A few conversions (added hide and gulper)


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The same as the hide? I had suspected the HD to be lower. I'll keep the 6 HD, then, makes a bit more sense. :D

I have decided to make the hide a magical beast, by the way. :)
 


Hide
Huge Magical Beast (Aquatic)
Hit Dice:
8d10+32 (68 hp)
Initiative: +0
Speed: 10 ft., swim 30 ft.
AC: 12 (-2 size, +4 natural), touch 8, flat-footed 12
BAB/Grapple: +8/+22
Attacks: Bite +13 melee
Damage: Bite 2d6+9
Face/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Blindsight 60 ft., cold immunity, darkvision 60 ft., low-light vision, luminous cloud
Saves: Fort +12, Ref +6, Will +8
Abilities: Str 23, Dex 11, Con 18, Int 2, Wis 16, Cha 5
Skills: Hide +3*
Feats: Great Fortitude, Iron Will, Weapon Focus (Bite)
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9 - 20 HD (Huge); 21 - 24 HD (Gargantuan)
Some people might say that the hide is to the octo-jelly is what the winter wolf is to the wolf, and they might not be far off.
The hide looks quite similar to its smaller cousin, the octo-jelly, appearing as a some kind of mop or opened umbrella of 20 feet diameter, thanks to its short tentacles connected by webbing. As other octopi, the hide can, and frequently does, change its coloration.
Due to their enormous size, hides are strictly solitary creatures, only meeting for a short mating period, after which the female lays its eggs and leaves them behind.
Combat
Hides start their hunt by softening up prey with their breath weapon, then moving in for the kill. Like octo-jellies, they cannot afford to retreat early, but when they lose 75% of their hit points, they use the same defense mechanism as their more mundane cousins.
Breath Weapon (Su): Cone of cold, 30 ft., every 1d4 rounds; damage 3d6, Reflex half (DC 18). Hides can use their breath weapon while biting.
Blindsight (Ex): A hide can ascertain its surroundings using environmental clues such as currents. Unlike the octo-jelly, it is not blind.
Luminous Cloud (Ex): A hide can emit a cloud of glowing blue-green particles 40 feet high by 60 feet wide by 60 feet long once a minute as a free action. The cloud provides total concealment, which the hide normally uses to escape a fight in which it lost more than 75 % of its hit points. In addition, any creature caught in the cloud must make a Fortitude save (DC 18) or be blinded for 1d10 rounds.
Skills: *A hide can change its colors. While this ability does no good in the depths it normally dwells in, it grants a +4 racial bonus to Hide checks in the higher waters.
 

Gulper, Giant
Large Animal (Aquatic)
Hit Dice:
9d8+27 (67 hp)
Initiative: +0
Speed: Swim 40 ft.
AC: 11 (-1 size, +2 natural), touch 9, flat-footed 11
BAB/Grapple: +6/+18 (see text)
Attacks: Bite +10 melee
Damage: Bite 2d8+6
Face/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d6+6, improved grab, swallow whole
Special Qualities: Blindsight 60 ft., darkvision 60 ft., low-light vision
Saves: Fort +11, Ref +6, Will +8
Abilities: Str 19, Dex 11, Con 16, Int 1, Wis 16, Cha 3
Skills: Hide +8
Feats: Great Fortitude, Iron Will, Power Attack, Weapon Focus (Bite)
Climate/Terrain: Any aquatic
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10 - 15 HD (Large); 16 - 21 HD (Huge); 22 - 27 HD (Gargantuan)
Giant gulpers are nothing more than a great maw followed by a long, trailing tail, designed to swallow prey as large as itself.
Typically about 12 feet long, giant gulpers are predators of the deep dark sea, who mindlessly hunt everything they encounter. Their small eyes can catch the miniscule amount of light that finds its way into these depths, but they mostly rely on their blindsight. A few giant gulpers sport a bioluminescent tail tip, for the purpose of attracting prey.
Combat
A giant gulper is straightforward in combat, attempting to swallow its prey as soon as possible. if faced with multiple opponents, it will try to devour the nearest first, while trying to constrict those who would come to the aid of the victim.
Constrict (Ex): With a successful grapple check, a giant gulper can constrict a grabbed opponent, dealing 1d6+6 points of bludgeoning damage.
Improved Grab (Ex): If a giant gulper hits an opponent of its own size or smaller with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Grapple bonus +18 - a giant gulper receives a +4 racial bonus to grapple checks due to its slanted teeth). If it gets a hold, it can swallow the opponent on its next successful grapple check. Alternatively, the giant gulper has the option to conduct the grapple normally, or simply use its bite to hold the opponent (-20 penalty on grapple check, but the giant gulper is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.
Swallow Whole (Ex): A giant gulper can swallow a single creature of its own size or smaller by making a successful grapple check (grapple bonus +18), provided it already has that opponent in its maw (see Improved Grab, above). Once inside the giant gulper, the opponent takes 2d6+6 points of crushing damage and 1d8 points of acid damage per round fromn the giant gulper’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the giant gulper’s maw, where another grapple check is needed to get free. Alternatively, a swallowed creature can try to cut ts way out with either claws or a light piercing or slashing weapon. Dealing a total of at least 15 points of damage to the stomach (AC 9) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A giant gulper’s stomach can hold 1 Large, 4 Medium-Size, or 16 Small or smaller opponents.
Blindsight (Ex): A giant gulper can ascertain its surroundings using environmental clues such as currents.
 

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