>Space/Reach</strong>: 10 ft./0 ft.</p><p><strong>Special Attacks</strong>: Distraction</p><p><strong>Special Qualities</strong>: Half damage from slashing and piercing</p><p>weapons, low-light vision, scent, swarm traits</p><p><strong>Saves</strong>: Fort +7, Ref +8, Will +3</p><p><strong>Abilities</strong>: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2</p><p><strong>Skills</strong>: Hide +10, Listen +9, Spot +8, Swim +5</p><p><strong>Feats</strong>: Alertness, Improved Initiative, Toughness</p><p><strong>Environment</strong>: Warm aquatic</p><p><strong>Organization</strong>: Solitary or school (2–4 swarms)</p><p><strong>Challenge Rating</strong>: 4</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: None</p><p><strong>Level Adjustment</strong>: —</p><p></p><p><em>The water boils with small, darting fi sh, each armed with a jawful</em></p><p><em>of razor-sharp teeth.</em></p><p></p><p>One of the most feared denizens of warm aquatic environments</p><p>is the piranha swarm, capable of devouring even a Large creature with amazing quickness.</p><p></p><p><strong>Combat</strong></p><p>Due to a piranha’s unusually strong jaws and sharp teeth,</p><p>piranha swarms deal more damage than a swarm of their</p><p>Hit Dice normally would.</p><p></p><p><strong>Distraction (Ex)</strong>: Any living creature vulnerable to</p><p>the piranha swarm’s damage that begins its turn with</p><p>a swarm in its square is nauseated for 1 round; a DC 15</p><p>Fortitude save negates the effect. Even with a successful</p><p>save, spellcasting or concentrating on spells within the</p><p>area of a swarm requires a Concentration check (DC 20 +</p><p>spell level). Using skills requiring patience and concentration</p><p>requires a DC 20 Concentration check. The save DC</p><p>is Constitution-based.</p><p></p><p><strong>Swarm Traits (Ex)</strong></p><p></p><p><strong>Skills</strong>: A piranha swarm has a +8 racial bonus on any</p><p>Swim check to perform a special action or avoid a hazard.</p><p>It can always choose to take 10 on a Swim check, even if</p><p>distracted or endangered. It can use the run action while</p><p>swimming, provided it swims in a straight line.</p><p></p><p></p><p><em><strong>Animals</strong></em></p><p><em><strong></strong></em><strong>ALBATROSS</strong></p><p>Small Animal</p><p>Hit Dice: 1d8+2 (6 hp)</p><p>Initiative: +1</p><p>Speed: 10 ft. (2 squares), fly 50 ft. (average)</p><p>Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12,</p><p>flat-footed 12</p><p>Base Attack/Grapple: +0/–4</p><p>Attack: Bite +1 melee (1d3)</p><p>Full Attack: Bite +1 melee (1d3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +4, Ref +3, Will +2</p><p>Abilities: Str 10, Dex 13, Con 14, Int 2, Wis 14, Cha 6</p><p>Feats: EnduranceB, Weapon Finesse</p><p>Environment: Warm aquatic</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 1/4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 2–3 HD (Small)</p><p>Level Adjustment: —</p><p></p><p>This seagoing bird feeds on squids and fish, but sometimes</p><p>trail behind ships to feed on the refuse dumped overboard.</p><p></p><p>Capable of incredibly long flights, the albatross can be</p><p>encountered surprisingly far from land. Killing an albatross</p><p>is taboo among sailors of most races.</p><p></p><p>A typical albatross is about 2 to 3 feet long and has a</p><p>wingspan of up to 10 feet.</p><p></p><p>Combat</p><p>The albatross bites only when threatened by a creature it</p><p>cannot easily escape.</p><p></p><p>Skills: Albatrosses have a +4 racial bonus on Spot checks.</p><p></p><p></p><p><strong>BARRACUDA</strong></p><p>Medium Animal (Aquatic)</p><p>Hit Dice: 2d8 (9 hp)</p><p>Initiative: +3</p><p>Speed: Swim 60 ft. (12 squares)</p><p>Armor Class: 14 (+3 Dex, +1 natural), touch 13,</p><p>flat-footed 11</p><p>Base Attack/Grapple: +1/+1</p><p>Attack: Bite +4 melee (1d4)</p><p>Full Attack: Bite +4 melee (1d4)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Sprint</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +3, Ref +6, Will +1</p><p>Abilities: Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2</p><p>Skills: Listen +3, Spot +4, Swim +8</p><p>Feats: Weapon Finesse</p><p>Environment: Warm aquatic</p><p>Organization: Solitary, pair, or school (3–6)</p><p>Challenge Rating: 1/2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 3–6 HD (Medium)</p><p>Level Adjustment: —</p><p></p><p>The barracuda is a predatory fish with a mouthful of</p><p>large, sharp teeth. This entry describes the largest variety</p><p>of barracuda.</p><p></p><p>A barracuda is not generally inclined to attack humanoid</p><p>swimmers, but it is sometimes drawn to shiny objects worn</p><p>by a swimmer, mistaking them for smaller fish. Serious</p><p>bites can be the result.</p><p></p><p>Combat</p><p>A barracuda is unnervingly quick, drifting motionless</p><p>one moment, then darting forward in a blinding rush to</p><p>snap at prey.</p><p></p><p>Sprint (Ex): A barracuda can move up to three times</p><p>its normal speed (180 feet) when it makes a charge.</p><p></p><p>Skills: A barracuda has a +8 racial bonus on any Swim</p><p>check to perform a special action or avoid a hazard. It</p><p>can always choose to take 10 on a Swim check, even if</p><p>distracted or endangered. It can use the run action while</p><p>swimming, provided it swims in a straight line.</p><p></p><p></p><p><strong>EEL</strong></p><p>Medium Animal (Aquatic)</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +6</p><p>Speed: Swim 30 ft. (6 squares)</p><p>Armor Class: 13 (+2 Dex, +1 natural), touch 12,</p><p>flat-footed 11</p><p>Base Attack/Grapple: +1/+2</p><p>Attack: Bite +3 melee (1d4+1)</p><p>Full Attack: Bite +3 melee (1d4+1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Attach</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +4, Ref +5, Will +1</p><p>Abilities: Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2</p><p>Skills: Hide +6 (+10 in coral or rock), Listen +3, Spot +4,</p><p>Swim +9</p><p>Feats: Improved Initiative, Weapon FinesseB</p><p>Environment: Warm aquatic</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 1/2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 3–5 HD (Medium)</p><p>Level Adjustment: —</p><p></p><p>Most eels are small and innocuous, but the larger eels—wolf</p><p>eels or moray eels—can reach lengths of over 5 feet and</p><p>weights of up to 100 pounds; such eels can cause serious</p><p>injury with their powerful bites.</p><p></p><p>Combat</p><p>Eels are generally shy and only attack if disturbed or</p><p>surprised. They can strike with startling speed.</p><p></p><p>Attach (Ex): If an eel hits with its bite attack, it uses</p><p>its powerful jaws to latch onto the opponent’s body and</p><p>automatically deals bite damage each round it remains</p><p>attached. An attached eel loses its Dexterity bonus to AC</p><p>and has an AC of 11.</p><p></p><p>An attached eel can be struck with a weapon or grappled</p><p>itself. To remove an attached eel through grappling, the</p><p>opponent must achieve a pin against the creature.</p><p></p><p>Skills: Eels have a +4 racial bonus on Hide checks,</p><p>which improves to +8 in areas of coral, rock, or heavy</p><p>kelp. An eel has a +8 racial bonus on any Swim check to</p><p>perform a special action or avoid a hazard. It can always</p><p>choose to take 10 on a Swim check, even if distracted or</p><p>endangered. It can use the run action while swimming,</p><p>provided it swims in a straight line.</p><p></p><p></p><p><strong>OTTER</strong></p><p>Tiny Animal</p><p>Hit Dice: 1/2d8+1 (3 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft. (4 squares), swim 20 ft.</p><p>Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12</p><p>Base Attack/Grapple: +0/–12</p><p>Attack: Bite +4 melee (1d3–4)</p><p>Full Attack: Bite +4 melee (1d3–4)</p><p>Space/Reach: 2-1/2 ft./0 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Hold breath, low-light vision, scent</p><p>Saves: Fort +3, Ref +4, Will +1</p><p>Abilities: Str 3, Dex 15, Con 12, Int 2, Wis 12, Cha 5</p><p>Skills: Balance +6, Climb +6, Listen +3, Spot +3, Swim +10</p><p>Feats: Weapon Finesse</p><p>Environment: Temperate aquatic</p><p>Organization: Solitary, pair, or family (3–12)</p><p>Challenge Rating: 1/4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p>Level Adjustment: —</p><p></p><p>Otters inhabit rivers and lakes throughout temperate lands,</p><p>preying on small fish and insects. They sometimes become</p><p>familiars to aquatic sorcerers or wizards.</p><p></p><p>Combat</p><p>Otters are inquisitive animals. They fight only if cornered.</p><p></p><p>Hold Breath (Ex): An otter can hold its breath for a</p><p>number of rounds equal to 4 × its Constitution score before</p><p>it risks drowning. For a typical otter, this is 48 rounds, or</p><p>almost 5 minutes.</p><p></p><p>Skills: An otter has a +8 racial bonus on any Swim check</p><p>to perform a special action or avoid a hazard. It can always</p><p>choose to take 10 on a Swim check, even if distracted or</p><p>endangered. It can use the run action while swimming,</p><p>provided it swims in a straight line.</p><p></p><p>Otters have a +4 racial bonus on Balance and Climb</p><p>checks. They use their Dexterity modifier for Climb and</p><p>Swim checks.</p><p></p><p></p><p><strong>SEA LION</strong></p><p>Large Animal</p><p>Hit Dice: 3d8+3 (16 hp)</p><p>Initiative: +1</p><p>Speed: 10 ft. (2 squares), swim 30 ft.</p><p>Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10,</p><p>flat-footed 12</p><p>Base Attack/Grapple: +2/+9</p><p>Attack: Bite +6 melee (1d6+4)</p><p>Full Attack: Bite +6 melee (1d6+4)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Hold breath, low-light vision, scent</p><p>Saves: Fort +4, Ref +4, Will +3</p><p>Abilities: Str 17, Dex 13, Con 12, Int 2, Wis 14, Cha 6</p><p>Skills: Listen +7, Spot +7, Swim +11</p><p>Feats: Alertness, Weapon Focus (bite)</p><p>Environment: Cold aquatic</p><p>Organization: Solitary, pair, pride (3–12), or colony (21–40)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 4–9 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>Sea lions pose little threat to humanoids who don’t intrude</p><p>on beaches they’ve claimed. Their pelts are valuable, though,</p><p>and sea lions are often hunted for them. Adult bulls can</p><p>reach 10 feet in length and weigh 1,500 pounds. Females are</p><p>considerably smaller, reaching about 500 pounds.</p><p></p><p>Combat</p><p>Sea lions possess a powerful and dangerous bite. They rarely</p><p>attack humanoids in the water but are more than capable of</p><p>chasing off landbound intruders who get too close.</p><p></p><p>Hold Breath (Ex): A sea lion can hold its breath for a</p><p>number of rounds equal to 6 × its Constitution score before</p><p>it risks drowning. For a typical sea lion, this is 72 rounds,</p><p>or over 7 minutes.</p><p></p><p>Skills: A sea lion has a +8 racial bonus on any Swim</p><p>check to perform a special action or avoid a hazard. It</p><p>can always choose to take 10 on a Swim check, even if</p><p>distracted or endangered. It can use the run action while</p><p>swimming, provided it swims in a straight line.</p><p></p><p></p><p><strong>SEAL</strong></p><p>Medium Animal</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft. (4 squares), swim 40 ft.</p><p>Armor Class: 15 (+2 Dex, +3 natural), touch 12,</p><p>flat-footed 13</p><p>Base Attack/Grapple: +1/+2</p><p>Attack: Bite +3 melee (1d4+1)</p><p>Full Attack: Bite +3 melee (1d4+1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Hold breath, low-light vision</p><p>Saves: Fort +4, Ref +6, Will +2</p><p>Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 6</p><p>Skills: Listen +5, Spot +6, Swim +9</p><p>Feats: Alertness, Weapon FinesseB</p><p>Environment: Cold aquatic</p><p>Organization: Solitary, pair, or herd (5–14)</p><p>Challenge Rating: 1/3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 3–4 HD (Medium); 5–6 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>Seals generally avoid humanoids, but they are often</p><p>hunted for their pelts. Adult bulls can reach 500 pounds</p><p>in weight. Females are considerably smaller, weighing</p><p>about 200 pounds.</p><p></p><p>Combat</p><p>Seals can be territorial, defending their chosen patch of</p><p>the shore with a vicious bite.</p><p></p><p>Hold Breath (Ex): A seal can hold its breath for a number of</p><p>rounds equal to 6 × its Constitution score before it risks drowning.</p><p>For a typical seal, this is 84 rounds, or over 8 minutes.</p><p></p><p>Skills: A seal has a +8 racial bonus on any Swim check</p><p>to perform a special action or avoid a hazard. It can always</p><p>choose to take 10 on a Swim check, even if distracted or</p><p>endangered. It can use the run action while swimming,</p><p>provided it swims in a straight line.</p><p></p><p></p><p><strong>SNAPPING TURTLE</strong></p><p>Small Animal</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: –1</p><p>Speed: 5 ft. (1 square), swim 20 ft.</p><p>Armor Class: 15 (+1 size, –1 Dex, +5 natural), touch 10,</p><p>flat-footed 15</p><p>Base Attack/Grapple: +1/–2</p><p>Attack: Bite +3 melee (1d4+1)</p><p>Full Attack: Bite +3 melee (1d4+1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Improved grab</p><p>Special Qualities: Hold breath, low-light vision</p><p>Saves: Fort +5, Ref +2, Will +1</p><p>Abilities: Str 12, Dex 8, Con 15, Int 1, Wis 12, Cha 4</p><p>Skills: Spot +6, Swim +9</p><p>Feats: Improved Natural ArmorB, Weapon Focus (bite)</p><p>Environment: Temperate marshes</p><p>Organization: Solitary</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 3–4 HD (Small)</p><p>Level Adjustment: —</p><p></p><p>Snapping turtles are dangerous aquatic predators. The</p><p>above statistics describe an alligator snapper, an especially</p><p>large and dangerous version with a spiked shell and a bad</p><p>attitude. It can grow to 3 feet in length and weigh over</p><p>200 pounds.</p><p></p><p>Combat</p><p>Snapping turtles lie in wait on the muddy bottoms of ponds</p><p>and sluggish streams, with their mouths gaping open to reveal</p><p>a fleshy, wormlike lure. Fish that investigate are grabbed and</p><p>swallowed whole. A snapper that is molested, or that thinks</p><p>its territory is in danger, does not hesitate to attack creatures</p><p>much larger than itself. Unlike other turtles, a snapping turtle</p><p>cannot retract its oversized head into its shell.</p><p></p><p>Improved Grab (Ex): To use this ability, a snapping</p><p>turtle must hit an opponent of up to Medium size with its</p><p>bite attack. It can then attempt to start a grapple as a free</p><p>action without provoking attacks of opportunity.</p><p></p><p>Hold Breath (Ex): A snapping turtle can hold its breath</p><p>for a number of rounds equal to 8 × its Constitution score</p><p>before it risks drowning. For a typical snapping turtle, this</p><p>is 120 rounds, or 12 minutes.</p><p></p><p>Skills: A snapping turtle has a +8 racial bonus on any</p><p>Swim check to perform some special action or avoid a</p><p>hazard. It can always choose to take 10 on a Swim check,</p><p>even if distracted or endangered. It can use the run action</p><p>while swimming, provided it swims in a straight line.</p><p></p><p></p><p><strong>STINGRAY</strong></p><p>Small Animal (Aquatic)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +3</p><p>Speed: Swim 30 ft. (6 squares)</p><p>Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14,</p><p>flat-footed 12</p><p>Base Attack/Grapple: +0/–5</p><p>Attack: Sting +4 melee (1d3–1 plus poison)</p><p>Full Attack: Sting +4 melee (1d3–1 plus poison)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +2, Ref +5, Will +1</p><p>Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 4</p><p>Skills: Hide +3 (+7), Listen +3, Spot +3, Swim +7</p><p>Feats: Weapon Finesse</p><p>Environment: Warm aquatic</p><p>Organization: Solitary, pair, or school (5–12)</p><p>Challenge Rating: 1/3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 2 HD (Small)</p><p>Level Adjustment: —</p><p></p><p>Stingrays are smaller cousins of the manta ray having</p><p>barbed, venomous tails.</p><p></p><p>An average stingray’s body is roughly 3 feet across and</p><p>weighs about 25 pounds. Its tail is about the same length,</p><p>with one or more poisonous barbs near the base.</p><p></p><p>Combat</p><p>Stingrays feed on crustaceans and shellfish, usually cruising</p><p>just over the sea bottom. Sometimes they burrow just</p><p>beneath the surface. This is when they present the greatest</p><p>danger to unsuspecting creatures, who might step on or</p><p>near them. A threatened stingray lashes out with its tail</p><p>barb, injecting a terribly painful venom that leaves its</p><p>targets virtually helpless.</p><p></p><p>Poison (Ex): Injury, Fortitude DC 12, nauseated 1d4</p><p>hours/1d3 Dex. The save DC is Constitution-based and</p><p>includes a +2 racial bonus. A creature that makes its</p><p>saving throw against the poison’s initial damage is instead</p><p>sickened for 1d6 rounds.</p><p></p><p>Skills: *When it is lying still along the seafloor, a</p><p>stingray has a +4 racial bonus on Hide checks.</p><p>A stingray has a +8 racial bonus on any Swim check to</p><p>perform some special action or avoid a hazard. It can always</p><p>choose to take 10 on a Swim check, even if distracted or</p><p>endangered. It can use the run action while swimming,</p><p>provided it swims in a straight line.</p><p></p><p></p><p><em><strong>VERMIN AND ANIMALS,</strong></em></p><p><em><strong>WATER-ADAPTED</strong></em></p><p><em><strong></strong></em>In addition to amphibious creatures able to breath both on</p><p>land and in water, many air-breathing animals and vermin</p><p>have become adept at living in aquatic environments while</p><p>returning to the surface periodically for air. All such wateradapted</p><p>creatures have several features in common.</p><p></p><p>First, they gain the ability to hold their breath. This</p><p>exceptional ability enables them to stay underwater for</p><p>a number of rounds equal to anywhere between four to</p><p>ten times their Constitution score (×4 to ×10), depending</p><p>on the creature. Only after this period does the normal</p><p>countdown for holding your breath (described on page</p><p>304 of the Dungeon Master’s Guide) begin.</p><p></p><p>Second, water-adapted creatures become adept at moving</p><p>around underwater. Most gain a swim speed but take some</p><p>reduction in their land movement. Those who do not gain</p><p>a swim speed move underwater at their full speed, not at</p><p>the half-speed imposed on land creatures in the water (see</p><p>page 92 of the Dungeon Master’s Guide). For example, a wateradapted</p><p>Tiny monstrous centipede might replace its land</p><p>speed with a swim speed (20 ft.), retaining its climb speed.</p><p></p><p>By contrast, a water-adapted Medium monstrous scorpion</p><p>would not gain a swim speed but should be able to scuttle</p><p>about underwater as quickly as its terrestrial kin can on land</p><p>(40 ft.), although its land movement might suffer (typically</p><p>reduced by half, or to 20 ft./rd. in this case). A water-adapted</p><p>bird might become clumsy in the air but “fly” with speed</p><p>and grace just below the surface of the water.</p><p></p><p>Finally, if the creature has a slashing or bludgeoning</p><p>attack, this attack is not subject to the penalties described</p><p>in Table 3–22: Combat Adjustments Underwater on page</p><p>92 of the Dungeon Master’s Guide. Instead, treat any wateradapted</p><p>creature fighting underwater as if it enjoyed the</p><p>benefits of a freedom of movement spell.</p><p></p><p></p><p><em><strong>DIVING SPIDER, MONSTROUS</strong></em></p><p>Some breeds of monstrous spider are adapted for an aquatic</p><p>existence. Rather than constructing webs, they build</p><p>submerged, air-filled domes of spidersilk where they lie</p><p>in wait for prey to wander too close.</p><p></p><p>Diving spiders spend their lives underwater, except for</p><p>brief trips to the surface to replenish air. The spider’s furry</p><p>body holds air bubbles that it releases into the dome. They</p><p>are expert swimmers, unlike most spiders.</p><p></p><p>A monstrous diving spider has the same statistics as a</p><p>typical monstrous spider (see pages 288–289 of the Monster</p><p>Manual), with the following adjustments:</p><p></p><p><strong>Speed</strong>: A monstrous diving spider gains a swim speed</p><p>of 30 feet.</p><p></p><p><strong>Special Attacks</strong>: A monstrous diving spider retains all</p><p>the special attacks of the typical monstrous spider, with</p><p>one change.</p><p><strong></strong></p><p><strong>Web (Ex)</strong>: Monstrous diving spiders cannot throw a web</p><p>net, nor do they create sheets of sticky webbing.</p><p><strong></strong></p><p><strong>Special Qualities</strong>: The monstrous diving spider retains</p><p>all the special qualities of a typical monstrous spider, with</p><p>the following adjustment.</p><p></p><p><strong>Tremorsense (Ex)</strong>: A diving spider’s tremorsense allows it</p><p>to detect and pinpoint creatures in the water as easily as</p><p>those on land.</p><p></p><p><strong>Hold Breath (Ex)</strong>: A diving spider can hold its breath for</p><p>a number of rounds equal to 4 × its Constitution score before</p><p>it risks drowning. For a typical diving spider (Medium or</p><p>Large), this is 48 rounds, or almost 5 minutes.</p><p></p><p><strong>Skills</strong>: A diving spider has a +8 racial bonus on any Swim</p><p>check to perform some special action or avoid a hazard.</p><p>It can always choose to take 10 on a Swim check, even if</p><p>distracted or endangered. It can use the run action while</p><p>swimming, provided it swims in a straight line.</p><p><strong></strong></p><p><strong>Environment</strong>: Temperate aquatic.</p><p></p><p></p><p><em><strong>SEA SNAKE</strong></em></p><p>The sea snake is a particularly venomous variation on the</p><p>typical viper that lives in warm, shallow seas. It typically</p><p>attacks only if provoked. Even then it usually bites once</p><p>and withdraws, waiting for the venom to take effect.</p><p>Sea snakes have the same statistics as the vipers</p><p>presented on page 280 of the Monster Manual, with the</p><p>following adjustments:</p><p><strong></strong></p><p><strong>Speed</strong>: 10 ft. (2 squares), swim 30 ft.</p><p><strong></strong></p><p><strong>Poison (Ex)</strong>: A sea snake’s poison is extraordinarily</p><p>virulent. It has a +2 racial bonus on the poison’s save DC.</p><p><strong></strong></p><p><strong>Hold Breath (Ex)</strong>: A sea snake can hold its breath for</p><p>a number of rounds equal to 6 × its Constitution score</p><p>before it risks drowning. For a typical sea snake, this is</p><p>66 rounds, or over 6 minutes.</p><p></p><p><strong>Skills</strong>: A sea snake has a +8 racial bonus on any Swim</p><p>check to perform some special action or avoid a hazard.</p><p>It can always choose to take 10 on a Swim check, even if</p><p>distracted or endangered. It can use the run action while</p><p>swimming, provided it swims in a straight line.</p><p></p><p><strong>Environment</strong>: Warm aquatic.</p><p></p><p><em><strong>Summoning Creatures with Summon spells</strong></em></p><p><img src="http://elftown.com/stuff/stormwrack_summoningspelllist.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>(**All of the above were added from <em><strong>Stormwrack</strong></em>, 2005 - v3.5 pdf file)</p></blockquote><p></p>
[QUOTE="xidoraven, post: 4969913, member: 60187"] [b]'Stormwrack' material[/b] Transcription of applicable content from '[I][B]Stormwrack[/B][/I]' (Wizards of the Coast, 2005). Originally forked from: [URL="http://www.enworld.org/forum/showpost.php?postid=4853174"] Converting prehistoric creatures [/URL] Featured below, in order: [LIST=1] [*]Monstrous Crabs (Small - Colossal) [*]Archelon, Ichthyosaurus, Mosasaur, Plesiosaur - linked [*]Dire Animals: Barracuda, Eel [*]Giant Leech [*]Swarms: Jellyfish, Leech, Piranha [*]Animals: Albatross, Barracuda, Eel, Otter, Sea Lion, Seal, Snapping Turtle, Stingray [*]Water-Adapted Vermin and Animals: Monstrous Diving Spider, Sea Snake [*]Table of summoned nature's ally variant spell summoning list entries (image) [/LIST] [U][B]CRAB, MONSTROUS[/B][/U] Monstrous crabs range in size from Small to Colossal. They are voracious scavengers that will eat anything, living or dead, they come across. Monstrous crabs have the following special abilities, regardless of size. [B]Constrict (Ex)[/B]: A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check. [B]Improved Grab (Ex)[/B]: To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Monstrous crabs have a +4 racial bonus on grapple checks. [B]Amphibious (Ex)[/B]: Although monstrous crabs are aquatic, they can survive indefinitely on land. [B]Vermin Traits[/B]: A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). [B] Skills[/B]: A monstrous crab has a +4 racial bonus on Hide and Spot checks. [I][B] SMALL MONSTROUS CRAB[/B][/I] [B]Small Vermin (Aquatic) Hit Dice[/B]: 1d8+4 (8 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 20 ft. (4 squares) [B]Armor Class[/B]: 15 (+1 size, +4 natural), touch 11, flat-footed 15 [B]Base Attack/Grapple[/B]: +0/+0 [B]Attack[/B]: Claw +1 melee (1d4) [B]Full Attack[/B]: 2 claws +1 melee (1d4) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Constrict 2d4, improved grab [B]Special Qualities[/B]: Amphibious, low-light vision, scent [B]Saves[/B]: Fort +3, Ref +0, Will +0 [B]Abilities[/B]: Str 10, Dex 11, Con 12, Int —, Wis 11, Cha 2 [B]Skills[/B]: Hide +8, Spot +4 [B]Feats[/B]: ToughnessB [B]Environment[/B]: Temperate aquatic [B]Organization[/B]: Colony (2–5) or swarm (6–11) [B]Challenge Rating[/B]: 1/2 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 2 HD (Small) [B]Level Adjustment[/B]: — [I][B]MEDIUM MONSTROUS CRAB[/B][/I] [B]Medium Vermin (Aquatic) Hit Dice[/B]: 3d8+6 (19 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 20 ft. (4 squares) [B]Armor Class[/B]: 16 (+6 natural), touch 10, flat-footed 16 [B]Base Attack/Grapple[/B]: +2/+8 [B]Attack[/B]: Claw +4 melee (1d6+2) [B]Full Attack[/B]: 2 claws +4 melee (1d6+2) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Constrict 2d6+2, improved grab [B]Special Qualities[/B]: Amphibious, low-light vision, scent [B]Saves[/B]: Fort +4, Ref +1, Will +1 [B]Abilities[/B]: Str 15, Dex 11, Con 12, Int —, Wis 11, Cha 2 [B]Skills[/B]: Hide +4, Spot +4 [B]Feats[/B]: ToughnessB [B]Environment[/B]: Temperate aquatic [B]Organization[/B]: Solitary, colony (2–5), or swarm (6–11) [B]Challenge Rating[/B]: 2 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 4–5 HD (Medium) [B]Level Adjustment[/B]: — [B][I] LARGE MONSTROUS CRAB[/I] Large Vermin (Aquatic) Hit Dice[/B]: 6d8+9 (36 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 20 ft. (4 squares) [B]Armor Class[/B]: 18 (–1 size, +9 natural), touch 9, flat-footed 18 [B]Base Attack/Grapple[/B]: +4/+17 [B]Attack[/B]: Claw +8 melee (1d8+5) [B]Full Attack[/B]: 2 claws +8 melee (1d8+5) [B]Space/Reach[/B]: 10 ft./10 ft. [B]Special Attacks[/B]: Constrict 2d8+5, improved grab [B]Special Qualities[/B]: Amphibious, low-light vision, scent [B]Saves[/B]: Fort +6, Ref +2, Will +2 [B]Abilities[/B]: Str 21, Dex 11, Con 12, Int —, Wis 11, Cha 2 [B]Skills[/B]: Hide +0, Spot +4 [B]Feats[/B]: ToughnessB [B]Environment[/B]: Temperate aquatic [B]Organization[/B]: Solitary or colony (2–5) [B]Challenge Rating[/B]: 4 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 7–11 HD (Large) [B]Level Adjustment[/B]: — [B][I] HUGE MONSTROUS CRAB[/I] Huge Vermin (Aquatic) Hit Dice[/B]: 12d8+27 (81 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 30 ft. (6 squares) [B]Armor Class[/B]: 22 (–2 size, +14 natural), touch 8, flat-footed 22 [B]Base Attack/Grapple[/B]: +9/+28 [B]Attack[/B]: Claw +14 melee (2d6+7) [B]Full Attack[/B]: 2 claws +14 melee (2d6+7) [B]Space/Reach[/B]: 15 ft./15 ft. [B]Special Attacks[/B]: Constrict 4d6+7, improved grab [B]Special Qualities[/B]: Amphibious, low-light vision, scent [B]Saves[/B]: Fort +10, Ref +4, Will +4 [B]Abilities[/B]: Str 25, Dex 11, Con 14, Int —, Wis 11, Cha 2 [B]Skills[/B]: Hide –4, Spot +4 [B]Feats[/B]: ToughnessB [B]Environment[/B]: Temperate aquatic [B]Organization[/B]: Solitary or colony (2–5) [B]Challenge Rating[/B]: 7 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 13–23 HD (Huge) [B]Level Adjustment[/B]: — [B][I]GARGANTUAN MONSTROUS CRAB[/I] Gargantuan Vermin (Aquatic)[/B] [B]Hit Dice[/B]: 24d8+51 (159 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 30 ft. (6 squares) [B]Armor Class[/B]: 26 (–4 size, +20 natural), touch 6, flat-footed 26 [B]Base Attack/Grapple[/B]: +18/+45 [B]Attack[/B]: Claw +25 melee (3d6+11) [B]Full Attack[/B]: 2 claws +25 melee (3d6+11) [B]Space/Reach[/B]: 20 ft./20 ft. [B]Special Attacks[/B]: Constrict 6d6+11, improved grab [B]Special Qualities[/B]: Amphibious, low-light vision, scent [B]Saves[/B]: Fort +16, Ref +8, Will +8 [B]Abilities[/B]: Str 33, Dex 11, Con 14, Int —, Wis 11, Cha 2 [B]Skills[/B]: Hide –8, Spot +4 [B]Feats[/B]: ToughnessB [B]Environment[/B]: Temperate aquatic [B]Organization[/B]: Solitary or pair [B]Challenge Rating[/B]: 10 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 25–47 HD (Gargantuan) [B]Level Adjustment[/B]: — [B][I]COLOSSAL MONSTROUS CRAB[/I] Colossal Vermin (Aquatic)[/B] [B]Hit Dice[/B]: 48d8+99 (315 hp) [B]Initiative[/B]: –1 [B]Speed[/B]: 40 ft. (8 squares) [B]Armor Class[/B]: 28 (–8 size, –1 Dex, +27 natural), touch 1, flat-footed 28 [B]Base Attack/Grapple[/B]: +36/+65 [B]Attack[/B]: Claw +41 melee (4d6+13) [B]Full Attack[/B]: 2 claws +41 melee (4d6+13) [B]Space/Reach[/B]: 30 ft./30 ft. [B]Special Attacks[/B]: Constrict 8d6+13, improved grab [B]Special Qualities[/B]: Amphibious, low-light vision, scent [B]Saves[/B]: Fort +28, Ref +15, Will +16 [B]Abilities[/B]: Str 37, Dex 9, Con 14, Int —, Wis 11, Cha 2 [B]Skills[/B]: Hide –13, Spot +4 [B]Feats[/B]: ToughnessB [B]Environment[/B]: Temperate aquatic [B]Organization[/B]: Solitary [B]Challenge Rating[/B]: 13 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 49–60 HD (Colossal) [B]Level Adjustment[/B]: — [URL="http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-36.html#post4845202"][U][I][B]Dinosaurs / Prehistoric Animals:[/B][/I][/U][/URL] ARCHELON (Primitive Marine Reptile - Sea Turtle - Prim) ICHTHYOSAUR (Primitive Marine Reptile - dolphin-like piscivorous reptile) MOSASAUR (Primitive Marine Reptile - crocodilian reptile carnivore with fins/flippers) PLESIOSAUR (Primitive Marine Reptile - nessie) [I][B]DIRE ANIMAL[/B][/I] Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance. [I][B]DIRE BARRACUDA[/B][/I] [B]Large Animal (Aquatic) Hit Dice[/B]: 8d8+16 (52 hp) [B]Initiative[/B]: +2 [B]Speed[/B]: Swim 80 ft. (16 squares) [B]Armor Class[/B]: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 [B]Base Attack/Grapple[/B]: +6/+14 [B]Attack[/B]: Bite +9 melee (1d8+6) [B]Full Attack[/B]: Bite +9 melee (1d8+6) [B]Space/Reach[/B]: 10 ft./5 ft. [B]Special Attacks[/B]: Sprint [B]Special Qualities[/B]: Low-light vision, scent [B]Saves[/B]: Fort +8, Ref +8, Will +5 [B]Abilities[/B]: Str 19, Dex 15, Con 14, Int 1, Wis 12, Cha 2 [B]Skills[/B]: Listen +6, Jump +29, Spot +6, Swim +12 [B]Feats[/B]: Alertness, Iron Will, Run [B]Environment[/B]: Warm aquatic [B]Organization[/B]: Solitary, pair, or school (3–6) [B]Challenge Rating[/B]: 4 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 9–12 HD (Large); 13–24 HD (Huge) [B]Level Adjustment[/B]: — [I]This very long, narrow-bodied fish flashes through the water, razor-sharp teeth snapping. [/I] The dire barracuda is about 10 feet long and weighs around 300 pounds. It has bony protrusions along the spine and a mouth full of outsize teeth. [B]Combat[/B] The dire barracuda is much more aggressive than its smaller cousin and sometimes hurls itself out of the water to attack. [B]Sprint (Ex)[/B]: A dire barracuda can move up to three times its normal speed (240 feet) when it makes a charge. [B]Skills[/B]: A dire barracuda has a +8 racial bonus on any Swim check to perform a 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. [B][I]DIRE EEL[/I] Large Animal (Aquatic) Hit Dice[/B]: 6d8+15 (42 hp) [B]Initiative[/B]: +5 [B]Speed[/B]: Swim 30 ft. (6 squares) [B]Armor Class[/B]: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 [B]Base Attack/Grapple[/B]: +4/+12 [B]Attack[/B]: Bite +8 melee (1d8+6) [B]Full Attack[/B]: Bite +8 melee (1d8+6) [B]Space/Reach[/B]: 10 ft./5 ft. [B]Special Attacks[/B]: Attach [B]Special Qualities[/B]: Low-light vision, scent [B]Saves[/B]: Fort +7, Ref +6, Will +3 [B]Abilities[/B]: Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2 [B]Skills[/B]: Hide +1 (+5 in coral, rock, or kelp), Listen +5, Spot +6, Swim +12 [B]Feats[/B]: Improved Initiative, Toughness, Weapon Focus (bite) [B]Environment[/B]: Warm aquatic [B]Organization[/B]: Solitary or pair [B]Challenge Rating[/B]: 3 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 7–12 HD (Large); 13–18 HD (Huge) [B]Level Adjustment[/B]: — [I]The dire eel is a moraylike animal of unusual size. It can reach lengths of 20 feet or more and weigh up to 500 pounds. It resembles its smaller relations in other respects. [/I][B]Attach (Ex)[/B]: If a dire eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached eel loses its Dexterity bonus to AC and has an AC of 12. An attached eel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature. [B]Skills[/B]: Dire eels have a +4 racial bonus on Hide checks, which improves to +8 in areas of coral, rock, or heavy kelp. An eel has a +8 racial bonus on any Swim check to perform a 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. [B][I]LEECH, GIANT[/I] Small Vermin (Aquatic) Hit Dice[/B]: 1d8 (4 hp) [B]Initiative[/B]: +1 [B]Speed[/B]: Swim 10 ft. (2 squares) [B]Armor Class[/B]: 12 (+1 size, +1 Dex), touch 12, flat-footed 11 [B]Base Attack/Grapple[/B]: +0/–6 [B]Attack[/B]: Bite +2 melee (1 plus blood drain) [B]Full Attack[/B]: Bite +2 melee (1 plus blood drain) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Anesthetize, attach, blood drain, disease [B]Special Qualities[/B]: Blindsight 10 ft., scent [B]Saves[/B]: Fort +2, Ref +1, Will –1 [B]Abilities[/B]: Str 6, Dex 12, Con 11, Int —, Wis 8, Cha 2 [B]Skills[/B]: Hide +9, Swim +6 [B]Feats[/B]: Weapon FinesseB [B]Environment[/B]: Warm marsh [B]Organization[/B]: Colony (2–5) or swarm (6–11) [B]Challenge Rating[/B]: 1/3 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: 2–3 HD (Small) [B]Level Adjustment[/B]: — [I]This wormlike creature is the size of a human forearm. Its mouth is a round, suckerlike orifice.[/I] Giant leeches have little ability to attack foes in open water or clear terrain but can pose a serious danger to characters wading or swimming in murky or muddy water. [B]COMBAT[/B] Giant leeches are found in murky water, where they can approach prey unseen. Characters might be attacked without even noticing. ([I][U][B]DM Tip[/B][/U]: Take note of the PCs’ Spot checks and AC before running an encounter with giant leeches. Record damage dealt by an undetected leech, but do not inform the player of the damage until his or her character notices the attack.[/I]) [B]Anesthetize (Ex)[/B]: A creature bitten by a giant leech must succeed on a Spot check (opposed by the giant leech’s Hide check) to notice the attack if both the leech and its target are in murky water at least 2 feet deep. Each round of blood drain entitles the creature to another Spot check to notice the leech, with a cumulative +2 bonus on the check per round after the first. Characters attacked in clear water, or who have some means of detecting the leech without seeing it, notice the attack automatically. [B]Attach (Ex)[/B]: If a giant leech hits with its bite attack, it uses its suckerlike mouth to latch onto the opponent’s body. It deals no additional damage when it is attached, but it drains blood (see below). An attached leech loses its Dexterity bonus to AC and has an AC of 11. An attached leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature. [B]Blood Drain (Ex)[/B]: A leech that is attached to its opponent deals 1 point of Constitution damage per round until it deals a total of 6 points, at which point it detaches from its target and swims off to digest its meal. [B]Disease (Ex)[/B]: A creature bitten by a giant leech must succeed on a DC 15 Fortitude save or contract red ache (see page 292 of the Dungeon Master’s Guide). [B]Skills[/B]: Giant leeches have a +4 racial bonus on Hide checks. A giant leech has a +8 racial bonus on any Swim check to perform a 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. [I][B]SWARM[/B][/I] [B][I]Swarm Traits[/I][/B]: Swarms are masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. While a single jellyfish swarm might actually be hundreds of feet across, for game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic schools of piranhas are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. A swarm of Tiny creatures consists of 1,000 creatures. A swarm of Diminutive creatures consists of 5,000 creatures. A swarm of Fine creatures consists of 10,000 creatures. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous. The aquatic swarms presented here are susceptible to vigorous or stronger currents, such as that created by a control currents spell (see v3.5 [I][B]Frostburn[/B][/I], page 114). For purposes of determining the effects of currents on a swarm, treat the swarm as a creature of the same size as its constituent creatures. Current effects deal 1d4 points of nonlethal damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as a water elemental’s vortex). [B][I]JELLYFISH SWARM[/I] Diminutive Vermin (Aquatic, Swarm) Hit Dice[/B]: 12d8 (54 hp) [B]Initiative[/B]: –2 [B]Speed[/B]: Swim 5 ft. (1 square) [B]Armor Class[/B]: 12 (+4 size, –2 Dex), touch 12, flat-footed 12 [B]Base Attack/Grapple[/B]: +9/— [B]Attack[/B]: Swarm (poison) [B]Full Attack[/B]: Swarm (poison) [B]Space/Reach[/B]: 10 ft./— [B]Special Attacks[/B]: Distraction, poison [B]Special Qualities[/B]: Immune to weapon damage, swarm traits, tremorsense 30 ft. [B]Saves[/B]: Fort +8, Ref +2, Will +4 [B]Abilities[/B]: Str 1, Dex 7, Con 10, Int —, Wis 10, Cha 2 [B]Skills[/B]: Hide +18, Swim +3 [B]Feats[/B]: — [B]Environment[/B]: Warm aquatic [B]Organization[/B]: Solitary, fl otilla (2–5 swarms), or colony (7–12 swarms) [B]Challenge Rating[/B]: 5 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: None [B]Level Adjustment[/B]: — [I]This patch of water shines like mother-of-pearl. Tiny, clear-bodied jellyfish, almost invisible in the water, drift beneath the surface.[/I] A jellyfish swarm drifts with the ocean currents. Its myriad creatures trail poisonous tentacles that can stop a creature in its tracks. This swarm depicts a particularly toxic kind of jellyfish, such as the box jelly. Individual jellyfish in the swarm are a few inches long and nearly transparent. [B]Combat[/B] A jellyfish swarm deals no combat damage, but its poison is potent. Once a creature is reduced to 0 Dexterity, it typically drowns in short order and the colony feeds on its decaying corpse, which is carried about within the swarm’s mass. [B]Distraction (Ex)[/B]: Any living creature vulnerable to the jellyfish swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 16 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based. [B]Poison (Ex)[/B]: Injury, Fortitude DC 18, 1d8 Dex/1d8 Dex. The save DC is Constitution-based and includes a +2 racial bonus. A creature that fails either Fortitude save is also stunned for 1 round. [B]Swarm Traits (Ex)[/B], as above and as in MMI, p. 316 [B]Tremorsense (Ex)[/B]: A jellyfish swarm can detect and pinpoint any creature in the water within 30 feet. [B]Vermin Traits[/B]: A jellyfish swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). [B]Skills[/B]: A jellyfish swarm has a +8 racial bonus on Hide due to its near transparency. A jellyfish swarm 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. [B][I]LEECH SWARM[/I] Fine Vermin (Aquatic, Swarm) Hit Dice[/B]: 2d8–2 (7 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: Swim 10 ft. (2 squares) [B]Armor Class[/B]: 18 (+8 size, +0 Dex, +0 natural), touch 18, flat-footed 18 [B]Base Attack/Grapple[/B]: +1/— [B]Attack[/B]: Swarm (1d6 plus blood drain) [B]Full Attack[/B]: Swarm (1d6 plus blood drain) [B]Space/Reach[/B]: 10 ft./0 ft. [B]Special Attacks[/B]: Anesthetize, blood drain, disease, distraction [B]Special Qualities[/B]: Immune to weapon damage, low-light vision, swarm traits [B]Saves[/B]: Fort +2, Ref +0, Will +1 [B]Abilities[/B]: Str 1, Dex 11, Con 8, Int —, Wis 12, Cha 2 [B]Skills[/B]: Hide +16, Swim +3 [B]Feats[/B]: — [B]Environment[/B]: Warm marsh [B]Organization[/B]: Solitary or plague (2–4 swarms) [B]Challenge Rating[/B]: 1 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: None [B]Level Adjustment[/B]: — [I]The water squirms with uncounted thumb-sized sluglike creatures, each one wriggling in an unsettling manner.[/I] Leeches are found in murky water, where they can approach prey unseen. [B]Combat[/B] A leech swarm relies on stealth and blood drain to quietly disable its target. An unobservant creature can be drained dry without even realizing the cause of its weakness. ([I][B]DM Tip[/B]: Take note of the PCs’ Spot checks and AC before running an encounter with a leech swarm. Record damage dealt by undetected leeches, but do not inform the player of the damage until his or her character notices the attack.[/I]) [B]Anesthetize (Ex)[/B]: A creature attacked by a leech swarm must succeed on a Spot check (opposed by the swarm’s Hide check) to notice the attack if both the leech swarm and its target are in murky water at least 2 feet deep. Each round of blood drain entitles the creature to another Spot check to notice the leeches, with a cumulative +2 bonus on the check per round after the first. Characters attacked in clear water, or who have some means of detecting the leech swarm without seeing it, notice the attack automatically. [B]Blood Drain (Ex)[/B]: Any living creature damaged by a leech swarm also takes 1 point of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing leeches from its body. [B]Disease (Ex)[/B]: A creature damaged by a leech swarm must succeed on a DC 15 Fortitude save or contract red ache (see page 292 of the Dungeon Master’s Guide). [B]Distraction (Ex)[/B]: Any living creature vulnerable to the leech swarm’s damage who notices the swarm and begins its turn with a swarm in its square is nauseated for 1 round; a DC 10 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based. [B]Swarm Traits (Ex)[/B] [B]Skills[/B]: A leech swarm has a +8 racial bonus on any Swim check to perform a 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. [B][I]PIRANHA SWARM[/I] Tiny Animal (Aquatic, Swarm) Hit Dice[/B]: 8d8+11 (47 hp) [B]Initiative[/B]: +6 [B]Speed[/B]: Swim 40 ft. (8 squares) [B]Armor Class[/B]: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13 [B]Base Attack/Grapple[/B]: +6/— [B]Attack[/B]: Swarm (3d6) [B]Full Attack[/B]: Swarm (3d6) [B]Space/Reach[/B]: 10 ft./0 ft. [B]Special Attacks[/B]: Distraction [B]Special Qualities[/B]: Half damage from slashing and piercing weapons, low-light vision, scent, swarm traits [B]Saves[/B]: Fort +7, Ref +8, Will +3 [B]Abilities[/B]: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2 [B]Skills[/B]: Hide +10, Listen +9, Spot +8, Swim +5 [B]Feats[/B]: Alertness, Improved Initiative, Toughness [B]Environment[/B]: Warm aquatic [B]Organization[/B]: Solitary or school (2–4 swarms) [B]Challenge Rating[/B]: 4 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: None [B]Level Adjustment[/B]: — [I]The water boils with small, darting fi sh, each armed with a jawful of razor-sharp teeth.[/I] One of the most feared denizens of warm aquatic environments is the piranha swarm, capable of devouring even a Large creature with amazing quickness. [B]Combat[/B] Due to a piranha’s unusually strong jaws and sharp teeth, piranha swarms deal more damage than a swarm of their Hit Dice normally would. [B]Distraction (Ex)[/B]: Any living creature vulnerable to the piranha swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based. [B]Swarm Traits (Ex)[/B] [B]Skills[/B]: A piranha swarm has a +8 racial bonus on any Swim check to perform a 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. [I][B]Animals [/B][/I][B]ALBATROSS[/B] Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +1 Speed: 10 ft. (2 squares), fly 50 ft. (average) Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12 Base Attack/Grapple: +0/–4 Attack: Bite +1 melee (1d3) Full Attack: Bite +1 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +4, Ref +3, Will +2 Abilities: Str 10, Dex 13, Con 14, Int 2, Wis 14, Cha 6 Feats: EnduranceB, Weapon Finesse Environment: Warm aquatic Organization: Solitary or pair Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Advancement: 2–3 HD (Small) Level Adjustment: — This seagoing bird feeds on squids and fish, but sometimes trail behind ships to feed on the refuse dumped overboard. Capable of incredibly long flights, the albatross can be encountered surprisingly far from land. Killing an albatross is taboo among sailors of most races. A typical albatross is about 2 to 3 feet long and has a wingspan of up to 10 feet. Combat The albatross bites only when threatened by a creature it cannot easily escape. Skills: Albatrosses have a +4 racial bonus on Spot checks. [B]BARRACUDA[/B] Medium Animal (Aquatic) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: Swim 60 ft. (12 squares) Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 Base Attack/Grapple: +1/+1 Attack: Bite +4 melee (1d4) Full Attack: Bite +4 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Sprint Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +6, Will +1 Abilities: Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2 Skills: Listen +3, Spot +4, Swim +8 Feats: Weapon Finesse Environment: Warm aquatic Organization: Solitary, pair, or school (3–6) Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: 3–6 HD (Medium) Level Adjustment: — The barracuda is a predatory fish with a mouthful of large, sharp teeth. This entry describes the largest variety of barracuda. A barracuda is not generally inclined to attack humanoid swimmers, but it is sometimes drawn to shiny objects worn by a swimmer, mistaking them for smaller fish. Serious bites can be the result. Combat A barracuda is unnervingly quick, drifting motionless one moment, then darting forward in a blinding rush to snap at prey. Sprint (Ex): A barracuda can move up to three times its normal speed (180 feet) when it makes a charge. Skills: A barracuda has a +8 racial bonus on any Swim check to perform a 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. [B]EEL[/B] Medium Animal (Aquatic) Hit Dice: 2d8+2 (11 hp) Initiative: +6 Speed: Swim 30 ft. (6 squares) Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d4+1) Full Attack: Bite +3 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2 Skills: Hide +6 (+10 in coral or rock), Listen +3, Spot +4, Swim +9 Feats: Improved Initiative, Weapon FinesseB Environment: Warm aquatic Organization: Solitary or pair Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: 3–5 HD (Medium) Level Adjustment: — Most eels are small and innocuous, but the larger eels—wolf eels or moray eels—can reach lengths of over 5 feet and weights of up to 100 pounds; such eels can cause serious injury with their powerful bites. Combat Eels are generally shy and only attack if disturbed or surprised. They can strike with startling speed. Attach (Ex): If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached eel loses its Dexterity bonus to AC and has an AC of 11. An attached eel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature. Skills: Eels have a +4 racial bonus on Hide checks, which improves to +8 in areas of coral, rock, or heavy kelp. An eel has a +8 racial bonus on any Swim check to perform a 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. [B]OTTER[/B] Tiny Animal Hit Dice: 1/2d8+1 (3 hp) Initiative: +2 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Hold breath, low-light vision, scent Saves: Fort +3, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 12, Int 2, Wis 12, Cha 5 Skills: Balance +6, Climb +6, Listen +3, Spot +3, Swim +10 Feats: Weapon Finesse Environment: Temperate aquatic Organization: Solitary, pair, or family (3–12) Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Otters inhabit rivers and lakes throughout temperate lands, preying on small fish and insects. They sometimes become familiars to aquatic sorcerers or wizards. Combat Otters are inquisitive animals. They fight only if cornered. Hold Breath (Ex): An otter can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. For a typical otter, this is 48 rounds, or almost 5 minutes. Skills: An otter has a +8 racial bonus on any Swim check to perform a 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. Otters have a +4 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb and Swim checks. [B]SEA LION[/B] Large Animal Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 30 ft. Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+9 Attack: Bite +6 melee (1d6+4) Full Attack: Bite +6 melee (1d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Hold breath, low-light vision, scent Saves: Fort +4, Ref +4, Will +3 Abilities: Str 17, Dex 13, Con 12, Int 2, Wis 14, Cha 6 Skills: Listen +7, Spot +7, Swim +11 Feats: Alertness, Weapon Focus (bite) Environment: Cold aquatic Organization: Solitary, pair, pride (3–12), or colony (21–40) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 4–9 HD (Large) Level Adjustment: — Sea lions pose little threat to humanoids who don’t intrude on beaches they’ve claimed. Their pelts are valuable, though, and sea lions are often hunted for them. Adult bulls can reach 10 feet in length and weigh 1,500 pounds. Females are considerably smaller, reaching about 500 pounds. Combat Sea lions possess a powerful and dangerous bite. They rarely attack humanoids in the water but are more than capable of chasing off landbound intruders who get too close. Hold Breath (Ex): A sea lion can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. For a typical sea lion, this is 72 rounds, or over 7 minutes. Skills: A sea lion has a +8 racial bonus on any Swim check to perform a 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. [B]SEAL[/B] Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 20 ft. (4 squares), swim 40 ft. Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d4+1) Full Attack: Bite +3 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Hold breath, low-light vision Saves: Fort +4, Ref +6, Will +2 Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 6 Skills: Listen +5, Spot +6, Swim +9 Feats: Alertness, Weapon FinesseB Environment: Cold aquatic Organization: Solitary, pair, or herd (5–14) Challenge Rating: 1/3 Treasure: None Alignment: Always neutral Advancement: 3–4 HD (Medium); 5–6 HD (Large) Level Adjustment: — Seals generally avoid humanoids, but they are often hunted for their pelts. Adult bulls can reach 500 pounds in weight. Females are considerably smaller, weighing about 200 pounds. Combat Seals can be territorial, defending their chosen patch of the shore with a vicious bite. Hold Breath (Ex): A seal can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. For a typical seal, this is 84 rounds, or over 8 minutes. Skills: A seal has a +8 racial bonus on any Swim check to perform a 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. [B]SNAPPING TURTLE[/B] Small Animal Hit Dice: 2d8+4 (13 hp) Initiative: –1 Speed: 5 ft. (1 square), swim 20 ft. Armor Class: 15 (+1 size, –1 Dex, +5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +1/–2 Attack: Bite +3 melee (1d4+1) Full Attack: Bite +3 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab Special Qualities: Hold breath, low-light vision Saves: Fort +5, Ref +2, Will +1 Abilities: Str 12, Dex 8, Con 15, Int 1, Wis 12, Cha 4 Skills: Spot +6, Swim +9 Feats: Improved Natural ArmorB, Weapon Focus (bite) Environment: Temperate marshes Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3–4 HD (Small) Level Adjustment: — Snapping turtles are dangerous aquatic predators. The above statistics describe an alligator snapper, an especially large and dangerous version with a spiked shell and a bad attitude. It can grow to 3 feet in length and weigh over 200 pounds. Combat Snapping turtles lie in wait on the muddy bottoms of ponds and sluggish streams, with their mouths gaping open to reveal a fleshy, wormlike lure. Fish that investigate are grabbed and swallowed whole. A snapper that is molested, or that thinks its territory is in danger, does not hesitate to attack creatures much larger than itself. Unlike other turtles, a snapping turtle cannot retract its oversized head into its shell. Improved Grab (Ex): To use this ability, a snapping turtle must hit an opponent of up to Medium size with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Hold Breath (Ex): A snapping turtle can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. For a typical snapping turtle, this is 120 rounds, or 12 minutes. Skills: A snapping turtle 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. [B]STINGRAY[/B] Small Animal (Aquatic) Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: Swim 30 ft. (6 squares) Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/–5 Attack: Sting +4 melee (1d3–1 plus poison) Full Attack: Sting +4 melee (1d3–1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: Low-light vision Saves: Fort +2, Ref +5, Will +1 Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 4 Skills: Hide +3 (+7), Listen +3, Spot +3, Swim +7 Feats: Weapon Finesse Environment: Warm aquatic Organization: Solitary, pair, or school (5–12) Challenge Rating: 1/3 Treasure: None Alignment: Always neutral Advancement: 2 HD (Small) Level Adjustment: — Stingrays are smaller cousins of the manta ray having barbed, venomous tails. An average stingray’s body is roughly 3 feet across and weighs about 25 pounds. Its tail is about the same length, with one or more poisonous barbs near the base. Combat Stingrays feed on crustaceans and shellfish, usually cruising just over the sea bottom. Sometimes they burrow just beneath the surface. This is when they present the greatest danger to unsuspecting creatures, who might step on or near them. A threatened stingray lashes out with its tail barb, injecting a terribly painful venom that leaves its targets virtually helpless. Poison (Ex): Injury, Fortitude DC 12, nauseated 1d4 hours/1d3 Dex. The save DC is Constitution-based and includes a +2 racial bonus. A creature that makes its saving throw against the poison’s initial damage is instead sickened for 1d6 rounds. Skills: *When it is lying still along the seafloor, a stingray has a +4 racial bonus on Hide checks. A stingray 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. [I][B]VERMIN AND ANIMALS, WATER-ADAPTED [/B][/I]In addition to amphibious creatures able to breath both on land and in water, many air-breathing animals and vermin have become adept at living in aquatic environments while returning to the surface periodically for air. All such wateradapted creatures have several features in common. First, they gain the ability to hold their breath. This exceptional ability enables them to stay underwater for a number of rounds equal to anywhere between four to ten times their Constitution score (×4 to ×10), depending on the creature. Only after this period does the normal countdown for holding your breath (described on page 304 of the Dungeon Master’s Guide) begin. Second, water-adapted creatures become adept at moving around underwater. Most gain a swim speed but take some reduction in their land movement. Those who do not gain a swim speed move underwater at their full speed, not at the half-speed imposed on land creatures in the water (see page 92 of the Dungeon Master’s Guide). For example, a wateradapted Tiny monstrous centipede might replace its land speed with a swim speed (20 ft.), retaining its climb speed. By contrast, a water-adapted Medium monstrous scorpion would not gain a swim speed but should be able to scuttle about underwater as quickly as its terrestrial kin can on land (40 ft.), although its land movement might suffer (typically reduced by half, or to 20 ft./rd. in this case). A water-adapted bird might become clumsy in the air but “fly” with speed and grace just below the surface of the water. Finally, if the creature has a slashing or bludgeoning attack, this attack is not subject to the penalties described in Table 3–22: Combat Adjustments Underwater on page 92 of the Dungeon Master’s Guide. Instead, treat any wateradapted creature fighting underwater as if it enjoyed the benefits of a freedom of movement spell. [I][B]DIVING SPIDER, MONSTROUS[/B][/I] Some breeds of monstrous spider are adapted for an aquatic existence. Rather than constructing webs, they build submerged, air-filled domes of spidersilk where they lie in wait for prey to wander too close. Diving spiders spend their lives underwater, except for brief trips to the surface to replenish air. The spider’s furry body holds air bubbles that it releases into the dome. They are expert swimmers, unlike most spiders. A monstrous diving spider has the same statistics as a typical monstrous spider (see pages 288–289 of the Monster Manual), with the following adjustments: [B]Speed[/B]: A monstrous diving spider gains a swim speed of 30 feet. [B]Special Attacks[/B]: A monstrous diving spider retains all the special attacks of the typical monstrous spider, with one change. [B] Web (Ex)[/B]: Monstrous diving spiders cannot throw a web net, nor do they create sheets of sticky webbing. [B] Special Qualities[/B]: The monstrous diving spider retains all the special qualities of a typical monstrous spider, with the following adjustment. [B]Tremorsense (Ex)[/B]: A diving spider’s tremorsense allows it to detect and pinpoint creatures in the water as easily as those on land. [B]Hold Breath (Ex)[/B]: A diving spider can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. For a typical diving spider (Medium or Large), this is 48 rounds, or almost 5 minutes. [B]Skills[/B]: A diving spider 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. [B] Environment[/B]: Temperate aquatic. [I][B]SEA SNAKE[/B][/I] The sea snake is a particularly venomous variation on the typical viper that lives in warm, shallow seas. It typically attacks only if provoked. Even then it usually bites once and withdraws, waiting for the venom to take effect. Sea snakes have the same statistics as the vipers presented on page 280 of the Monster Manual, with the following adjustments: [B] Speed[/B]: 10 ft. (2 squares), swim 30 ft. [B] Poison (Ex)[/B]: A sea snake’s poison is extraordinarily virulent. It has a +2 racial bonus on the poison’s save DC. [B] Hold Breath (Ex)[/B]: A sea snake can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. For a typical sea snake, this is 66 rounds, or over 6 minutes. [B]Skills[/B]: A sea snake 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. [B]Environment[/B]: Warm aquatic. [I][B]Summoning Creatures with Summon spells[/B][/I] [IMG]http://elftown.com/stuff/stormwrack_summoningspelllist.png[/IMG] (**All of the above were added from [I][B]Stormwrack[/B][/I], 2005 - v3.5 pdf file) [/QUOTE]
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