Cleon
Legend
Looks an OK start.
I'd like to change the Advancement to 16-23 HD (Gargantuan); 24-45 (Colossal).
The "firetouch" should probably work like the fire elemental's burn ability.
Maybe adapt the following to flying vessels?
Ramming (Ex): As a standard action, a chont can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the chont must end its movement in the target's space. This attack deals 2d8+5 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 18 Reflex save for half damage. The save DC is Strength-based.
Upon ramming a ship, the chont can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.
I like that idea, actually! Nice and simple, but it captures the spirit of the original attack.I'm fine with that.
Another thought: when it makes a charge attack, it deals additional fire damage (to represent exposing the victim to more of its flaming surface).