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


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Knightfall

World of Kulan DM
Eletch (Water Element Dretch)
Small Elemental (Chaotic, Evil, Water)
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 20 ft., swim 90 ft.
AC: 16 (+1 size, +5 natural)
Attacks: 2 claws +3 melee, bite +1 melee
Damage: Claw 1d4, bite 1d4
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Drench, spell-like abilities, summon eletch, water mastery
Special Qualities: Cold, fire, and acid resistance 20, damage reduction 5/silver, darkvision 60 ft., elemental, SR 5, telepathy
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 10, Con 10, Int 5, Wis 11, Cha 11
Skills: Swim +8
Feats: Multiattack

Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), swarm (6-15), or mob (10-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 3-6 HD (Small)

In ages past, a Demon Lord sold several lesser demons, known as dretch, to an evil Water Elemental Lord on the Plane of Water in payment for a magical artifact that the Water Lord procured for the demon so he could improve his place in the Blood War. As with everything that deals with demons and the Blood War, change swept through the Demon Lord’s court taking him with it.

The end result is that the artifact was lost to time and the dretch sold to the Elemental Lord had their makeup exposed to the nature of the Elemental Plane of Water and transformed. While these creatures, now known as eletches, are still dretch-like and utterly evil they have become powerful elementals in the service of the evil Water Lord, spreading terror and death across the Elemental Planes, against the lords enemies, and beyond.

Eletch speak Infernal, Celestial, and Aquan.

Combat

Drench (Ex): The eletch’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a 2nd-level sorcerer. It gains no benefit or disadvantage against creatures from the Elemental Plane of Fire.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Spell-Like Abilities: At will–darkness, scare, and telekinesis; 1/day–stinking cloud. These abilities are as the spells cast by a 2nd-level sorcerer (save DC 10 + spell level).

Summon Demon (Sp): Once per day an eletch can attempt to summon another eletch with a 35% chance of success.

Telepathy (Su): Eletches can communicate telepathically with creatures within 100 feet that speak Abyssal.

Water Mastery (Ex): An eletch gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or eletch is land-bound, the eletch suffers a -4 penalty on attack and damage rolls.

Skills: An eletch's Swim speed gives it a +8 racial bonus to Swim checks.
 

Krishnath

First Post
Cool! Here's another aquatic critter:

Manta Ray
Large Animal (Aquatic)
Hit Dice:
8d8+24 (60 hp)
Initiative: +1 (Dex)
Speed: Swim 50'
AC: 14 (+1 Dex, -1 size, +4 natural)
Base Attack/Grapple: +6/+14
Attack: Slam +9 melee
Full Attack: Slam +9/+4 melee
Damage: Slam 1d4+4
Face/Reach: 15'/10'
Special Attacks: Improved grab, Leap,
Special Qualities: Scent
Saves: Fort +11 (+2), Ref +9 (+2), Will +5 (+2)
Abilities: Str 19, Dex 13, Con 17, Int 1, Wis 12, Cha 6
Skills: Jump +11 (+4), Listen +5, Spot +5,
Feats: Great Fortitude, Iron Will, Lightning Reflexes,

Climate/Terrain: Warm aquatic
Organization: Solitary or Wing (3-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 9-11 HD (Large); 12-24 HD (Huge)

The manta ray is a peacefull giant of the deep.
A manta ray is a large ray with two flaps of skin infront of it's mouth that it uses to heard tiny fish and plankton into it's wide mouth. The backside of the fish is usually black or a very dark blue. While the underside of the animal is usually a unison white or silvery white. Despite the fish's almost devilish appearance it is quite peacefull.
Aquatic Elves and Merfolk sometimes train Manta Rays as mounts.

Combat:
A manta ray fights by slamming into it's opponents. Against opponents above the waterline, the fish deploys it's leap attack in an attempt to push it's opponents into the water.
Improved Grab (Ex): If a manta ray hits an opponent at least one size category smaller than itself with it's slam attack it may attempt to start a grapple as a free action without provoking an attack of oppertunity.
Leap (Ex): By making a successfull jump check (DC: 15) the manta ray may attempt to leap at an opponent one size category smaller than it self out of the water. Make a normal attack against the opponent, if the manta ray hits with it's slam attack, the creature takes normal damage, and must make a Str check (DC: 18) or be pushed back 10' and falling prone.
Skills: Manta Rays have a +4 racial bonus on jump checks.

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Comments are appreciated.

Later,
 



Knightfall

World of Kulan DM
A little surprise for your players the next time they enter the water. ;)

Beetle, Giant Waterbomb
Large Vermin (Aquatic)
Hit Dice: 6d8+30 (51 hp)
Initiative: +1 (Dex)
Speed: 30 ft., swim 40 ft.
AC: 21 (-1 size, +1 Dex, +11 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+7
Face/Reach: 10 ft. / 5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., scent, vermin
Saves: Fort +10, Ref +3, Will +3
Abilities: Str 21 (+5), Dex 12 (+1), Con 20 (+5), Int –, Wis 12 (+1), Cha 9 (-1)
Skills: Hide +3, Listen +6, Spot +6, Swim +13

Climate/Terrain: Any temperate aquatic
Organization: Cluster (2–5) or swarm (6–11)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement:

Acid Spray (Ex): When attacked or disturbed, a giant waterbomb beetle can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed at a Fortitude save (DC 15) or take 1d6+4 points of damage.

Scent (Ex): A giant waterbomb beetle 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.

Vermin: Immune to mind-influencing effects.

Skills: A giant waterbomb beetle Swim speed provides a +8 racial bonus on Swim checks.
 

Krishnath

First Post
O.K. That is just evil. I love it :D

Here's an aquatic devil for messing with your players heads. Note the damage reduction. It is 3.5 compliant :D

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Potamotrygon (Shark Devil)
Large Outsider (Aquatic, Extraplanar, Evil, Lawful)
Hit Dice:
9d8+45 (85 hp)
Initiative: +7 (+3 Dex, Improved Initiative)
Speed: 30', swim 90'
AC: 18 (-1 Size, +3 Dex, +6 natural)
Base Attack/Grapple: +15/+11
Attack: Claw +15 melee, or bite +15 melee, or sting +15 melee
Full Attack: 2 claws +15 melee, bite +10 melee, sting +10 melee
Damage: Claw 1d6+3, bite 1d8+3, sting 1d4+3 plus poison
Face/Reach: 10'/10'
Special Attacks: Spell-like abilities, Poison, Wounding bite,
Special Qualities: Outsider traits, Scent, Immunities, Resistances, DR 15/coral, SR 23,
Saves: Fort +11, Ref +9, Will +8,
Abilities: Str 25, Dex 17, Con 21, Int 16, Wis 14, Cha 14
Skills: Bluff +14, Climb +19, Concentration +17, Diplomacy +14, Hide +15*, Jump +19, Listen +14, Move Silently +15, Spot +14, Survival +14, Swim +27 (+8)
Feats: Ability Focus (Poison), Improved Initiative, Multiattack, Power Attack (-9/+9)

Climate/Terrain: Any aquatic
Organization: Solitary, pair, school (5-12) or swarm (20-100)
Challenge Rating: 8
Treasure: Standard
Alignment: LE
Advancement: 10-14 HD (Large); 15-27 HD (Huge)

Shark devils are nasty aquatic predators that see other sentient beings as little more than food.
A potamotrygon resembles a humanoid cross between a tiger shark and a stingray. It's skin is mostly a sandy brown with grey-green patterns. A shark devil has red or yellow glowing eyes. The beasts tail ends in a nasty stinger that delivers a powerful copper based poison.
Despite their agressive natures, shark devils are on good terms with Sahuagin and the two creatures occassionally work together.

Combat:
Potamotrygons usually initiate combat from hiding, using their spell-like abilities to confuse and harm their chosen prey before entering melee. If possible the shark devils attempt to divide their opponents.
Spell-like Abilities: At will - Bane, Darkness, Entangle, and Sound Burst; 3/day - Contagion, Dispel Magic, Freedom of Movement, Ice Storm, Summon Monster IV, and Wall of Ice. These are as the spells cast by a 9th level sorcerer. (DC: 12 plus spell level)
Poison (Ex): Sting, Initial and secodary damage 1d4 con, save DC: 21
Wounding Bite (Ex): A shark devils bite is particularly nasty and bleeds for an additional point of damage each round. The loss of hitpoints can be prevented by the application of a Cure or similar healing spell or by someone making a successfull heal check (DC: 11 plus the number of wounds).
Outsider Traits: Darkvision 60'. Cannot be raised or ressurrected, although a wish or miracle spell can restore it to life.
Immunities: Potamotrygons are immune to cold, electricity, and poison.
Resistances: Shark devils have acid and sonic resistance 30 and get a +4 racial bonus on saves against diseases.
Skills: * A potamotrygon gets a +4 racial bonus to hide checks due to it's coloration.

© 2003 Kristian L. Jensen.

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Please tell me what you think, comments and critizism is welcomened. :D


Edit: Removed one word.
 
Last edited:

trentonjoe

Explorer
Here is my contribution (with significant help from Mr. Knightfall)


-----------------------------------
Fiendish Sea Worg
Large Outsider (Aquatic)
Hit Dice: 5d10+25 (52 hp)
Initiative: +3 (Dex)
Speed: 50 ft., swim 40 ft.
AC: 18 (+3 Dex, +6 natural, -1 size)
Attacks: Bite +11 melee
Damage: Bite 1d6+10
Face/Reach: 5 ft. x 10 ft. / 5 ft.
Special Attacks: Trip, smite good, bull rush, Leap
Special Qualities: Darkvision 60 ft., scent, cold and fire resistance 10, DR 5/+1, SR 10
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 25, Dex 17, Con 21, Int 6, Wis 16, Cha 10
Skills: Hide +4, Listen +10, Move Silently +8, Spot +10, Survival +3*, Swim +11, Jump +10
Feats: Alertness, Power Attack, Improved Bull Rush
Climate/Terrain: Any aquatic
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)

Fiendish sea worgs are larger blue-green versions of their land bound cousins. Often reaching 10’ long and 5’ high, these terrors are fierce some hunters of the sea and the land around it. Most fiendish sea worgs encountered are summoned monsters used for mounts or protection. However, some have broken the yoke of their masters and roam the waters of their former controllers home plane. Fiendish sea worgs speak Abyssal and Worg.

Combat

Fiendish Sea worgs can often be found as leaders of a pack of other sea worgs or similar water carnivores. Their favorite tactic is to leap onto the deck of an unsuspecting ship and then bull rush sailors overboard to the members of its pack.

Trip (Ex): A fiendish sea worg that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the fiendish sea worg.

Smite Good (Su): Once per day the fiendish sea worg can make a normal attack to deal an additional +5 points of damage against a good foe.

Bull Rush (Ex): The Fiendish Sea worgs Bull Rush check is +11. If the fiendish sea worg beats the defender, it pushes the defender back 5 feet. If the worg wishes to move with the defender, it can push the defender back up to a distance of an additional 1 foot for each point by which the character exceeded the however, exceed his or her normal movement limit.
Leap (Ex): When combined with a move action fiendish sea worgs get a +6 circumstance bonus to their jump check when trying to leap onto boats.

Skills: A fiendish sea worg receives a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. A fiendish sea worg has a +4 racial bonus to Survival checks when tracking by scent. A fiendish sea worg’s Swim speed provides a +8 racial bonus on Swim checks.
 



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