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The World of Kong Version 2.0 - FINISHED 12/17/06
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<blockquote data-quote="demiurge1138" data-source="post: 2814013" data-attributes="member: 7451"><p><strong>KILLER EEL SWARM</strong></p><p><strong>Tiny Animal (Aquatic, Swarm)</strong></p><p><strong>Hit Dice:</strong> 12d8 plus 6 (60 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed: </strong> Swim 20ft (4 squares)</p><p><strong>Armor Class:</strong> 15 (+2 size, +3 Dex), touch 15, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +9/–</p><p><strong>Attack:</strong> Swarm (4d6 plus bleeding wound)</p><p><strong>Full Attack:</strong> Swarm (4d6 plus bleeding wound)</p><p><strong>Space/Reach:</strong> 10ft/0ft</p><p><strong>Special Attacks:</strong> Bleeding wound, distraction</p><p><strong>Special Qualities:</strong> Keen scent, low-light vision, swarm traits</p><p><strong>Saves:</strong> Fort +8, Ref +13, Will +4</p><p><strong>Abilities: </strong> Str 3, Dex 16, Con 11, Int 1, Wis 11, Cha 3</p><p><strong>Skills: </strong> Listen 7, Spot +7, Swim +9</p><p><strong>Feats: </strong> Alertness, Improved Initiative, Lightning Reflexes, Toughness (x2)</p><p><strong>Environment: </strong> Warm aquatic (freshwater)</p><p><strong>Organization: </strong> Solitary or school (2-6 swarms)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment: </strong> Always neutral</p><p><strong>Advancement:</strong> None</p><p><strong>Level Adjustment: </strong> -</p><p></p><p><em>The river begins to boil with purple skinned eels, their eyes bulging, their circular mouths tearing away lumps of flesh.</em></p><p></p><p>Skull Island’s rivers and lakes teem with dozens of unique species of fish, ranging from tiny prickle fish and morsel fish to the shark-like needlemouths (use stats for Large sharks). It is frightening, then, that among the most dangerous fish in Skull Island’s water is one of the smallest. The killer eel, a slimy two-foot long creature, is onerous by itself, attacking whatever crosses its path and cutting out bloody wounds. But when killer eels swarm, they are truly deadly.</p><p></p><p><strong>Combat</strong></p><p>Killer eels seem sluggish, but their slow swimming belies their agility and rapidity of attack. Once one killer eel strikes, it usually means that many, many more are on their way, driven to frenzy by blood in the water. A killer eel swarm fights without fear of death, overwhelming prey until the swarm is dispersed or the prey is skeletonized.</p><p></p><p>Due to the ferocity of their attacks, killer eel swarms deal damage as if they had 15 Hit Dice.</p><p></p><p><strong>Bleeding Wound (Ex): </strong> The many plug-shaped holes left by a killer eel swarm continue to bleed, allowing other swarms to gather in the area. A creature damaged by a killer eel swarm takes one point of damage per round for the next ten rounds. Wounds from multiple rounds spent within the swarm stack, dealing more damage, and delaying the cessation of the bleeding. A DC 15 Heal check or a cure spell can stop the bleeding before the duration expends.</p><p></p><p><strong>Distraction (Ex):</strong> Any creature that begins its turn within the area of a killer eel swarm must make a DC 16 Fortitude save or be nauseated for one round. The save DC is Constitution based. Even on a successful save, spellcasting and concentrating on spells requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check.</p><p></p><p><strong>Swarm Traits:</strong> A killer eel swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A killer eel swarm takes half damage from slashing and piercing weapons. Reducing a killer eel swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.</p><p></p><p>A killer eel swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A killer eel swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.</p><p></p><p><strong>Skills: </strong> A killer eel swarm has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p>Copyright 2006 Nicholas Herold. <em>The World of Kong</em> copyright 2005 Weta Workshop.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2814013, member: 7451"] [B]KILLER EEL SWARM Tiny Animal (Aquatic, Swarm)[/B] [B]Hit Dice:[/B] 12d8 plus 6 (60 hp) [B]Initiative:[/B] +7 [B]Speed: [/B] Swim 20ft (4 squares) [B]Armor Class:[/B] 15 (+2 size, +3 Dex), touch 15, flat-footed 13 [B]Base Attack/Grapple:[/B] +9/– [B]Attack:[/B] Swarm (4d6 plus bleeding wound) [B]Full Attack:[/B] Swarm (4d6 plus bleeding wound) [B]Space/Reach:[/B] 10ft/0ft [B]Special Attacks:[/B] Bleeding wound, distraction [B]Special Qualities:[/B] Keen scent, low-light vision, swarm traits [B]Saves:[/B] Fort +8, Ref +13, Will +4 [B]Abilities: [/B] Str 3, Dex 16, Con 11, Int 1, Wis 11, Cha 3 [B]Skills: [/B] Listen 7, Spot +7, Swim +9 [B]Feats: [/B] Alertness, Improved Initiative, Lightning Reflexes, Toughness (x2) [B]Environment: [/B] Warm aquatic (freshwater) [B]Organization: [/B] Solitary or school (2-6 swarms) [B]Challenge Rating:[/B] 6 [B]Treasure:[/B] None [B]Alignment: [/B] Always neutral [B]Advancement:[/B] None [B]Level Adjustment: [/B] - [I]The river begins to boil with purple skinned eels, their eyes bulging, their circular mouths tearing away lumps of flesh.[/I] Skull Island’s rivers and lakes teem with dozens of unique species of fish, ranging from tiny prickle fish and morsel fish to the shark-like needlemouths (use stats for Large sharks). It is frightening, then, that among the most dangerous fish in Skull Island’s water is one of the smallest. The killer eel, a slimy two-foot long creature, is onerous by itself, attacking whatever crosses its path and cutting out bloody wounds. But when killer eels swarm, they are truly deadly. [B]Combat[/B] Killer eels seem sluggish, but their slow swimming belies their agility and rapidity of attack. Once one killer eel strikes, it usually means that many, many more are on their way, driven to frenzy by blood in the water. A killer eel swarm fights without fear of death, overwhelming prey until the swarm is dispersed or the prey is skeletonized. Due to the ferocity of their attacks, killer eel swarms deal damage as if they had 15 Hit Dice. [B]Bleeding Wound (Ex): [/B] The many plug-shaped holes left by a killer eel swarm continue to bleed, allowing other swarms to gather in the area. A creature damaged by a killer eel swarm takes one point of damage per round for the next ten rounds. Wounds from multiple rounds spent within the swarm stack, dealing more damage, and delaying the cessation of the bleeding. A DC 15 Heal check or a cure spell can stop the bleeding before the duration expends. [B]Distraction (Ex):[/B] Any creature that begins its turn within the area of a killer eel swarm must make a DC 16 Fortitude save or be nauseated for one round. The save DC is Constitution based. Even on a successful save, spellcasting and concentrating on spells requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. [B]Swarm Traits:[/B] A killer eel swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A killer eel swarm takes half damage from slashing and piercing weapons. Reducing a killer eel swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A killer eel swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A killer eel swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. [B]Skills: [/B] A killer eel swarm has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Copyright 2006 Nicholas Herold. [I]The World of Kong[/I] copyright 2005 Weta Workshop. Demiurge out. [/QUOTE]
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