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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 907693" data-attributes="member: 2012"><p><strong><em>Sea Leonal (Guardinal)</em></strong></p><p><strong>Medium-Size Outsider (Aquatic, Good)</strong></p><p><strong>Hit Dice:</strong> 12d8+36 (90 hp)</p><p><strong>Initiative:</strong> +5 (Dex)</p><p><strong>Speed:</strong> 60 ft., swim 40 ft.</p><p><strong>AC:</strong> 21 (+5 Dex, +16 natural)</p><p><strong>Attacks:</strong> 2 claws +17 melee, bite +12 melee</p><p><strong>Damage:</strong> Claw 1d6+5, bite 1d8+2</p><p><strong>Face/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Roar, pounce, improved grab, rake 1d6+5, spell-like abilities</p><p><strong>Special Qualities:</strong> Damage reduction 25/+3, SR 28, protective aura, celestial qualities, scent</p><p><strong>Saves:</strong> Fort +11, Ref +13, Will +11</p><p><strong>Abilities:</strong> Str 21 (+5), Dex 21 (+5), Con 17 (+3), Int 14 (+2), Wis 16 (+3), Cha 15 (+2)</p><p><strong>Skills:</strong> Balance +24, Hide +24, Knowledge (any one) +17, Listen +18, Move Silently +24, Sense Motive +18, Spot +18, Survival +18, Swim +13</p><p><strong>Feats:</strong> Dodge, Mobility, Spring Attack, Track</p><p></p><p><strong>Climate/Terrain:</strong> Any aquatic</p><p><strong>Organization:</strong> Solitary or pride (4–16)</p><p><strong>Challenge Rating:</strong> 13</p><p><strong>Treasure:</strong> No coins; double goods; standard items</p><p><strong>Alignment:</strong> Always neutral good</p><p><strong>Advancement:</strong> 13–18 HD (Medium-size); 19–36 HD (Large)</p><p></p><p>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.</p><p></p><p>Sea leonal speak Celestial and Aquan.</p><p></p><p><strong>Combat</strong></p><p><strong>Celestial Qualities:</strong> 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.)</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, the sea leonal must hit with its bite attack. If it gets a hold, it can rake.</p><p></p><p><strong>Protective Aura (Su):</strong> 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.</p><p></p><p><strong>Pounce (Ex):</strong> 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.</p><p></p><p><strong>Rake (Ex):</strong> 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.</p><p></p><p><strong>Roar (Su):</strong> 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.)</p><p></p><p><strong>Scent (Ex):</strong> 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.</p><p></p><p><strong>Spell-like Abilities:</strong> 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).</p><p></p><p><strong>Skills:</strong> 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.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 907693, member: 2012"] [b][i]Sea Leonal (Guardinal)[/i][/b] [b]Medium-Size Outsider (Aquatic, Good)[/b] [b]Hit Dice:[/b] 12d8+36 (90 hp) [b]Initiative:[/b] +5 (Dex) [b]Speed:[/b] 60 ft., swim 40 ft. [b]AC:[/b] 21 (+5 Dex, +16 natural) [b]Attacks:[/b] 2 claws +17 melee, bite +12 melee [b]Damage:[/b] Claw 1d6+5, bite 1d8+2 [b]Face/Reach:[/b] 5 ft. / 5 ft. [b]Special Attacks:[/b] Roar, pounce, improved grab, rake 1d6+5, spell-like abilities [b]Special Qualities:[/b] Damage reduction 25/+3, SR 28, protective aura, celestial qualities, scent [b]Saves:[/b] Fort +11, Ref +13, Will +11 [b]Abilities:[/b] Str 21 (+5), Dex 21 (+5), Con 17 (+3), Int 14 (+2), Wis 16 (+3), Cha 15 (+2) [b]Skills:[/b] Balance +24, Hide +24, Knowledge (any one) +17, Listen +18, Move Silently +24, Sense Motive +18, Spot +18, Survival +18, Swim +13 [b]Feats:[/b] Dodge, Mobility, Spring Attack, Track [b]Climate/Terrain:[/b] Any aquatic [b]Organization:[/b] Solitary or pride (4–16) [b]Challenge Rating:[/b] 13 [b]Treasure:[/b] No coins; double goods; standard items [b]Alignment:[/b] Always neutral good [b]Advancement:[/b] 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. [b]Combat[/b] [b]Celestial Qualities:[/b] 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.) [b]Improved Grab (Ex):[/b] To use this ability, the sea leonal must hit with its bite attack. If it gets a hold, it can rake. [b]Protective Aura (Su):[/b] 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. [b]Pounce (Ex):[/b] 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. [b]Rake (Ex):[/b] 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. [b]Roar (Su):[/b] 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.) [b]Scent (Ex):[/b] 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. [b]Spell-like Abilities:[/b] 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). [b]Skills:[/b] 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. [/QUOTE]
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