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<blockquote data-quote="Crinos" data-source="post: 2994533" data-attributes="member: 8577"><p>Next up, from the Plansecape appendix volume three, comes the Bzastra. </p><p></p><p>Bzastra</p><p>Medium sized magical creature (Water, extraplanar)</p><p>Hit Dice: 5d10 (28 hp)</p><p>Initiative: +0</p><p>Speed: swim 20 ft. </p><p>Armor Class: 14 (+4 natural) or 20 (+4 natural, +6 reflection)</p><p>BAB/Grapple:+5/+5</p><p> Attack: water blast +5</p><p>Full Attack: Water blast +5 (2d6 damage)</p><p>Space/Reach: 5ft./5ft</p><p>Special Attacks: Telekinesis</p><p> Special Qualities: Telekinesis, spell like abilities, spell vulnerability</p><p>Saves: Abilities: Fort: +4, Ref: +4, Will: +5</p><p>Abilities: Str: 10 Dex: 11 Con: 10 Intelligence: 18 Wisdom: 15 Charisma: 13</p><p>Skills: handle animal +9, hide +5, knowledge (Plane of water) +12, listen +9, search +11, spot +12</p><p>Feats: Skill focus (Telekinesis), combat casting, Iron will, spell penetration, Alertness</p><p>Environment: Elemental plane of water</p><p>Organization: solitary or group (2-6)</p><p>Challenge Rating: 3</p><p>Treasure: standard</p><p>Alignment: usually neutral</p><p>Advancement: 6-10 (medium) 11-20 (large) </p><p>Level Adjustment:-</p><p>the Bzastra is a unique, magical creature made from the combination of two non sentient creatures on the elemental plane of water; a rare type of seaweed called blue waterwhip, and three to six scaled ring animals. When these two mundane (comparatively) creatures cross paths, they combine into a clever and free willed being capable of manipulating the currents of the elemental plane of water. </p><p></p><p>Bzastra communicate via telepathy.</p><p></p><p>Combat: Bzastra are generally peacable creatures, only fighting if provoked. Their standard attack is to telekinetically blast their opponents with water. </p><p></p><p>Telekinesis (su): The Bzastra can manipulate the water around themselves, using it as a weapon andinflicting 2d6 damage with an attack. the Bzastra can also simulate the effects of a hold monster spell (DC 21, cast at 5th level, saves are intelligence based). finally, the Bzastra can project a barrier around its body that repels damage, adding a +6 deflection bonus to its AC. the bzastra is also able to manipulate up to 200 pounds with this ability. </p><p>Spell like abilities (Sp): One per round, at will, as a 5th level caster: Animal growth (DC 19), Plant growth, Blink, Detect thoughts (DC 16), Suggestion (DC 17) and Water breathing (on others only, DC 17)</p><p>Spell vulnerability (Su): Due to the mystical nature of the Bzastra's existence, a successful dispel magic will render the bzastra into its component parts (the ring beasts and blue waterwhips that hold them together. This deals no damage, and is the only known way to seperate the bzastra without killing it.</p></blockquote><p></p>
[QUOTE="Crinos, post: 2994533, member: 8577"] Next up, from the Plansecape appendix volume three, comes the Bzastra. Bzastra Medium sized magical creature (Water, extraplanar) Hit Dice: 5d10 (28 hp) Initiative: +0 Speed: swim 20 ft. Armor Class: 14 (+4 natural) or 20 (+4 natural, +6 reflection) BAB/Grapple:+5/+5 Attack: water blast +5 Full Attack: Water blast +5 (2d6 damage) Space/Reach: 5ft./5ft Special Attacks: Telekinesis Special Qualities: Telekinesis, spell like abilities, spell vulnerability Saves: Abilities: Fort: +4, Ref: +4, Will: +5 Abilities: Str: 10 Dex: 11 Con: 10 Intelligence: 18 Wisdom: 15 Charisma: 13 Skills: handle animal +9, hide +5, knowledge (Plane of water) +12, listen +9, search +11, spot +12 Feats: Skill focus (Telekinesis), combat casting, Iron will, spell penetration, Alertness Environment: Elemental plane of water Organization: solitary or group (2-6) Challenge Rating: 3 Treasure: standard Alignment: usually neutral Advancement: 6-10 (medium) 11-20 (large) Level Adjustment:- the Bzastra is a unique, magical creature made from the combination of two non sentient creatures on the elemental plane of water; a rare type of seaweed called blue waterwhip, and three to six scaled ring animals. When these two mundane (comparatively) creatures cross paths, they combine into a clever and free willed being capable of manipulating the currents of the elemental plane of water. Bzastra communicate via telepathy. Combat: Bzastra are generally peacable creatures, only fighting if provoked. Their standard attack is to telekinetically blast their opponents with water. Telekinesis (su): The Bzastra can manipulate the water around themselves, using it as a weapon andinflicting 2d6 damage with an attack. the Bzastra can also simulate the effects of a hold monster spell (DC 21, cast at 5th level, saves are intelligence based). finally, the Bzastra can project a barrier around its body that repels damage, adding a +6 deflection bonus to its AC. the bzastra is also able to manipulate up to 200 pounds with this ability. Spell like abilities (Sp): One per round, at will, as a 5th level caster: Animal growth (DC 19), Plant growth, Blink, Detect thoughts (DC 16), Suggestion (DC 17) and Water breathing (on others only, DC 17) Spell vulnerability (Su): Due to the mystical nature of the Bzastra's existence, a successful dispel magic will render the bzastra into its component parts (the ring beasts and blue waterwhips that hold them together. This deals no damage, and is the only known way to seperate the bzastra without killing it. [/QUOTE]
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