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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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<blockquote data-quote="trentonjoe" data-source="post: 925254" data-attributes="member: 304"><p>Here is my contribution (with significant help from Mr. Knightfall)</p><p></p><p></p><p>-----------------------------------</p><p>Fiendish Sea Worg</p><p>Large Outsider (Aquatic)</p><p>Hit Dice: 5d10+25 (52 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 50 ft., swim 40 ft.</p><p>AC: 18 (+3 Dex, +6 natural, -1 size)</p><p>Attacks: Bite +11 melee</p><p>Damage: Bite 1d6+10</p><p>Face/Reach: 5 ft. x 10 ft. / 5 ft.</p><p>Special Attacks: Trip, smite good, bull rush, Leap</p><p>Special Qualities: Darkvision 60 ft., scent, cold and fire resistance 10, DR 5/+1, SR 10</p><p>Saves: Fort +9, Ref +7, Will +7</p><p>Abilities: Str 25, Dex 17, Con 21, Int 6, Wis 16, Cha 10</p><p>Skills: Hide +4, Listen +10, Move Silently +8, Spot +10, Survival +3*, Swim +11, Jump +10</p><p>Feats: Alertness, Power Attack, Improved Bull Rush</p><p>Climate/Terrain: Any aquatic</p><p>Organization: Solitary, pair, or pack (6-11)</p><p>Challenge Rating: 5</p><p>Treasure: 1/10 coins; 50% goods; 50% items</p><p>Alignment: Always neutral evil</p><p>Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="trentonjoe, post: 925254, member: 304"] 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. [/QUOTE]
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