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Sargassum

Phineas Crow

First Post
Sargassum
Colossal Plant (Aquatic)

Hit Dice: 16d8+80 (152 hp)
Initiative: -2
Speed: swim 10 ft. (2 squares)
Armor Class: 15 (-2 Dex, -8 Size, +15 natural) touch 0, flat-footed 15
Base Attack/Grapple: +12/+39
Attack: Slam +15 melee (2d6+16)
Full Attack: Slam +15 melee (2d6+16)
Space/Reach: 100 ft./ 40 ft.
Special Attacks: Constrict 2d6+16, improved grab
Special Qualities: Aura of still wind, damage reduction 15/piercing or slashing, plant traits, resistance to cold 10 and fire 10, tremorsense 120 ft.
Saves: Fort +15, Ref +3, Will +5
Abilities: Str 32, Dex 6, Con 20, Int --, Wis 11, Cha 9
Skills: --
Feats: --
Environment: Warm aquatic
Organization: Solitary or Brood (1 sargassum and 6-11 wights)
Challenge Rating: 12
Treasure: Double standard
Alignment: Always neutral
Advancement: 17+ HD (Colossal)
Level Adjustment: --

While legends abound about the dreaded sargassum, known to mariners as the eater-of-ships, only a handful of people have actually witnessed the sargassum and lived to tell about it.

In appearance a sargassum looks like a massive bed of floating seaweed. Entangled within the sargassum are old, decaying ships, the past victims of the sargassum. It is believed that the sargassum feeds off of the ships that it traps, devouring the wood slowly over the years.

Some foolish treasure seekers actively hunt sargassum looking to loot the treasure-filled holds of the ships the sargassum has caught. Rumors have begun to circulate of sargassum that have been infested with undead, adding even more danger to the so called eater-of-ships.

Combat

Sargassum drift upon the open seas, gravitating towards busy shipping lanes. When a sargassum detects an approaching ship is moves towards it, catching the ship in its Aura of Still Wind. Then the sargassum slowly overtakes the ship, entangling it in its body.

The sargassum defends itself from attacks by forming a pseudopod out of its tangled mass and using it as a weapon against its attackers.

Constrict (Ex): A sargassum deals 2d6+16 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a sargassum must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Aura of Still Wind (Su): The air within a 100 ft. distance from the sargassum is unnaturally stilled, the aura even cancels magical wind which automatically fail within the area. Wind powered ships that enter the area become becalmed and begin to slowly drift with the sea currents.

Seize Vessel (Ex): Any sea-going vessel that has the misfortune to come into contact with a sargassum becomes stuck as the sargassum’s tangled mass wraps itself around the ship’s hull and thousands of tiny mouth-like pads attach to its timbers. A vessel caught by a sargassum can only be freed by killing the sargassum which, after it dies, releases its hold on any trapped ships.
 
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demiurge1138

Inventor of Super-Toast
In light of 3.5 rules, I'd probably nix the half from bludgeoning and give it DR 15/piercing or slashing. Other than that, very nice.

Demiurge out.
 

Phineas Crow

First Post
demiurge1138 said:
In light of 3.5 rules, I'd probably nix the half from bludgeoning and give it DR 15/piercing or slashing. Other than that, very nice.

Demiurge out.

I made the change.... I still sort of cringe at 3.5ed DR.
 



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