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

Knightfall

World of Kulan DM
Krishnath said:
Knightfall: I hope that they will be able to help you.

Kitsune: Very nice. :D

You know, I hate doctors! They don't Listen!

I've been going through this hell for over a year now, regarding the injury from last year, plus another three years before that from being hit by a car.

He didn't even pay attention to what I was telling him about the pain and what I needed. All he heard was that it's not as Bad and I didn't need a heavy prescription, so I must be all better.

Grrrr.... :mad:

I must take my anger out on my threads tonight and tomorrow!!!
 

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Knightfall

World of Kulan DM
Run, run! Run for your lives... too late!

Raptor Dragon (Megaraptor + Aquatic + Green Half-Dragon)
Huge Dragon (Aquatic)
Hit Dice: 8d12+48 (100 hp)
Initiative: +4 (Dex)
Speed: 60 ft., fly 60 ft. (average), swim 40 ft.
AC: 24 (-2 size, +4 Dex, +12 natural)
Attacks: Rake +13 melee, 2 claws +11 melee, bite +11 melee
Damage: Rake 2d8+9, claw 1d4+4, bite 2d6+4
Face/Reach: 15 ft. / 10 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., immunities, low-light vision, scent
Saves: Fort +13, Ref +9, Will +5
Abilities: Str 29 (+9), Dex 19 (+4), Con 23 (+6), Int 4 (-3), Wis 17 (+3), Cha 12 (+1)
Skills: Escape Artist +8, Hide +8, Jump +13, Listen +7, Spot +7, Search +1, Survival +8, Swim +13
Feats: Flyby Attack, Multiattack, Snatch

Climate/Terrain: Warm aquatic and marsh
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)

Raptor dragons are strange aquatic dinosaur half-dragons with green dragon heritage. This evil dragon is most at home in the sea or in marshy terrain. Raptor dragons have an acidic breath weapon similar, but less powerful, to a green dragons.

Raptor dragons are roughly 24 feet in length and 12 feet in height, weighing 1,200 pounds. It roughly appears to be a huge, winged deinonychus with forest-green scales like that of a green dragon. Its large four legs and fin-like tail allow it to move quickly through the water although it is much faster on land and in the air. A raptor dragon’s two front legs are not as developed as their hind legs, which means they don’t use them for running.

While raptor dragons are malevolent and cunning they do not speak any sort of language that others can readily understand. They can make simple vocal sounds that deinonychus and other raptor dragons can understand, however.

Combat
How a raptor dragon attacks depends of whether it is after prey or simple trying to cause fear. They will use deinonychus techniques when hunting for food, but will tend to behave more dragon-like when hunting to instill terror. Raptor dragons always attack with natural weapons, not being smart enough to understand and use manufactured weapons.

Breath Weapon (Su): Cone of gas, 30 feet, once per day; damage 6d6, Reflex half DC 17.

Immunities: Raptor dragons are immune to acid, sleep, and paralysis effects.

Scent (Ex): A raptor dragon 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.

Skills: A raptor dragon’s Swim speed provides a +8 racial bonus on Swim checks.
 

Kitsunekaboom

First Post
Knightfall: That is an extreeeemely nasty lil beasty you have there. :D

Here's another for the thread (I went kinda crazy with the half-nymphs today :)

The Gifted (Merfolk + Half-Nymph)
Medium Fey (Aquatic)
Hit Dice: 1d8+1 (5)
Initiative: +2 (Dex)
Speed: 5 Ft., swim 50 ft.
AC: 14 (+2 Dex. +2 Leather)
Attacks: Trident +1 melee; or heavy crossbow +3 ranged
Damage: Trident 1d8; or heavy crossbow 1d10
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Nil
Special Qualities: Charm Person, Effusive Charm, Immunities, Low-light vision
Saves: Fort: +3, Ref: +2, Will: +1
Abilities: Str:10, Dex:14, Con:12, Int:13, Wis:13, Cha:19
Skills: Listen +5, Spot +5
Feats: Alertness
Climate/Terrain: Temperate aquatic
Organization: Company (2-4) patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level) or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class

The Gifted are among the most noble of merfolk. Their blood courses with that of the sea and of the great trees and fields of the land. These are the brightest and most beautiful of the merfolk. Sahuagin hate them with an unequaled passion and seek to attack them on sight.

Combat

Immunities (Ex): The Gifted are immune to the Blinding Beauty and Unearthly Beauty attacks of full blooded nypmhs.

Charm Person (Su): The Gifted can cast charm person as a free action three times per day as a sorcerer of 2nd level.

Effusive Charm (Ex): The DC of all spells from the Enchantment school of magic increase by +4 when cast by a half-nymph. In addition, they gain a +4 circumstance bonus to all Charisma-based skills. This bonus doubles when dealing with members of the opposite sex.
 

The dereaded Great Kraken - and Wavewielder the Blue!!

Kraken, Great

Gargantuan Magical Beast (Aquatic)
Hit Dice: 22d10+198 (318 hp)
Initiative: +4 (Improved Initiative)
Speed: Swim 30 ft.
AC: 20 (-4 size, +14 natural)
Attacks: 2 tentacle rakes +30 melee, 6 arms +25 melee, bite +25 melee
Damage: Tentacle rake 3d6+12, arm 1d8+6, bite 4d6+6
Face/Reach: 40 ft. by 40 ft./20 ft. (120 ft. with tentacle)
Special Attacks: Improved grab, constrict 3d6+12 or 1d8+6
Special Qualities: Jet, ink cloud, spell-like abilities
Saves: Fort +22, Ref +13, Will +14
Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 10
Skills: Concentration +21, Knowledge (geography) +10, Knowledge (nature) +10, Listen +15, Search +15, Spot +15
Feats: Alertness, Blind-Fight, Expertise, Improved Critical_(tentacle), Improved Initiative, Improved Trip, Iron Will

Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 13
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: 23-66 HD (Colossal)

Great krakens speak Common and Aquan.

Combat

Great krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws.

Improved Grab (Ex): To use this ability, the great kraken must hit an opponent of up to Huge size with an arm or tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): A great kraken deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.

Jet (Ex): A great kraken can jet backward once per round as a double move action, at a speed of 360 feet.

Ink Cloud (Ex): A great kraken can emit a cloud of jet-black ink 120 feet high by 120 feet wide by 160 feet long once per minute as a free action. The cloud provides total concealment, which the great kraken normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.

Spell-Like Abilities: 1/day- barkskin, control weather, control winds, dominate animal, and resist elements. These abilities are as the spells cast by a 9th-level druid (save DC 15 + spell level).

Wavewielder the Blue
Colossal Magical Beast (Aquatic)
Hit Dice: 66d10+189 (555 hp)
Initiative: +20 (Improved Initiative x5)
Speed: Swim 30 ft.
AC: 21 (-8 size, +19 natural)
Attacks: 2 tentacle rakes +30 melee, 6 arms +25 melee, bite +25 melee
Damage: Tentacle rake 3d8+16, arm 2d6+8, bite 4d8+8
Face/Reach: 40 ft. by 40 ft./20 ft. (120 ft. with tentacle)
Special Attacks: Improved grab, constrict 3d8+16 or 2d6+8, ram, crush ship, smite good
Special Qualities: Jet, ink cloud, spell-like abilities
Saves: Fort +22, Ref +13, Will +14
Abilities: Str 42, Dex 13, Con 33, Int 32, Wis 20, Cha 10
Skills: Concentration +21, Knowledge (geography) +10, Knowledge (nature) +10, Knowledge (arcana) +14,, Listen +15, Search +15, Spellcraft +14, Spot +15
Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Expertise, Improved Critical (tentacle), Improved Initiative (x5), Improved Trip, Iron Will, Power Attack, Toughness (x3), Whirlwind Attack

Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 19
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: -
Wavewielder the Blue speaks Common, Aquan, and Infernal.

He was created by dark gods as a plague upon life. A demon lord carved a stone from abyssal gems as a totem. The totem gave Wavewielder power excelled only by the greatest dragons and the demon lords, arch-devils, devil dukes, and gods. For thousands of years, Wavewielder has terrorized shipping.

Combat

Wavewielder strikes his opponents with his barbed tentacles, then grabs and crushes with his arms or drags victims into his huge jaws. If facing ships, Wavewielder attempts to ram and crush.

Improved Grab (Ex): To use this ability, the great kraken must hit an opponent of up to Huge size with an arm or tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): Wavewielder deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.

Jet (Ex): Wavewielder can jet backward once per round as a double move action, at a speed of 360 feet.

Ink Cloud (Ex): Wavewielder can emit a cloud of jet-black ink 120 feet high by 120 feet wide by 160 feet long once per minute as a free action. The cloud provides total concealment, which the great kraken normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.

Smite Good (Ex): Once per day, Wavewielder the Blue may attempt an attack that deals 20 extra points of damage to a good creature, as if Wavewielder were fiendish.

Spell-Like Abilities: 1/day- barkskin, control weather, control winds, dominate animal, and resist elements. These abilities are as the spells cast by a 9th-level druid (save DC 15 + spell level).

Ram (Ex): When jetting, Wavewielder may end his movement in a ship's or creature's space. If a ship is the target, those on board must make a Reflex save (DC 15) or take 1d10 points of bludgeoning damage. If a creature is the target, the creature suffers 2d4+12 damage.

Crush Ship (Ex): In the round after ramming, Wavewielder may make a Strength check to breach a ship's hull
(DC 20 rowboat, 23 keelboat, 25 sailing ship/longship , 27 warship, 30 galley). The ship will sink in 2d10 minutes.



Wavewielder's Weakness : Wavewielder has a gem statuette (100 hit points, hardness 20, break DC 50) in his head. If destroyed or removed (Strength DC 45), Wavewielder becomes a normal kraken and the totem becomes a simple statuette (2 lbs., worth 10 gp). The gem is blood-red (abyss stone) and was carved by a lost lord of demons.
 

Krishnath

First Post
Knightfall: Sad to hear that, I suggest you either change doctors, or sue the one you have for failing to do his job properly. Btw, I love the raptor dragon. It rocks!

Kitsune: 'the Gifted', interresting. The krakens, WHOA! :eek:

Later,
 

Kitsunekaboom

First Post
Old Man of the Sea (Giant Octopus + Elder Magical Beast
Huge Magical Beast
Hit Dice: 12d8+36 (90)
Initiative: +1 (+1 Dex +4 Improved Initiative)
Speed: 20 Ft, Swim 30 ft.
AC: 24 (-2 Size, +1 Dex, +15 Natural)
Attacks: 8 tentacle rakes +17 melee, Bite +12 melee
Damage: Tentacle rakes 1d6+9, Bite 2d6+4
Face/Reach: 10 Ft. By 10ft/20ft
Special Attacks: Improved Grab, Constrict, Spell-like abilities
Special Qualities: Ink Cloud, Jet, Speech, Spellcasting Affinity
Saves: Fort: +9, Ref: +7, Will: +7
Abilities: Str:28, Dex:13, Con:17, Int:16, Wis:16, Cha:18
Skills: Bluff +10, Escape Artist +11, Heal +7, Hide +10, Intimidate +10,
Knowledge (Arcana) +7, Knowledge (Geography) +8, Knowledge (Nature) +9,
Listen +7, Search +7, Spellcraft +6, Spot +7, Widerness Lore +9
Feats: Improved Initiative
Climate/Terrain: Temperate or warm aquatic, underground
Organization: Solitary or Pack (Leads 2-5 giant octopi) or Colony (leads 20-100 humanoids)
Challenge Rating: 9
Treasure: Double Standard
Alignment: Always Neutral
Advancement: ?

The Old Man of the Sea is an ancient octopus of immense proportion. He is wise but can be quick to anger. He spends most of his time scouring ruins of ancient ships and cities beneath the sea, gathering knowledge.

He also resides as a sagely advisor for sea elves, merfolk, and sahuagin. He is more interested in maintaining a balance between the three powers than leading them.

One of the Old Man’s biggest projects is to find the origin of the T’chetclil, the displacer beast like aquatic race wrecking havoc beneath the waves. These creatures could abruptly shift the balance of power that the Old Man has tried to create all these years.

Combat

The Old Man tends to avoid combat, he will ink and jet his way away.

Constrict (Ex): The The Old Man of the Sea deals 4d6+13 points of damage with a successful grapple check against Large or smaller creatures.

Improved Grab (Ex): To use this ability, the The Old Man of the Sea must hit an opponent of Large or smalelr size with its tentacle rake attack. If it gets a hold it can constrict.

Ink Cloud (Ex): The The Old Man of the Sea can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.

Jet (Ex): The The Old Man of the Sea can jet backwards once per round as a double move action, at a speed of 200 feet.

Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level.

Speech (Ex): Aquan, Celestial, Common, Elvish, Infernal, Sylvan

Spellcasting Affinity (Ex): The Old Man of the Sea may use spells unhindered by its physical form.

Skills: The The Old Man of the Sea can change colors, giving it a +4 racial bonus to Hide checks. The The Old Man of the Sea also can squeeze and contort its body, giving it a +10 racial bonus to Escape Artist checks.
 




Ferret

Explorer
I can explain Potamotrygon:

Hippo-potamus is from latin meaning river horse, the potamo must be river.

Tri gon would mean three sided shape.

So it means three sided shape of the river. Or perhaps river triantgle. :)

Water delver next
 

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