• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Inspired by PotC - Dead Man's Chest: Seaclaimed Creature template


log in or register to remove this ad

DnDChick

Demon Queen of Templates
I vote that we hold off for a little while longer before trying to stat out and describe Davy Jones. We wouldn't want to venture too far into spoiler territory for those who haven't yet seen the movie!
 



Gothenem

Explorer
Hmm, When they land every 10 years.

I just thought about that. They go to shore every 10 years. No one mentions a crew full of monsters, so perhaps they take their normal forms at that time??

Also, I think the type should change to aberration.
 


Olly

First Post
Until we've got Jonesy, I'd say that it is unfinished. The seaclaimed and Davy Jones go hand in hand, I think.
 

DnDChick

Demon Queen of Templates
I like this template, and am converting it to True20 for use with my heavily PotC-influenced Skull and Bones True20 campaign. :D

I'll post it back here when I'm done.
 

DnDChick

Demon Queen of Templates
Here's my take on aTrue20 version of this template:


SEA-CLAIMED CREATURE (TEMPLATE)
Seafaring humanoids who face death’s door while on the ocean’s are sometimes paid a visit by the legendary pirate Davy Jones. They are offered an opportunity to avoid death, but in return must swear service to Jones and his ship, the Flying Dutchman, for a term of 100 years. Those who accept this fate are changed, becoming more like the creatures of the sea.

Creating A Sea-claimed Creature
“Sea-claimed” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). A sea-claimed creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature gains the aquatic subtype, but its creature type and other subtypes are unchanged. Size is unchanged. The base creature retains all levels in any heroic roles it has.

Speed: A sea-claimed creature gains a Swim speed equal to half the normal land speed of the base creature (not including any adjustments for feats or other traits).

Skills: A sea-claimed creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its Swim speed without making swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

Feats: The base creature retains all of its feats, and gains Nature Reading and Teleport as bonus powers if it didn’t already have them. The sea-claimed creature’s Teleport power is restricted in that it can only teleport at night and over water. The sea-claimed creature uses its total levels as its adept levels for these powers, and the key ability for them is Wisdom.

Saving Throws: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). The creature may gain additional natural armor based on random changes.

Combat: A sea-claimed creature retains all the attacks of the base creature and may also gain additional natural attacks based upon its random changes (see below).

Traits: A sea-claimed creature retains all the traits of the base creature and may also gain additional traits based upon its random changes (see below), as well as the following traits.

Amphibious: A sea-claimed creature can breathe air and water equally well. It is immune to the effects of pressure from extreme depth.

Deliver the Black Spot: By making a touch attack against someone who has attempted to escape a bargain with Davy Jones, a sea-claimed creature may place a sickly black spot on the target’s right hand. All sailors who see the black spot have their attitude towards that marked one have their attitude shifted one category away toward hostile, and Davy Jones and all who serve him receive a +2 bonus to attack and damage rolls against the one with the black spot. The mark persists as long as Davy Jones pursues the marked one. A sea-claimed creature may only deliver the black spot on Davy Jones’ direct orders.

Sea Change: Upon gaining this template, a sea-claimed creature gains 3 changes to its head, body, and limbs, determined randomly. For every decade of service on the Flying Dutchman, the creature gains an additional change. After each year of service, the sea-changed creature must succeed on a Difficulty 20 Will save or suffer 1 point of Charisma drain and gain another random change. If the creature’s Charisma reaches -5 in this manner, it merges with the Flying Dutchman for eternity.

Level Lag: +2

CHANGES
Roll Change To

1-6 Head
7-14 Body
15-20 Limb

HEAD
Roll Change

1 Hammerhead: The creature gains all-around vision and a bite attack that deals +1 damage.
2 Hermit Crab Head: The creature’s head becomes a hermit crab that can function as a separate creature. Treat it as a creature two size categories smaller than the base creature, with a land speed of 20 feet and a +2 natural armor bonus. While the head is separated from the body, the body is effectively blind. The head can reattach to the body as a full-round action.
3 Starfish Face: The creature gains fast healing +1 from the starfish’s blood mingling with its own.
4 Puffer Fish Head: The creature’s head becomes a puffer fish. When angered or frightened, its head inflates. This grants it a +2 bonus on Intimidate checks. Additionally, the creature gains a +2 bonus on saving throws vs. poison.
5 Lamprey Mouth: The creature’s mouth twists into the shape of that of a lamprey. The creature gains a bite attack that deals +1 damage. If it hits with its bite attack, it latches onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached sea-claimed creature loses its Dexterity bonus to Defense, and can be struck with a weapon or grappled itself. To remove an attached sea-claimed creature through grappling, the opponent must achieve a pin against the sea-claimed creature.
6 Angler Fish Jaws: The creature’s mouth transforms into the oversized jaws of an angler fish, granting it a bite attack that deals +1 damage.
7 Anemone Head: The sea-claimed creature’s head resembles a brightly-colored sea anemone. As a free action, the creature may cause its head to glow with furious color, granting it a +4 bonus on Intimidate checks for 1 round.
8 Whiskers: Catfish-like barbels sprout from the sea-claimed creature’s face, neck, or shoulders. This grants it blindsense to a range of 30 feet in water.
9 Spit Sand: 3/day, the creature can spew wet globs of sand at an opponent within 15 feet. On a failed Reflex save (Difficulty 10 + 1/2 sea-claimed creature’s total levels + sea-claimed creature’s Constitution), the opponent is blinded for 1 round.
10 Blindsense: The creature can sense the electrical impulses of other living things, giving it blindsense 60 feet.
11 Tusks: A pair of walrus-like tusks grow from the creature’s mouth (if it has one), giving it a bite attack that deas +2 damage.
12 Cold Dead Eyes: The creature gains cold dead shark’s eyes. It gains the Inspire (fear) feat as a bonus feat if it didn’t already have it. It uses its total levels as its expert levels for the purposes of this feat, and does not have to meet the Charisma prerequisite.
13 Eyestalks: The creature’s eyes extend outward on stalks like those of a sea snail, granting it all-around vision and a +4 bonus on Notice checks.
14 Driftwood Head: The sea-claimed creature’s head takes on the consistency of driftwood, granting it a +2 bonus on Will saves.
15 Gulper Mouth: The sea-claimed creature grows a distended jaw and a huge gullet. It gains the swallow whole special attack and can swallow creatures up to one size category smaller. Its gullet holds one creature of one size category smaller, two of two size categories smaller, 4 of three size categories smaller, 8 of four size categories smaller, 16 of five size categories smaller, and 32 of six or more size categories smaller.
16 Sea Lure: The creature’s head sprouts a glowing, bioluminescent extension that it can use to mesmerizes others. It gains the Inspire (awe) feat as a bonus feat if it didn’t already have it. It uses its total levels as its expert levels for the purposes of this feat, and does not have to meet the Charisma prerequisite.
17 Blindsight: The sea-claimed creature’s porpoise-like mouth allows it to “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to locate objects and creatures within 120 feet.
18 Leechlike Mouth: If the creature hits with its bite attack, it uses its sucker-like 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 sea-claimed creature loses its Dexterity bonus to Defense. An attached sea-claimed creature can be struck with a weapon or grappled itself. To remove an attached sea-claimed creature through grappling, the opponent must achieve a pin against the creature. A sea-claimed creature that is attached to its opponent deals 1 point of Constitution damage per round.
19 Siren’s Song: The creature can attempt to beguile creatures with its song. It receives a +4 bonus on Perform (sing) checks and gains the Fascinate (Perform) feat as a bonus feat if it didn’t already have it.
20 Swordfish Face: The creature’s face becomes like that of a swordfish. It gains a natural attack that deals +3 piercing damage.

BODY
Roll Change

1 Lobster Carapace: The creature gains a lobster-like carapace, further increasing its natural armor by an additional +2.
2 Jellyfish Tentacles: The creature grows a pair of jellyfish-like tentacles somewhere on its torso. The creature can transfer grappled victims to its tentacles as a move action. The tentacles grapple with the same strength as the creature’s other natural attacks but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a Fortitude save (Difficulty 10 + 1/2 the creature’s total levels + the creature’s Constitution) each round on the sea-claimed creature’s turn or be paralyzed for 6 rounds.
3 Fish Guts: A sea-claimed creature with this change has its innards replaced with dead, rotting fish. Lacking vital organs, the creature is immune to critical hits and sneak attacks.
4 Stingray Tail: A barbed, whip-like tail grows from the creature ending it a venomous stinger, granting it a sting attack as a secondary natural attack that deals +1 damage. The tail is poisonous (Fortitude Difficulty 10 + 1/2 creature’s total levels + creature’s Constitution, initial damage nauseated 2 hours, secondary damage 1 Dex). A creature that makes its saving throw against the poison’s initial damage is instead sickened for 2 rounds.
5 Bioluminescence: Numerous patches of bioluminescent matter dot the creature, giving off light equal to a torch. It can suppress this illumination or restore it once per round as a free action.
6 Flotsam-dotted Hide: Bits of flotsam (such as broken bits of masts, hull, and even ship’s wheels) dot the creatures hide, granting it a +1 armor bonus, but also imposing a -2 armor check penalty.
7 Ink Cloud: While submerged, the creature can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a losing fight. All vision within the cloud is obscured.
8 Krill Laden: The creature’s body is full of krill, and can release a cloud of these tiny crustaceans once per day that appears adjacent to the sea-claimed creature. The swarm returns to the sea-claimed creature’s body in 1 minute. If destroyed, a new swarm grows within the creature in 24 hours. Treat this as a spider swarm, with the following adjustments:
Speed: Swim 20 ft.
Combat: Swarm (+2)
Skills: Listen +4, Spot +4, Swim +11; A krill swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Swim checks. It uses its Dexterity modifier instead of its Strength modifier for Swim checks. 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.
Traits: Distraction
9 Electric Eel Flesh: Once per round, the creature can deliver an electrical shock to a single opponent within 5 feet. This attack deals +4 electricity damage to living opponents (Reflex half, Difficulty 10 + 1/2 creature’s total levels + creature’s Constitution).
10 Urchin Spines: The creature sprouts spines like those of a sea urchin over its body. Any creature grappling the sea-claimed creature takes +1 piercing damage.
11 Sponge Flesh: The creature’s flesh takes on the texture of a sea sponge, granting it damage reduction 2/slashing or piercing.
12 Kelp Creeper: The creature sprouts protrusions like those of a sea dragon, granting it a +4 bonus on Stealth checks in areas of aquatic vegetation.
13 Sea Slime: A slimy layer of mucus covers the creature’s body, granting it a +4 bonus on Escape Artist checks.
14 Shellfish Patches: Patches of mussels and similar shellfish grow over the creature’s body providing an additional +1 natural armor bonus and a 25% chance (16 or better on d20) to ignore extra damage from critical hits and sneak attacks.
15 Tangling Seaweed: Long strands of kelp and similar plants grow from the creature’s body. The sea-claimed can make touch attacks with a reach 5 ft. farther than the creature’s normal reach, gains a +2 bonus on grapple checks, and a +8 bonus on Stealth checks in areas of aquatic vegetation.
16 Coral Encrustation: Part of the creature’s body is encased in coral. This provides a +4 enhancement bonus to natural armor. Reduce the creature’s Dexterity by 1.
17 Gummy Secretions: The creature can exude a sticky secretion from its body. It has a +4 bonus on Climb and grapple checks. Most of the creature’s treasure can be found stuck to its body as a form of decoration.
18 Cartilaginous Skeleton: The creature’s skeleton (if it has one) becomes soft and pliable. It gains a +8 bonus on Escape Artist checks and DR 2/slashing and piercing.
19 Blubber: The natural insulation of the massive amount of blubber on the sea-claimed creature’s body gives it immunity to cold. The leathery skin that holds the rolling frame grants a +2 natural armor bonus. Reduce the creature’s Dexterity by 2.
20 Gut Eel: The creature’s stomach is an empty hole that has become the nest of a moray eel. Once per round, this eel can strike out at an opponent within 5 ft. with a +4 combat bonus. On a successful attack, it does +2 damage with a bite. This eel is supernatural and does not need to eat, sleep, or breathe. It can be pulled from the creature’s stomach with a successful grapple check but it reappears on the creature’s next turn.

LIMB
Roll Change

1-2 Lobster Claw: The base creature gains a claw attack that deals +1 damage, and gains the Improved Grab feat as a bonus feat if it didn’t already have it.
3-4 Tentacle: One of the base creature’s arms is replaced by a tentacle. It loses any natural attack it possessed with that limb, but gains Improve Grab as a bonus feat if it didn’t already have it. This attack has an additional 5 feet of reach than normal for the creature.
5-6 Barnacle Hands: Numerous barnacles grow from the creature’s hand, granting it a Climb speed of 10 ft. The creature gains a +8 bonus on Climb checks, and can take 10 on Climb checks even if rushed or threatened.
7-8 Webbed Digits: The creature’s hands and feet are webbed, granting it a +4 bonus on Swim checks.
9-10 Flipper Feet: The creature’s feet become flippers. Its swim speed improves to its normal land speed, but its base land speed is then reduced by half.
11-12 Anchor Arm: A boat anchor on a length of chain replaces one of the sea-claimed creature’s arms. Treat this arm as a spiked chain appropriate for the creature’s size that can never be disarmed. This is a natural attack, so no Exotic Weapon Proficiency feat is needed. The creature may not use the arm for any other functions, such as wielding a weapon, a shield, material components, etc.
13-14 Drown: The creature can make a special touch attack to try to fill an opponent’s lungs with water. The opponent can resist this effect with a Fortitude save (Difficulty 10 + 1/2 sea-claimed creature’s total levels + sea-claimed creature’s Charisma). On a failed save the opponent begins to drown.
15-16 Manta Wings: The creature grows a pair of powerful pectoral fins like those of a manta ray, which allow it to glide through the water at greater speed. Add +20 ft. to the creature’s swim speed.
17-18 Bull Shark’s Strength: The creature has the strength and testosterone of a bull shark. It gains a +4 bonus on Rush attacks.
19-20 Multiple Legs: The creature’s lower legs split into multiple crab-like legs. It gains a +4 bonus on Balance checks and a +2 bonus to resist trip attacks.
 
Last edited:


Voidrunner's Codex

Remove ads

Top