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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2994847" data-attributes="member: 2012"><p><strong>Water-Horse</strong></p><p><strong>Large Outsider (Evil, Native)</strong></p><p><strong>Hit Dice:</strong> 6d8+30 (57 hp)</p><p><strong>Initiative:</strong> +8 (Dex, Improved Initiative)</p><p><strong>Speed:</strong> 40 ft. (8 squares), fly 90 ft. (good), swim 40 feet</p><p><strong>AC:</strong> 27 (–1 size, +2 Dex, +16 natural), touch 11, flat-footed 25</p><p><strong>Base Attack/Grapple:</strong> +6/+15</p><p><strong>Attack:</strong> Hoof +10 melee (1d8+5 plus 1d4 steam)</p><p><strong>Full Attack:</strong> 2 hooves +10 melee (1d8+5 plus 1d4 steam) and bite +5 melee (1d8+2)</p><p><strong>Space/Reach:</strong> 10 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Adhesive skin, spell-like abilities, steam 2d4, superheated hooves</p><p><strong>Special Qualities:</strong> Astral projection, darkvision 60 ft., etherealness, scent</p><p><strong>Saves:</strong> Fort +10, Ref +9, Will +8</p><p><strong>Abilities:</strong> Str 20 (+5), Dex 19 (+4), Con 20 (+5), Int 15 (+2), Wis 17 (+3), Cha 14 (+2)</p><p><strong>Skills:</strong> Concentration +14, Diplomacy +4, Intimidate +11, Knowledge (local) +11, Listen +14, Move Silently +13, Search +11, Sense Motive +12, Spot +14, Survival +12, Swim +13</p><p><strong>Feats:</strong> Alertness, Improved Initiative, Run</p><p></p><p><strong>Environment:</strong> Any aquatic</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 7–10 HD (Large); 11–18 HD (Huge)</p><p><strong>Level Adjustment:</strong> +9 (cohort)</p><p></p><p>Water-horses are evil aquatic horses that are both beautiful and deadly. Their horsehair is jet black and their hides are blue-green in color. Water-horses are native to the Material Plane and they often live near coastal areas, but can be found in the deep sea as well. They are carnivorous and often come ashore to eat livestock and unwary travelers.</p><p></p><p>A water-horse will allow itself to be mounted, but once the rider is upon it will bolt for the sea to try to drown the rider. Its adhesive skin makes this attack hard to escape. However, it will often align itself to an evil rider who is a blackguard or a stormchaser. A water-horse prefers that this rider be of an aquatic race, but will bend to the will of a very strong landbound rider as well.</p><p></p><p>Water-horses cannot speak but they do understand Abyssal, Infernal and Common. A water-horse is about the size of a light warhorse.</p><p></p><p><strong>Combat</strong></p><p>Water-horses do battle by biting with their viper-like fangs and kicking with their powerful legs. A water-horse can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.</p><p></p><p>A water-horse’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.</p><p></p><p><em>Adhesive Skin</em> (Ex): A water-horse can make its skin sticky to the touch, which will trap any victim that mounts it. The victim can escape upon making a successful opposed Strength check or a successful Reflex save (DC 17). Any magical item, the victim is wearing, that allows free actions will negate this ability. The save DC is Dexterity-based.</p><p></p><p><em>Astral Projection and Etherealness</em> (Su): These abilities function just like the spells of the same names (caster level 20th); a water-horse can use either at will.</p><p></p><p><em>Spell-like Abilities</em> (Sp): 1/day – <em>fog cloud</em>, <em>obscuring mist</em>, <em>water breathing</em>. These abilities are as the spells cast by a 6th-level cleric.</p><p></p><p><em>Steam</em> (Su): During the excitement of battle, a water-horse often snorts and neighs with rage. This fills a 15-foot cone with a hot, boiling steam that burns and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 18) or suffer 2d4 points of damage while in the steam cone and a -2 morale penalty to all attack and damage rolls until 1d6 minutes after leaving the cone. (Those that make their save take only half damage from the steam.)</p><p></p><p>The water-horse gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The steam does not obscure the water-horse’s vision at all. The cone lasts 1 round, and the water-horse uses it once as a free action during its turn each round. The save DC is Constitution-based.</p><p></p><p><em>Superheated Hooves</em> (Su): A blow from a water-horse’s hooves sets combustible materials alight.</p><p></p><p><em>Skills</em>: A water-horse’s Swim speed provides a +8 racial bonus on Swim checks.</p><p></p><p><em>Carrying Capacity</em>: A light load for a water-horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.</p><p></p><p><strong>Base Creature:</strong> Nightmare</p><p><strong>Template(s):</strong> Aquatic Template (D&D Savage Species errata) and Half-Water Elemental (D&D Manual of the Planes) plus custom modifications – added Adhesive Skin special attack (+1 CR), changed nightmare attacks & special attacks to reflect aquatic nature, changed Knowledge skill to reflect Material Plane environment.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2994847, member: 2012"] [B]Water-Horse[/B] [B]Large Outsider (Evil, Native)[/B] [B]Hit Dice:[/B] 6d8+30 (57 hp) [B]Initiative:[/B] +8 (Dex, Improved Initiative) [B]Speed:[/B] 40 ft. (8 squares), fly 90 ft. (good), swim 40 feet [B]AC:[/B] 27 (–1 size, +2 Dex, +16 natural), touch 11, flat-footed 25 [B]Base Attack/Grapple:[/B] +6/+15 [B]Attack:[/B] Hoof +10 melee (1d8+5 plus 1d4 steam) [B]Full Attack:[/B] 2 hooves +10 melee (1d8+5 plus 1d4 steam) and bite +5 melee (1d8+2) [B]Space/Reach:[/B] 10 ft. / 5 ft. [B]Special Attacks:[/B] Adhesive skin, spell-like abilities, steam 2d4, superheated hooves [B]Special Qualities:[/B] Astral projection, darkvision 60 ft., etherealness, scent [B]Saves:[/B] Fort +10, Ref +9, Will +8 [B]Abilities:[/B] Str 20 (+5), Dex 19 (+4), Con 20 (+5), Int 15 (+2), Wis 17 (+3), Cha 14 (+2) [B]Skills:[/B] Concentration +14, Diplomacy +4, Intimidate +11, Knowledge (local) +11, Listen +14, Move Silently +13, Search +11, Sense Motive +12, Spot +14, Survival +12, Swim +13 [B]Feats:[/B] Alertness, Improved Initiative, Run [B]Environment:[/B] Any aquatic [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 9 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 7–10 HD (Large); 11–18 HD (Huge) [B]Level Adjustment:[/B] +9 (cohort) Water-horses are evil aquatic horses that are both beautiful and deadly. Their horsehair is jet black and their hides are blue-green in color. Water-horses are native to the Material Plane and they often live near coastal areas, but can be found in the deep sea as well. They are carnivorous and often come ashore to eat livestock and unwary travelers. A water-horse will allow itself to be mounted, but once the rider is upon it will bolt for the sea to try to drown the rider. Its adhesive skin makes this attack hard to escape. However, it will often align itself to an evil rider who is a blackguard or a stormchaser. A water-horse prefers that this rider be of an aquatic race, but will bend to the will of a very strong landbound rider as well. Water-horses cannot speak but they do understand Abyssal, Infernal and Common. A water-horse is about the size of a light warhorse. [B]Combat[/B] Water-horses do battle by biting with their viper-like fangs and kicking with their powerful legs. A water-horse can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check. A water-horse’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. [I]Adhesive Skin[/I] (Ex): A water-horse can make its skin sticky to the touch, which will trap any victim that mounts it. The victim can escape upon making a successful opposed Strength check or a successful Reflex save (DC 17). Any magical item, the victim is wearing, that allows free actions will negate this ability. The save DC is Dexterity-based. [I]Astral Projection and Etherealness[/I] (Su): These abilities function just like the spells of the same names (caster level 20th); a water-horse can use either at will. [I]Spell-like Abilities[/I] (Sp): 1/day – [I]fog cloud[/I], [I]obscuring mist[/I], [I]water breathing[/I]. These abilities are as the spells cast by a 6th-level cleric. [I]Steam[/I] (Su): During the excitement of battle, a water-horse often snorts and neighs with rage. This fills a 15-foot cone with a hot, boiling steam that burns and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 18) or suffer 2d4 points of damage while in the steam cone and a -2 morale penalty to all attack and damage rolls until 1d6 minutes after leaving the cone. (Those that make their save take only half damage from the steam.) The water-horse gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The steam does not obscure the water-horse’s vision at all. The cone lasts 1 round, and the water-horse uses it once as a free action during its turn each round. The save DC is Constitution-based. [I]Superheated Hooves[/I] (Su): A blow from a water-horse’s hooves sets combustible materials alight. [I]Skills[/I]: A water-horse’s Swim speed provides a +8 racial bonus on Swim checks. [I]Carrying Capacity[/I]: A light load for a water-horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. [B]Base Creature:[/B] Nightmare [B]Template(s):[/B] Aquatic Template (D&D Savage Species errata) and Half-Water Elemental (D&D Manual of the Planes) plus custom modifications – added Adhesive Skin special attack (+1 CR), changed nightmare attacks & special attacks to reflect aquatic nature, changed Knowledge skill to reflect Material Plane environment. [/QUOTE]
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