D&D 3E/3.5 Knightfall's "Aquatic Creature Fun" Thread (Retired)

Knightfall

World of Kulan DM
Krishnath said:
Ethereal Marauders huh, that I have to see.

Heh, see above.

As for the other ideas:

Aquatic Outsiders - There are a few aquatic demons in the fiend folio, but I would love to see more of these.

I think you'll be pleased with what is fermenting in my mind.

Aquatic animal and dinosaurs variants - Wanna see my dolphins? Also I'm working on a swarm creature that is aquatic: School of Piranha. Would love to see the stats for the Manta (or Devil) ray, both variaties. giant and common.

Think aquatic megaraptor... heh. And go ahead and post your dolphin. I can't promise I won't turn it into an anthropomorph, though. :)

Sea Cloaker - This makes sense, the cloaker looks like a ray anyways.

The true devil rays of the sea.

Sea Gnoll - Allready in existance, they're called Sahuagin. :D

hmm, good point. I think I'll skip that one.

Sea Gnome - Why?

Later,

Why not! ;) who says that only elves should have a sea-dwelling variant.

Cheers!

KF72
 

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Knightfall

World of Kulan DM
Gnome, Kelp
Small Humanoid (Aquatic, Gnome)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2 (Dex)
Speed: 20 ft., swim 40 ft.
AC: 16 (+2 Dex, +1 size, +2 natural, +1 small shield)
Attacks: Small trident +4 melee
Damage: Small trident 1d6-1
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits, druidic magic
Special Qualities: Racial traits, speak with animal, scent
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
Skills: Listen +5, Spot +3
Feats: Weapon Finesse (trident)

Climate/Terrain: Any aquatic
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 sea lions)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2

These aquatic gnomes are known for dwelling in and around floating kelp beds, creating intricately woven homes out of the kelp, while also preserving it. They get along well with merfolk, sea elves and tritons.
Kelp gnomes speak Gnome and Aquan.

Combat
Kelp gnomes make heavy use of water magic and carefully prepared ambushes and traps whenever they can. They never wear armor but use strengthened shell-like shields for extra protection. Kelp gnomes often fight with tridents that have been created smaller for them by allies such as sea elves.

Druidic Magic (Su): Kelp gnomes with Wisdom scores of 10 or higher may cast create water, purify food and drink, and resistance, each once per day as a 1st-level druid (spell failure penalties for armor apply).

Speak with Animal (Sp): Once per day a gnome can use speak with animal as a 1st-level druid to communicate with a marine-dwelling mammal (dolphin, otter, etc.).

Kelp Gnome Characters
Kelp gnomes favor the druid class. Kelp gnomes worship the gods of the Gnomish Pantheon but also worship the key elven sea god, Deep Sashelas.

Kelp Gnome Traits
Kelp gnomes benefit from a number of racial traits:
-> -2 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom
-> Small: Kelp gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
-> Darkvision 60 ft.
-> Low-light Vision: Kelp gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
-> Druidic Magic (Su): As per the description under Combat.
-> Speak with Animal (Sp): As per the description under Combat.
-> Scent (Ex): A kelp gnome can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
-> +2 racial bonus to saving throws against water-based magic.
-> +1 racial bonus to attack rolls against kuo-toa and sahuagin.
-> +4 dodge bonus against creature with the Giant type.
-> Skills: Kelp gnomes receive a +2 racial bonus to Listen checks, for their keen hearing. A kelp gnome’s swim speed gives it a +8 racial bonus on Swim checks.
-> Automatic Languages: Gnome and Aquan. Bonus Languages: Elf, Kuo-Toan, Sahuagin, and Undercommon.
-> Favored Class: Druid.
-> ECL: 3
 
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Knightfall

World of Kulan DM
Celestial, Half-Water Elemental/Half-Hound Archon (Water Dog Archon)
Medium-Size Outsider (Good, Lawful, Water)
Hit Dice: 6d8+12 (39 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft. or 60 ft.*
AC: 20 (+10 natural)
Attacks: Bite +9 melee, 2 slams +4 melee; or large trident +9/+4 melee, bite +4 melee
Damage: Bite 1d8+3, slam 1d4+1; or large trident 2d6+3, bite 1d8+1
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 16, celestial qualities, scent, alternate form, immune to disease and earth-based effects
Saves: Fort +7, Ref +5, Will +7
Abilities: Str 17 (+3), Dex 10 (+0), Con 15 (+2), Int 12 (+1), Wis 15 (+2), Cha 14 (+2)
Skills: Concentration +13, Hide +10*, Jump +13, Listen +12, Move Silently +10, Sense Motive +12, Spot +12, Survival +12 *, Swim +11
Feats: Ability Focus (aura of menace), Improved Initiative, Track

Climate/Terrain: The Elemental Plane of Water
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)

Water dog archons speak Celestial and Aquan.

Combat
Alternate Form (Su): Water dog archons can assume any canine form (except that of a werewolf or other lycanthrope) as a standard action. This ability is similar to the polymorph self spell but allows only canines.
*While in canine form, water dog archons gain the higher of the two listed speeds and a +4 circumstance bonus to Hide and Survival checks.

Celestial Qualities: Aura of menace (save DC 18), keen vision, magic circle against evil, electricity and petrification immunity, teleport, tongues, +8 save against poison. (See the Monster Manual for the description of these Celestial Qualities.)

Spell-Like Abilities: At will – aid, continual flame, detect evil, and message. These abilities are as the spells cast by a 6th-level sorcerer. 1/day – fog cloud, obscuring mist, and water breathing. These abilities are as the spells cast by a 6th-level cleric.

Skills: A water dog archon’s swim speed gives it a +8 racial bonus on Swim checks.
 
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Knightfall

World of Kulan DM
Sea Leonal (Guardinal)
Medium-Size Outsider (Aquatic, Good)
Hit Dice: 12d8+36 (90 hp)
Initiative: +5 (Dex)
Speed: 60 ft., swim 40 ft.
AC: 21 (+5 Dex, +16 natural)
Attacks: 2 claws +17 melee, bite +12 melee
Damage: Claw 1d6+5, bite 1d8+2
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Roar, pounce, improved grab, rake 1d6+5, spell-like abilities
Special Qualities: Damage reduction 25/+3, SR 28, protective aura, celestial qualities, scent
Saves: Fort +11, Ref +13, Will +11
Abilities: Str 21 (+5), Dex 21 (+5), Con 17 (+3), Int 14 (+2), Wis 16 (+3), Cha 15 (+2)
Skills: Balance +24, Hide +24, Knowledge (any one) +17, Listen +18, Move Silently +24, Sense Motive +18, Spot +18, Survival +18, Swim +13
Feats: Dodge, Mobility, Spring Attack, Track

Climate/Terrain: Any aquatic
Organization: Solitary or pride (4–16)
Challenge Rating: 13
Treasure: No coins; double goods; standard items
Alignment: Always neutral good
Advancement: 13–18 HD (Medium-size); 19–36 HD (Large)

Sea leonals look similar to sea lions except for the obvious intelligent glint in their eyes, their third and fourth hind legs, less bestial appearance, and tawny-green coloration. They also have a leonal’s long, heavy mane and short cropped muzzle. Sea leonal often live amongst sea lions when secretly protecting innocents on the Material Plane. Otherwise they use their polymorph self spell-like ability to appear as sea elves or tritons in order to draw less attention.

Sea leonal speak Celestial and Aquan.

Combat
Celestial Qualities: Keen vision, electricity and petrification immunity, tongues, cold and acid resistance 20, +4 save against poison. (See the Manual of the Planes for the description of these Celestial Qualities.)

Improved Grab (Ex): To use this ability, the sea leonal must hit with its bite attack. If it gets a hold, it can rake.

Protective Aura (Su): As a free action, a sea leonal can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and a minor globe of invulnerability, both as cast by a 12th-level sorcerer. The aura can be dispelled, but the sea leonal can create it again as a free action on its next turn.

Pounce (Ex): If a sea leonal leaps on a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A sea leonal that gets a hold can make two rake attacks (+17 melee) with its hind legs for 1d6+5 points of damage each. If the sea leonal pounces on an opponent, it can also rake.

Roar (Su): A sea leonal can roar up to three times a day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an additional 2d6 points of sonic damage. (Fortitude negates DC 18.)

Scent (Ex): A sea leonal can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Spell-like Abilities: At will – detect thoughts, discern alignment, energy substitution sonic fireball, hold monster, polymorph self, wall of force; 3/day – cure critical wounds, neutralize poison, remove disease; 1/day – heal. These abilities are as the spells cast by a 10th-level sorcerer (save DC = 12 + spell level).

Skills: Sea leonals receive a +4 racial bonus on Balance, Hide, and Move Silently checks. A sea leonal’s swim speed gives it a +8 racial bonus on Swim checks.
 

demiurge1138

Inventor of Super-Toast
Greetings!
I already posted this on the "Dinosaurs: Take Two" thread, but it fit the topic and you asked about aquatic dinos. It's not actually a dinosaur, but it qualifies for the "big reptile that's dead" catagory.

Lioplureodon
Colossal Animal (Aquatic)
Hit Dice: 20d8+ 200 (290 hp)
Initiative: +5
Speed: Swim 40ft
AC: 19 (-8 size, +1 Dex, +16 natural)
Base Attack/Grapple: +15/+48
Attacks: Bite +24 melee, 2 fin slaps +22 melee
Damage: Bite 4d8+17 (19-20 x2), fin slap 2d6+8 (19-20 x2)
Face/Reach: 40ft/15ft
Special Attacks: Improved grab, swallow whole
Special Qualities: Blindsight 120ft
Saves: Fort +24, Ref +13, Will +9
Abilities: Str 45, Dex 13, Con 30, Int 2, Wis 16, Cha 6
Skills: Hide +9, Move Silently +15
Feats: Great Fortitude, Improved Critical (bite, fin slap), Multiattack, Skill Focus (Move Silently) Weapon Focus (bite, fin slap)
Climate/Terrain: Warm or temperate ocean
Organization: Solitary or pair
CR: 11
Treasure: None
Alignment: Always neutral
Advancement: 21-60 HD (Colossal)

The largest creature in the prehistoric ocean, the lioplureodon is a short-necked plesiosaur supremely adapted to hunting other aquatic reptiles. A liopluerodon resembles a mammoth reptilian whale over eighty feet long. Its four wing-like paddles stretch over twenty feet long, and its head composes about one third of its body length.

Combat
Surprisingly stealthy for a creature of its size, a liopluerodon prefers to ambush its prey from below, grabbing it in their massive jaws, shaking it violently, and then swallowing the still living creature for digestion. They are fiercely territorial, and will attack any intruders, such as ships, without provocation.

Blindsight (Ex): Utilizing echolocation, a liopluerodon can discern objects and creatures within 120 feet. It does not usually need to make Spot or Listen checks to notice creatures within the range of its blindsight. If deafened, or within the radius of a silence spell, the liopluerodon has to rely on it weak vision (maximum range 60 feet)

Improved Grab (Ex): Whenever a liopluerodon hits an opponent of Huge or smaller size with its bite attack, it can make a grapple check without receiving an attack of opportunity (grapple bonus +48). It can choose to conduct the grapple normally, or to only hold its opponent in its jaws (-20 penalty to grapple checks, but the liopluerodon is not considered grappled). A grappled creature takes bite damage every round, and the liopluerodon can choose to swallow its foe whole.

Swallow Whole (Ex): By making a successful grapple check, a liopluerodon may swallow a held foe whole. Once swallowed, a victim takes 2d8+10 points of bludgeoning damage plus 3d6 acid damage every round until it escapes or dies. A successful grapple check allows the creature to climb out of the stomach and into the lioplurodon’s mouth, where another grapple check is required to get free. Alternatively, the swallowed creature can escape by cutting its way out with either claws or a light slashing or piecing weapon. Dealing at least 50 points of damage (AC 20) in this fashion allows the creature to escape. Once a single swallowed creature exits, muscular action closes the whole; another swallowed creature must cut its way out as well. A liopluerodon’s stomach can hold 2 Huge, 4 Large, 16 Medium-sized, 32 Small or 64 Tiny or smaller creatures.

Skills: A liopluerodon receives a +4 racial bonus to all Move Silently checks.

Demiurge out.
 

EldonG

First Post
Durn, Knightfall...

I see you've been creative as all getout. Btw...I *loved* Dark Water...and I love yer critter, too. I gotta get Savage Species...soon.
 

Krishnath

First Post
Ethereal Submarauder - Good heavens, a Transformer™ just flashed before my eyes. (yes, I'm a geek, but so what :D)

Kelp Gnome - Interresting

Water Dog Archon - Cute in a 'dismembering evil' kind of way :D

Sea Leonal - An anthropomorphic sea lion? :p

-

On a side note, the Tarian Dolphin will be posted tomorrow, be warned though, it's not an animal, and you can play them in an aquatic campaign. :D
 

Knightfall

World of Kulan DM
Krishnath said:
Sea Leonal - An anthropomorphic sea lion? :p

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On a side note, the Tarian Dolphin will be posted tomorrow, be warned though, it's not an animal, and you can play them in an aquatic campaign. :D


Actually, the sea leonal is simply a leonal with the aquatic tempated added. I've taken away the leonal humaoid form and made them more like the sea lion in the MM. Although a anthropomorphic sea lion is an interesing idea. :)

Waiting on egde for your Tarian Dolphin!

KF72
 

Knightfall

World of Kulan DM
Water-horse
Large Outsider (Aquatic, Chaotic, Evil, Native Outsider)
Hit Dice: 6d8+24 (51 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., swim 40 ft.
AC: 28 (-1 size, +4 Dex, +15 natural)
Attacks: 2 hooves +9 melee, bite +4 melee
Damage: Hoof 1d8+4 and 1d4 heat, bite 1d8+2
Face/Reach: 10 ft. / 5 ft.
Special Attacks: Adhesive skin, superheated hooves, steam 2d4
Special Qualities: Astral projection, darkvision 60 ft., etherealness, scent
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 18 (+4), Dex 19 (+4), Con 18 (+4), Int 13 (+1), Wis 15 (+2), Cha 12 (+1)
Skills: Intuit Direction +11, Listen +13, Move Silently +12, Search +10, Sense Motive +11, Spot +13, Swim +12
Feats: Alertness, Improved Initiative

Climate/Terrain: Any aquatic, land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-10 HD (Large); 11-18 HD (Huge)

Water-horses are an evil aquatic horse that is both beautiful and deadly. Their skin is jet black and their hides are blue-green in color. Water-horses are Native Outsiders that live near coastal areas. They are carnivorous and often come ashore to eat livestock and unwary travelers.

A water-horse will allow itself to be mounted, but once the rider is upon it will bolt for the sea to try and drown the rider. Its adhesive skin makes this attack hard to escape.

Water-horse’s cannot speak but understand Abyssal, Infernal and Common.

Combat
Water-horses do battle by biting with their viper-like fangs and kicking with their powerful legs. A water-horse can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.

Adhesive skin (Ex): A water-horse can make it’s skin sticky to the touch, which will trap any victim that mounts it. The victim can escape upon making a successful Strength or Ride check minus the water-horse’s HD. Any magical item, the victim is wearing, that allows free action will negate this ability.

Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.

Scent (Ex): A water-horse can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Steam (Su): During the excitement of battle, a water-horse often snorts and neighs with rage. This fills a 15-foot cone with a hot, boiling steam that burns and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer 2d4 points of damage while in the steam cone and a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. (Those that make their save take only half damage from the steam.) The water-horse gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The steam does not obscure the water-horse’s vision at all. The water-horse can suppress the steam as a free action.

Superheated Hooves (Su): A blow from a water-horse’s hooves sets combustible materials alight.

Skills: A water-horse’s swim speed gives it a +8 racial bonus on Swim checks.

Carrying Capacity: A light load for a water-horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
 
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Krishnath

First Post
Nice,

Anyways, here's the Tarian Dolphin, a very interresting choice for a PC race in an aquatic campaign. :D

-

Dolphin, Tarian
Medium-Size Magical Beast (Aquatic)
Hit Dice:
2d10+2 (13 hp)
Initiative: +2 (Dex)
Speed: Swim 50'
AC: 17 (+2 Dex, +1 natural, +4 Inertial Armor)
Attacks: Slam +2 melee
Damage: Slam 1d3
Face/Reach: 5' /5'
Special Attacks: Psionics
Special Qualities: Blindsight, telepathy
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 11, Dex 15, Con 13, Int 12, Wis 14, Cha 14
Skills: Concentration +6, Listen +11 (+4), Psicraft +6, Search +6, Spot +11 (+4),
Feats: Dodge (b), Inertial Armor (b), Mobility

Climate/Terrain: Warm aquatic (azure water and the dragon sea)
Organization: Solitary, pair, family (3-5), or school (6-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral (any)
Advancement: 3 HD (Medium-Size); 4-6 HD (Large)

The Tarian Dolphin is a smarter and psionic relative of the normal dolphin.
Tarian Dolphins resemble normal dolphins, with blue, red and grey markings. Their eyes are ocean blue or emerald green and show intelligence.
Tarian Dolphins speak Aquan and their own language.

Combat:
Tarian dolphins fight, much like their regular cousins, by slamming into their opponents and staying on the move. They take full advantage of their speed and mobility in aquatic enviroments and their psionic abilities.
Psionics (Sp): At will - Detect Psionics, Far Hand, Know Direction, Know Location, and Psycoluminescense; 1/day - Charm Person, and Lesser Body Adjustment. These are as the psionic powers manifested by a 2nd level telepath (DC 1d20+2 plus power level)
Psionic Attack/Defense Modes (Sp): At will - Psychic Crush/Tower of Iron Will.
Blindsight (Ex): Dolphins (and other whales) can 'see' by emitting high frequency sounds, inaudible to most other crreatures. This allows them to locate objects and creatures within 120'. A Silence spell negates this and forces the dolphin to rely on it's vision, which is approximatly as good as a humans.
Telepathy (Su): Tarian Dolphins can communicate mentally with any creature within 100' that has a language.
Skills: The Tarian Dolphin gets a +4 racial bonus on listen and spot checks (this bonus is lost if blindsight is negated.)

Tarian Dolphin Society:
Tarian Dolphin society is practically non-existant, since they prefer to live a nomadic lifestyle, travelling from one lagoon to the next. Tarian Dolphins eat primarily fish and squid.
They also have a longstanding mutual defense agreement with several tribes of aquatic elves.

Tarian Dolphin characters:
Tarian Dolphins are only suitable as a PC race in an entirely aquatic campaign.
A Tarian Dolphins favored class is Psion (Telepath), and most Tarian Dolphin leaders has one or more levels in this class. Due to their lack of arms, Tarian Dolphins can only chose from among the following classes: Bard, Druid, Psion, Shaman, Shugenja or Sorcerer.
Tarian dolphins are more powerfull, but also more limited than other races, giving them and Level Adjustment of +3 (for a total ECL of +5)

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Comments are appreciated, please tell me what you think (other than the skillpoints are off, cause I allready know that.)


Edit: Forgot the color closer.
 
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