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

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

Kitsunekaboom

First Post
Ok second version of the Old Man of the Sea, this time with the legendary animal template. Reason being? Elder magical beast doesn't put quite enough oomf into these beings, they should have been special in some way long before the few hundred years passed between their birth and ancienthood.

Any Elder Magical Beasts are highly respected beings by the local, considering that Sahuagin have to respect this guy, he should be damn tough. ;)

Old Man of the Sea II (Giant Octopus + Legendary Animal + Elder Magical Beast)
Huge Magical Beast
Hit Dice: 30d8+150 (257)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 Ft, Swim 50 ft.
AC: 29 (-1 Size, +3 Dex, +17 Natural)
Attacks: 8 tentacle rakes +39 melee, Bite +34 melee
Damage: Tentacle rakes 2d6+16, Bite 4d6+8
Face/Reach: 10 Ft. By 10ft/15ft
Special Attacks: Improved Grab, Constrict, Spell-like abilities
Special Qualities: Ink Cloud, Jet, speech, spell-affinity
Saves: Fort: +17, Ref: +14, Will: +9
Abilities: Str:42, Dex:17, Con:21, Int:18, Wis:14, Cha:15
Skills: Bluff +7, Concentration +9, Diplomacy +10, Escape Artist +23,
Gather Information +6, Hide +14, Intimidate +10, Intuit Direction +6,
Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Nobility) +8, Knowledge (Nature) +10, Search +5, Listen +5, Spot +5
Feats: Improved Initiative
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary or Pack (Leads 2-5 legendary giant octopi) or Colony (leads 20-100 humanoids)
Challenge Rating: 13
Treasure: None
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. He is respected by all three sides for his power, knowledge, and neutral nature. The local populations of all three races are unwilling to attack him, and will preserve his life at all cost.

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 delicate balance of power that the Old Man has tried to create and maintain all these years.

He is rather distrustful of surface folk, particularly ones who go down in the depths using magic. While he won’t be overly unfriendly he lets them know in no uncertain terms that he does not consider them worthy of being amongst the sea’s denizens.

Combat

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

Constrict (Ex): A giant octopus deals 4d8+6 points of damage with a successful grapple check against Medium or smaller creatures.

Improved Grab (Ex): To use this ability, the octopus must hit an opponent of Medium or smaller size with its tentacle rake attack. If it gets a hold it can constrict.

Ink Cloud (Ex): An octopus 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): An octopus 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): 7 languages

Spellcasting Affinity (Ex): An Elder Magical Beast may use spells unhindered by its physical form.

Skills: An octopus can change colors, giving it a +8 racial bonus to Hide checks. An octopus also can squeeze and contort its body, giving it a +20 racial bonus to Escape Artist checks.
 

log in or register to remove this ad

Krishnath

First Post
Ferret: Well, it is the familyname for a bunch of freshwater stingrays, so that makes sense. :D

Kitsune: They might respect him because he is an octopus, and all octopi are predators. But damn it rocks. :D
 

Ferret

Explorer
Sea Delver
Huge Aberration (Aquatic)
HD: 15d8+75
Initiative: +5
Speed: 15ft., Burrow 10ft., Swim 60 ft.
AC: 14 (-2 size, +1 dex, +5 natural) Touch 9, Flat-footed 13
Base attacks/Grapple: +10/+16
Attack: 2 Slams at +17 melee (1d6+8, 2d6 acid)
Full Attack: 2 Slams at +17 melee (1d6+8, 2d6 acid)
Space/reach: 15ft/15ft
Special attacks: Acid
Special qualities: Acid immunity, Corrosive slime, Tremor sense, stone shape, Breathe water, Lowlight vision, water born.
Saves: Fort +10, Refl +6, Will +11
Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Skills: Survival +9, Swim + 17, Listen +15, Move silently +19, Spot +11
Feats: Alertness, blind fight, Improved initiative, power attack
Environment: The submerged reaches of the Underdark
Organization: Solitary
Challenge rating: 9
Treasure: none
Alignment: Usually Neutral
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)

After thousands of years of living in the deep recesses of the Underdark, a few delvers reached the sea, and finally adapted to it. They gained gills along the side of the head, there claw already acting as flippers weren’t changed. Instead of swimming though they moved along the sea bed, like hippopotami.

Combat:
Not much has changed with the tactics and style of Sea delver combat.

Corrosive Slime (Ex): Sea delvers produce a highly corrosive, mucus like slime. This is extremely effective against stone. A sea delver’s mere touch deals 2d6 acid damage to objects and organic creatures, it deals 4d8 damage against metallic creatures or objects, but against stone based creatures and objects it deals 8d10 damage. On a successful slam attack it delivers a patch of slime that delivers the acid damage immediately, and then again over two rounds. You can neutralize it with at least a quart of soap, or other alkalis. An opponents armour and clothing become useless immediately, unless a reflex save of 22 is made, if the armour is magical you add the enhancement to the save. Weapons dissolve instantly unless the wielder makes a reflex DC of 22, with the weapons enhancement bonus added to the roll.

Tremorsense (Ex): A sea delver can sense the location of anything in contact of the ground, within 60ft.

Stone shape (Ex): The sea delver can temporarily change the slime it produces from dissolving stone to softening it. This performs much like a stone shape spell cast by a 15th level druid, covering 25 cubic feet.
 

Kitsunekaboom

First Post
Nice on ferret, and now for my return Bwahahaha!

Murk Dweller (Merfolk + Tauric + Tiger)
Large Monstrous Humanoid
Hit Dice: 7d8+21 (52)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 Ft., swim 50 ft.
AC: 14 (-1 Size, +2 Dex, +3 Natural)
Attacks: Trident +12 melee, 2 Claws +7 melee;
or heavy crossbow +7 ranged
Damage: Trident 1d8+6, Claw 1d8+3; or heavy crossbow 1d10
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Low-light vision, Pounce, Rake 1d8+3
Special Qualities: Nil
Saves: Fort: +8, Ref: +7, Will: +2
Abilities: Str:23, Dex:15, Con:17, Int:11, Wis:11, Cha:13
Skills: Balance +9, Hide +6*, Listen +4, Move Silently +10, Spot +3, Swim +9
Feats: Alertness, Improved Initiative, Swamp Stalker
Climate/Terrain: Temperate aquatic or jungles
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: 5
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class

Murk dwellers are a strange hybrid of large cat and merfolk, they reside in both temperate jungles and oceans. They tend to keep to themselves and rarely if ever violently force other species out of their territory, prefering to wait until they leave.

Combat

Murk dwellers avoid combat unless their numbers are greater. They tend to fire first with crossbows then pounce and rake.

Murk are strange creatures to view. They have the top half of a merfolk and the lower half of an aquatic looking tiger. Their great clawed paws are webbed, and their scales are black and green stripped.

Pounce (Ex): If a murk dweller leaps upon 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 murk dweller can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d8+3 damage each. If the tiger pounces on an opponent, it can also rake.

Skills: Murk dweller receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8
 

Krishnath

First Post
Ferret: Finally a good use for the delver! :D

Kitsune: Damn, I thought a Murk Dweller was some kind of undead. :confused: Still like it though. :D
 


Knightfall

World of Kulan DM
Reef Giant
Large Giant (Aquatic, Earth)
Hit Dice: 14d8+70 (133 hp)
Initiative: +4 (Dex)
Speed: 40 ft., swim 40 ft.
AC: 26 (-1 size, +4 Dex, +13 natural)
Attacks: Large trident +17/+12 melee; or rock +12/+7 ranged
Damage: Large trident 2d6+12; or rock 2d8+8
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Rock throwing
Special Qualities: Rock catching, scent
Saves: Fort +14, Ref +8, Will +5
Abilities: Str 27, Dex 19, Con 21, Int 10, Wis 12, Cha 11
Skills: Climb +10, Hide +2*, Jump +10, Spot +4, Swim +16
Feats: Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot

Climate/Terrain: Any aquatic
Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/trading party (6–9 plus 1 3rd-level leader), or tribe (21–30 plus 35% noncombatants plus 2 3rd-level sergeants, 1 5th level leader, and 3–6 porpoises)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +6

Reef giants are unique sea-dwelling giants known for their fun-loving nature and good humor. They are most often founding living in shallow areas near sandbars and reefs. A reef giant stands roughly as tall as a stone giant and has green-blue skin, long green kelp-like hair, and eyes that range from yellow to ocean blue.

Reef giants rarely wear anything but a loincloth. Those reef giants that live in northern climes often have layers of insulating fat over their muscular bodies. Reef giant trading parties often wear clothes made from kelp and large shells when dealing with land-dwellers.

Reef giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Combat
Reef giants would rather trade or swap stories with those they encounter but are as dangerous as any other giant when enraged. Reef giants always carry and fight with large tridents and only rarely throw rocks.

Rock Throwing (Ex): Adult reef giants are good rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A reef giant can hurl rocks weighing 40 to 50 pounds each (Small object) up to 5 range increments.

Rock Catching (Ex): A reef giant can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a reef giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The reef giant must be ready for and aware of the attack.

Scent (Ex): A reef giant 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 reef giant’s Swim speed provides a +8 racial bonus on Swim checks. *A reef giant gains a +8 racial bonus to Hide checks underwater near reefs.
 


Knightfall

World of Kulan DM
Krishnath said:
Nice, is this an original or a conversion?

My reef giant is an original for my World of Kulan campaign setting. It is basically a stone giant with the aquatic template.

Cheers!

KF72

p.s. Posted more NPCs to my Rogues Gallery thread for WoK today as well.
 

Kitsunekaboom

First Post
Specifically for my campaign for once. :) These not only will be use but might be a necessity for some beings in the campaign world. :)

Fire guard falcons (Blood Hawk + Water Elemental)
Small Elemental (Water)
Hit Dice: 1d10 (5)
Initiative: +3 (Dex)
Speed: 10 Ft. Fly 80 Ft. (Average), Swim 90 Ft.
AC: 17 (+1 Size, +3 Dex, +3 Natural) touch 14, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Claw +5 melee
Full Attack: 2 claws +5 melee, bite +0 melee
Damage: Claw 1d3+1, Bite 1d4
Face/Reach: 5 ft./5 ft.
Special Attacks: Drench, Water Mastery, Wounding
Special Qualities: Darkvision 60 Ft., Elemental, Low-light vision
Saves: Fort: +2, Ref: +5, Will: +1
Abilities: Str:13, Dex:16, Con:11, Int:2, Wis:12, Cha:7
Skills: Hide +5, Listen +2, Search ?3, Spot +2*
Feats: Weapon Finesse
Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary or murder (3-12)
Challenge Rating: 1/2
Treasure: 50% goods (Gems only)
Alignment: Always Neutral
Advancement: 2-3 HD (Medium)

These creatures were bred soley to protect great trees from fire. They soak any flames within a hundred feet of their tree.

Combat

Fire guard falcons first drench any torchbearing creatures, then sweet down and use their wounding ability.

Drench (Ex): The fire guard falcon's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispell magic cast as an 1st level sorcerer. It gains no benefit or disadvantage against creatures from the elemental plane of fire.

Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning.

Water Mastery (Ex): A fire guard falcons creature gains a +1 bonus on attack and damage rolls if both it and its foe touch water. If an opponent is landbound, the water elemental creature suffers a ?4 penalty on attack and damage rolls.

Wounding (Ex): A wound resulting from a fire guard falcon?s claw or bite attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points/round and so on). The bleeding can be stopped only by a Heal check (DC 15) or the application of any healing spell.

Skills: *Fire guard falcons have a +8 racial bonus on all Spot checks during daylight.

Advancement
Any fire guard falcon above 1 hit die gain the special quality of Ferocity;

Ferocity (Ex): A fire guard falcon is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
 

Remove ads

Top