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<blockquote data-quote="frankthedm" data-source="post: 3128439" data-attributes="member: 1164"><p><strong>Deep ones, Mutant fishfolk.</strong></p><p></p><p>[sblock=Fiendish Mutant fishfolk]<strong>Size/Type: </strong> Medium aberration (aquatic, <span style="color: Red">Extraplanar</span>) </p><p><strong> Hit Dice: </strong> 2d8+4 (13 hp)</p><p><strong> Initiative: </strong> +2</p><p><strong> Speed: </strong> 20 ft. (4 squares), Swim 40 ft.</p><p><strong> Armor Class: </strong> 16 (+4 natural, +2 dex), touch 12, flat-footed 14</p><p><strong> Base Attack/Grapple: </strong> +1/+4</p><p><strong> Attack: </strong> Claw +5 melee (1d4+4) or Rake +5 [2d4+2] or Long spear +5 melee (1d8+6) or heavy crossbow +3 ranged (1d10/19-20).</p><p><strong> Full Attack: </strong> 2 Claws +5 melee (1d4+4) & bite +3 melee (2d4+2), or Long spear +5 melee (1d8+6) & bite +3 melee (2d4+2) or Heavy crossbow +3 ranged (1d10/19-20). </p><p><strong> Space/Reach: </strong> 5 ft./5 ft.</p><p><strong> Special Attacks: </strong> <span style="color: Red">Smite Good 1/day [+2 to damage]</span><strong> Special Qualities: </strong> <span style="color: Red">Darkvision 60’</span>, Low light vision, <span style="color: Red">Resist fire and cold 5, SR 7</span> </p><p><strong> Saves: </strong> Fort +2, Ref +2, Will +3</p><p><strong> Abilities: </strong> Str 19, Dex 15, Con 14, Int 11, Wis 10, Cha 6</p><p><strong> Skills: </strong> Climb +5, Hide+7*, Listen +6*, move silently +6, Spot +6* </p><p><strong> Feats: </strong> Multiattack (1HD)</p><p><strong> Environment: </strong> </p><p><strong> Organization: </strong> </p><p><strong> Challenge Rating: </strong> 2</p><p><strong> Treasure: </strong> Standard (Double art objects; gold only)</p><p><strong> Alignment: </strong> Pretty darn evil most of the time.</p><p><strong> Advancement: </strong> 3-6 medium, 7-13 HD Large, 14-26 huge</p><p></p><p>These creatures typically speak an older version of Common & Aquaan.</p><p></p><p>Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. </p><p></p><p>Combat</p><p>These creatures are proficient with all simple weapons, favoring those that work underwater.</p><p></p><p>Rake (Ex): Attack bonus: same as claw, damage (2d4+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.</p><p></p><p>Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. </p><p></p><p>A mutant fishfolk 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. </p><p>[/sblock][sblock=Mature Mutant Fishfolk]</p><p><strong>Size/Type: </strong> Medium aberration (aquatic)</p><p><strong> Hit Dice: </strong> 6d8+12 (42 hp)</p><p><strong> Initiative: </strong> +2</p><p><strong> Speed: </strong> 20 ft. (4 squares), Swim 40 ft.</p><p><strong> Armor Class: </strong> 16 (+4 natural, +2 dex), touch 12, flat-footed 14</p><p><strong> Base Attack/Grapple: </strong> +4/+8</p><p><strong> Attack: </strong> Claw +9 melee (1d4+5) or Rake +9 [2d4+2] or Long spear +9 melee (1d8+7) or heavy crossbow +6 ranged (1d10/19-20).</p><p><strong> Full Attack: </strong> 2 Claws +9 melee (1d4+4) & bite +7 melee (2d4+2), or Long spear +9 melee (1d8+7) & bite +7 melee (2d4+2) or Heavy crossbow +6 ranged (1d10/19-20). </p><p><strong> Space/Reach: </strong> 5 ft./5 ft.</p><p><strong> Special Attacks: </strong> Rake 2d4+2</p><p> <strong> Special Qualities: </strong> Low light vision, </p><p><strong> Saves: </strong> Fort +6, Ref +4, Will +5</p><p><strong> Abilities: </strong> Str 20, Dex 15, Con 14, Int 12, Wis 10, Cha 6</p><p><strong> Skills: </strong> Hide+7*, Listen +9*, move silently +6, Spot +9*, Swim +12</p><p><strong> Feats: </strong> Multiattack (1HD) Power Attack (3HD), Great Fortitude(6HD)</p><p><strong> Environment: </strong> Costal waters.</p><p><strong> Organization: </strong> As needed </p><p><strong> Challenge Rating: </strong> 3</p><p><strong> Treasure: </strong> Standard (Double art objects; gold only)</p><p><strong> Alignment: </strong> Pretty darn evil most of the time.</p><p><strong> Advancement: </strong> 7-13 HD Large, 14-26 huge</p><p></p><p>These creatures typically speak broken Common & Aquaan. </p><p></p><p>Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. </p><p></p><p>Combat</p><p>These creatures are proficient with all simple weapons, favoring those that work underwater.</p><p></p><p>Rake (Ex): Attack bonus: same as claw, damage (2d4+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.</p><p></p><p>Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. </p><p></p><p>A mutant fishfolk 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. [/sblock][sblock=Elder Mutant fishfolk]</p><p><strong>Size/Type: </strong> Large aberration (aquatic)</p><p><strong> Hit Dice: </strong> 10d8+ 40 (88hp)</p><p><strong> Initiative: </strong> +2</p><p><strong> Speed: </strong> 20 ft. (4 squares), Swim 40 ft.</p><p><strong> Armor Class: </strong> 17 (+6 natural, +2 dex, -1 size), touch 12, flat-footed 14</p><p><strong> Base Attack/Grapple: </strong> +7/+20</p><p><strong> Attack: </strong> Claw +15 melee (1d6+9) or Rake +15 [2d4+4] or Large Long spear +15 melee (2d6+13) or Large heavy crossbow +8 ranged (1d10/19-20 or Large javelin +8 ranged (1d8+9).).</p><p><strong> Full Attack: </strong> 2 Claws +15 melee (1d6+9) & bite +13 melee (2d6+4), or Large Long spear +15 melee (2d6+13 x3) & bite +13 melee (2d6+4) or Large Heavy crossbow +8 ranged (2d8/19-20) or Large javelin +8 ranged (1d8+9). </p><p><strong> Space/Reach: </strong> 10 ft./10 ft.</p><p><strong> Special Attacks: </strong> Rake 2d6+4</p><p> <strong> Special Qualities: </strong> Low light vision,</p><p><strong> Saves: </strong> Fort +12, Ref +5, Will +7</p><p><strong> Abilities: </strong> Str 28, Dex 14, Con 18, Int 11, Wis 10, Cha 6</p><p><strong> Skills: </strong> Hide+7*, Listen +9*, move silently +6, Spot +9*, Swim +12, Survival +4</p><p><strong> Feats: </strong> Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD</p><p><strong> Environment: </strong> Deep waters.</p><p><strong> Organization: </strong> As needed </p><p><strong> Challenge Rating: </strong> 5</p><p><strong> Treasure: </strong> Standard (Double art objects; gold only)</p><p><strong> Alignment: </strong> Pretty darn evil most of the time.</p><p><strong> Advancement: </strong> 11-13 HD Large, 14-26 huge</p><p></p><p>These creatures typically speak common, learning Aquaan or a similar language as they adapt to life in the sea. </p><p></p><p>Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. </p><p></p><p>Combat</p><p>These creatures are proficient with all simple weapons, favoring those that work underwater.</p><p></p><p>Rake (Ex): Attack bonus: same as claw, damage (2d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.</p><p></p><p>Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. </p><p></p><p>A mutant fishfolk 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. [/sblock][sblock=Seasoned Elder Mutant fishfolk]</p><p><strong>Size/Type: </strong> Large aberration (aquatic)</p><p><strong> Hit Dice: </strong> 13d8+ 52 [110HP]</p><p><strong> Initiative: </strong> +2</p><p><strong> Speed: </strong> 20 ft. (4 squares), Swim 40 ft.</p><p><strong> Armor Class: </strong> 17 (+6 natural, +2 dex, -1 size), touch 12, flat-footed 14</p><p><strong> Base Attack/Grapple: </strong> +9/+22</p><p><strong> Attack: </strong> Claw +17 melee (1d6+9) or Rake +17 [2d4+4] or Large Long spear +17 melee (2d6+13) or Large heavy crossbow +10 ranged (1d10/19-20 or Large javelin +10 ranged (1d8+9).).</p><p><strong> Full Attack: </strong> 2 Claws +17 melee (1d6+9) & bite +15 melee (2d6+4), or Large Long spear +17/+12 melee (2d6+13 x3) & bite +15 melee (2d6+4) or Large Heavy crossbow +10 ranged (2d8/19-20) or Large javelin +10 ranged (1d8+9). </p><p><strong> Space/Reach: </strong> 10 ft./10 ft.</p><p><strong> Special Attacks: </strong> Rake 2d6+4</p><p> <strong> Special Qualities: </strong> Low light vision,</p><p><strong> Saves: </strong> Fort +10, Ref +6, Will +8</p><p><strong> Abilities: </strong> Str 28, Dex 14, Con 18, Int 12, Wis 10, Cha 6</p><p><strong> Skills: </strong> Hide+13*, Listen +12*, move silently +12, Spot +12*, Swim +12, Survival +4</p><p><strong> Feats: </strong> Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD, Blind-fight(12HD)</p><p><strong> Environment: </strong> Deep waters.</p><p><strong> Organization: </strong> As needed </p><p><strong> Challenge Rating: </strong> 6</p><p><strong> Treasure: </strong> Standard (Double art objects; gold only)</p><p><strong> Alignment: </strong> Pretty darn evil most of the time.</p><p><strong> Advancement: </strong> 14-26 huge</p><p></p><p>These creatures typically speak broken Common & Aquaan..</p><p></p><p>Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. </p><p></p><p>Combat</p><p>These creatures are proficient with all simple weapons, favoring those that work underwater.</p><p></p><p>Rake (Ex): Attack bonus: same as claw, damage (2d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.</p><p></p><p>Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. </p><p></p><p>A mutant fishfolk 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. [/sblock] [sblock= Ancient Mutant fishfolk]</p><p><strong>Size/Type: </strong> Huge aberration (aquatic)</p><p><strong> Hit Dice: </strong> 14d8+84 (147hp)</p><p><strong> Initiative: </strong> +1</p><p><strong> Speed: </strong> 20 ft. (4 squares), Swim 40 ft.</p><p><strong> Armor Class: </strong> 18 (+9 natural, +1 dex, -2 size), touch 12, flat-footed 14</p><p><strong> Base Attack/Grapple: </strong> +9/+30</p><p><strong> Attack: </strong> Claw +20 melee (1d8+13) or Rake +20 [3d6+6] or Huge Long spear +20 melee (3d6+19 19-20 x3) or Huge heavy crossbow +8 ranged (3d8/19-20 or Huge javelin +8 ranged (2d6+13).</p><p><strong> Full Attack: </strong> 2 Claws +15 melee (1d8+13) & bite +13 melee (3d6+6), or Huge Long spear +20/+15 melee (3d6+19 19-20 x3) & bite +18 melee (3d6+6) or Large Heavy crossbow +8 ranged (3d8/19-20) or Large javelin +8 ranged (2d6+13). </p><p><strong> Space/Reach: </strong> 15 ft./15 ft.</p><p><strong> Special Attacks: </strong> Rake 2d6+4</p><p> <strong> Special Qualities: </strong> Amphibious, Low light vision</p><p><strong> Saves: </strong> Fort +12, Ref +5, Will +9</p><p><strong> Abilities: </strong> Str 36, Dex 12, Con 22, Int 12, Wis 10, Cha 6</p><p><strong> Skills: </strong> Hide+10*, Listen +14*, move silently +10, Spot +14*, Swim +21, Survival +2</p><p><strong> Feats: </strong> Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD, Improved critical [Long Spear]12HD</p><p><strong> Environment: </strong> Deep waters.</p><p><strong> Organization: </strong> As needed </p><p><strong> Challenge Rating: </strong> 10 [see below]</p><p><strong> Treasure: </strong> Standard (Double art objects; gold only)</p><p><strong> Alignment: </strong> Pretty darn evil most of the time.</p><p><strong> Advancement: </strong> 15-26 huge</p><p></p><p>These creatures typically speak common, learning Aquaan or a similar language as they adapt to life in the sea. </p><p></p><p>Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. </p><p></p><p>Combat</p><p>These creatures are proficient with all simple weapons, favoring those that work underwater.</p><p></p><p>Rake (Ex): Attack bonus: same as claw, damage (3d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming.</p><p></p><p>Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. </p><p></p><p>A mutant fishfolk 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. </p><p></p><p>Note: CR 10 is approximately where this creature’s combat potency puts it at. Aberrations are usually not built so “beat down” as Monte made the D20 deep ones, so their normal HD advancement of 4HD / 1CR needs slight evaluation [which would place this specimen at CR7]. Approximately between a fire and a cloud giants potency, but notably worse AC. A comparatively negligible ranged attack and far worse saves than the cloud giant as well. I’d almost say the Cloud’s 11 rather than the fire’s 10, but the lacking the Fire giant’s immunity to the most common energy attack and lacking the BaB for the 3rd weapon swing I’d say keep it at 10.[/sblock]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3128439, member: 1164"] [b]Deep ones, Mutant fishfolk.[/b] [sblock=Fiendish Mutant fishfolk][b]Size/Type: [/b] Medium aberration (aquatic, [COLOR=Red]Extraplanar[/COLOR]) [b] Hit Dice: [/b] 2d8+4 (13 hp) [b] Initiative: [/b] +2 [b] Speed: [/b] 20 ft. (4 squares), Swim 40 ft. [b] Armor Class: [/b] 16 (+4 natural, +2 dex), touch 12, flat-footed 14 [b] Base Attack/Grapple: [/b] +1/+4 [b] Attack: [/b] Claw +5 melee (1d4+4) or Rake +5 [2d4+2] or Long spear +5 melee (1d8+6) or heavy crossbow +3 ranged (1d10/19-20). [b] Full Attack: [/b] 2 Claws +5 melee (1d4+4) & bite +3 melee (2d4+2), or Long spear +5 melee (1d8+6) & bite +3 melee (2d4+2) or Heavy crossbow +3 ranged (1d10/19-20). [b] Space/Reach: [/b] 5 ft./5 ft. [b] Special Attacks: [/b] [COLOR=Red]Smite Good 1/day [+2 to damage][/COLOR][b] Special Qualities: [/b] [COLOR=Red]Darkvision 60’[/COLOR], Low light vision, [COLOR=Red]Resist fire and cold 5, SR 7[/COLOR] [b] Saves: [/b] Fort +2, Ref +2, Will +3 [b] Abilities: [/b] Str 19, Dex 15, Con 14, Int 11, Wis 10, Cha 6 [b] Skills: [/b] Climb +5, Hide+7*, Listen +6*, move silently +6, Spot +6* [b] Feats: [/b] Multiattack (1HD) [b] Environment: [/b] [b] Organization: [/b] [b] Challenge Rating: [/b] 2 [b] Treasure: [/b] Standard (Double art objects; gold only) [b] Alignment: [/b] Pretty darn evil most of the time. [b] Advancement: [/b] 3-6 medium, 7-13 HD Large, 14-26 huge These creatures typically speak an older version of Common & Aquaan. Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. Combat These creatures are proficient with all simple weapons, favoring those that work underwater. Rake (Ex): Attack bonus: same as claw, damage (2d4+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming. Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A mutant fishfolk 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. [/sblock][sblock=Mature Mutant Fishfolk] [b]Size/Type: [/b] Medium aberration (aquatic) [b] Hit Dice: [/b] 6d8+12 (42 hp) [b] Initiative: [/b] +2 [b] Speed: [/b] 20 ft. (4 squares), Swim 40 ft. [b] Armor Class: [/b] 16 (+4 natural, +2 dex), touch 12, flat-footed 14 [b] Base Attack/Grapple: [/b] +4/+8 [b] Attack: [/b] Claw +9 melee (1d4+5) or Rake +9 [2d4+2] or Long spear +9 melee (1d8+7) or heavy crossbow +6 ranged (1d10/19-20). [b] Full Attack: [/b] 2 Claws +9 melee (1d4+4) & bite +7 melee (2d4+2), or Long spear +9 melee (1d8+7) & bite +7 melee (2d4+2) or Heavy crossbow +6 ranged (1d10/19-20). [b] Space/Reach: [/b] 5 ft./5 ft. [b] Special Attacks: [/b] Rake 2d4+2 [b] Special Qualities: [/b] Low light vision, [b] Saves: [/b] Fort +6, Ref +4, Will +5 [b] Abilities: [/b] Str 20, Dex 15, Con 14, Int 12, Wis 10, Cha 6 [b] Skills: [/b] Hide+7*, Listen +9*, move silently +6, Spot +9*, Swim +12 [b] Feats: [/b] Multiattack (1HD) Power Attack (3HD), Great Fortitude(6HD) [b] Environment: [/b] Costal waters. [b] Organization: [/b] As needed [b] Challenge Rating: [/b] 3 [b] Treasure: [/b] Standard (Double art objects; gold only) [b] Alignment: [/b] Pretty darn evil most of the time. [b] Advancement: [/b] 7-13 HD Large, 14-26 huge These creatures typically speak broken Common & Aquaan. Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. Combat These creatures are proficient with all simple weapons, favoring those that work underwater. Rake (Ex): Attack bonus: same as claw, damage (2d4+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming. Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A mutant fishfolk 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. [/sblock][sblock=Elder Mutant fishfolk] [b]Size/Type: [/b] Large aberration (aquatic) [b] Hit Dice: [/b] 10d8+ 40 (88hp) [b] Initiative: [/b] +2 [b] Speed: [/b] 20 ft. (4 squares), Swim 40 ft. [b] Armor Class: [/b] 17 (+6 natural, +2 dex, -1 size), touch 12, flat-footed 14 [b] Base Attack/Grapple: [/b] +7/+20 [b] Attack: [/b] Claw +15 melee (1d6+9) or Rake +15 [2d4+4] or Large Long spear +15 melee (2d6+13) or Large heavy crossbow +8 ranged (1d10/19-20 or Large javelin +8 ranged (1d8+9).). [b] Full Attack: [/b] 2 Claws +15 melee (1d6+9) & bite +13 melee (2d6+4), or Large Long spear +15 melee (2d6+13 x3) & bite +13 melee (2d6+4) or Large Heavy crossbow +8 ranged (2d8/19-20) or Large javelin +8 ranged (1d8+9). [b] Space/Reach: [/b] 10 ft./10 ft. [b] Special Attacks: [/b] Rake 2d6+4 [b] Special Qualities: [/b] Low light vision, [b] Saves: [/b] Fort +12, Ref +5, Will +7 [b] Abilities: [/b] Str 28, Dex 14, Con 18, Int 11, Wis 10, Cha 6 [b] Skills: [/b] Hide+7*, Listen +9*, move silently +6, Spot +9*, Swim +12, Survival +4 [b] Feats: [/b] Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD [b] Environment: [/b] Deep waters. [b] Organization: [/b] As needed [b] Challenge Rating: [/b] 5 [b] Treasure: [/b] Standard (Double art objects; gold only) [b] Alignment: [/b] Pretty darn evil most of the time. [b] Advancement: [/b] 11-13 HD Large, 14-26 huge These creatures typically speak common, learning Aquaan or a similar language as they adapt to life in the sea. Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. Combat These creatures are proficient with all simple weapons, favoring those that work underwater. Rake (Ex): Attack bonus: same as claw, damage (2d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming. Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A mutant fishfolk 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. [/sblock][sblock=Seasoned Elder Mutant fishfolk] [b]Size/Type: [/b] Large aberration (aquatic) [b] Hit Dice: [/b] 13d8+ 52 [110HP] [b] Initiative: [/b] +2 [b] Speed: [/b] 20 ft. (4 squares), Swim 40 ft. [b] Armor Class: [/b] 17 (+6 natural, +2 dex, -1 size), touch 12, flat-footed 14 [b] Base Attack/Grapple: [/b] +9/+22 [b] Attack: [/b] Claw +17 melee (1d6+9) or Rake +17 [2d4+4] or Large Long spear +17 melee (2d6+13) or Large heavy crossbow +10 ranged (1d10/19-20 or Large javelin +10 ranged (1d8+9).). [b] Full Attack: [/b] 2 Claws +17 melee (1d6+9) & bite +15 melee (2d6+4), or Large Long spear +17/+12 melee (2d6+13 x3) & bite +15 melee (2d6+4) or Large Heavy crossbow +10 ranged (2d8/19-20) or Large javelin +10 ranged (1d8+9). [b] Space/Reach: [/b] 10 ft./10 ft. [b] Special Attacks: [/b] Rake 2d6+4 [b] Special Qualities: [/b] Low light vision, [b] Saves: [/b] Fort +10, Ref +6, Will +8 [b] Abilities: [/b] Str 28, Dex 14, Con 18, Int 12, Wis 10, Cha 6 [b] Skills: [/b] Hide+13*, Listen +12*, move silently +12, Spot +12*, Swim +12, Survival +4 [b] Feats: [/b] Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD, Blind-fight(12HD) [b] Environment: [/b] Deep waters. [b] Organization: [/b] As needed [b] Challenge Rating: [/b] 6 [b] Treasure: [/b] Standard (Double art objects; gold only) [b] Alignment: [/b] Pretty darn evil most of the time. [b] Advancement: [/b] 14-26 huge These creatures typically speak broken Common & Aquaan.. Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. Combat These creatures are proficient with all simple weapons, favoring those that work underwater. Rake (Ex): Attack bonus: same as claw, damage (2d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming. Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A mutant fishfolk 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. [/sblock] [sblock= Ancient Mutant fishfolk] [b]Size/Type: [/b] Huge aberration (aquatic) [b] Hit Dice: [/b] 14d8+84 (147hp) [b] Initiative: [/b] +1 [b] Speed: [/b] 20 ft. (4 squares), Swim 40 ft. [b] Armor Class: [/b] 18 (+9 natural, +1 dex, -2 size), touch 12, flat-footed 14 [b] Base Attack/Grapple: [/b] +9/+30 [b] Attack: [/b] Claw +20 melee (1d8+13) or Rake +20 [3d6+6] or Huge Long spear +20 melee (3d6+19 19-20 x3) or Huge heavy crossbow +8 ranged (3d8/19-20 or Huge javelin +8 ranged (2d6+13). [b] Full Attack: [/b] 2 Claws +15 melee (1d8+13) & bite +13 melee (3d6+6), or Huge Long spear +20/+15 melee (3d6+19 19-20 x3) & bite +18 melee (3d6+6) or Large Heavy crossbow +8 ranged (3d8/19-20) or Large javelin +8 ranged (2d6+13). [b] Space/Reach: [/b] 15 ft./15 ft. [b] Special Attacks: [/b] Rake 2d6+4 [b] Special Qualities: [/b] Amphibious, Low light vision [b] Saves: [/b] Fort +12, Ref +5, Will +9 [b] Abilities: [/b] Str 36, Dex 12, Con 22, Int 12, Wis 10, Cha 6 [b] Skills: [/b] Hide+10*, Listen +14*, move silently +10, Spot +14*, Swim +21, Survival +2 [b] Feats: [/b] Multiattack (1HD), Power Attack (3HD), Great Fortitude(6HD), Combat Reflexes 9HD, Improved critical [Long Spear]12HD [b] Environment: [/b] Deep waters. [b] Organization: [/b] As needed [b] Challenge Rating: [/b] 10 [see below] [b] Treasure: [/b] Standard (Double art objects; gold only) [b] Alignment: [/b] Pretty darn evil most of the time. [b] Advancement: [/b] 15-26 huge These creatures typically speak common, learning Aquaan or a similar language as they adapt to life in the sea. Their treasures often consist of mundane items, made primarily from strange whitish gold, along with jewelry of the same nature. Combat These creatures are proficient with all simple weapons, favoring those that work underwater. Rake (Ex): Attack bonus: same as claw, damage (3d6+ 1/2 Str bonus). A Mutant fishfolk also gains two rake attacks when it attacks while swimming. Skills * Mutant fishfolk have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A mutant fishfolk 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. Note: CR 10 is approximately where this creature’s combat potency puts it at. Aberrations are usually not built so “beat down” as Monte made the D20 deep ones, so their normal HD advancement of 4HD / 1CR needs slight evaluation [which would place this specimen at CR7]. Approximately between a fire and a cloud giants potency, but notably worse AC. A comparatively negligible ranged attack and far worse saves than the cloud giant as well. I’d almost say the Cloud’s 11 rather than the fire’s 10, but the lacking the Fire giant’s immunity to the most common energy attack and lacking the BaB for the 3rd weapon swing I’d say keep it at 10.[/sblock] [/QUOTE]
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