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*Dungeons & Dragons
A few conversions (added hide and gulper)
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<blockquote data-quote="Knight Otu" data-source="post: 887616" data-attributes="member: 192"><p><strong>Hide</strong></p><p><strong>Huge Magical Beast (Aquatic)</strong></p><p><strong>Hit Dice:</strong> 8d10+32 (68 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 10 ft., swim 30 ft.</p><p><strong>AC:</strong> 12 (-2 size, +4 natural), touch 8, flat-footed 12</p><p><strong>BAB/Grapple:</strong> +8/+22</p><p><strong>Attacks:</strong> Bite +13 melee</p><p><strong>Damage:</strong> Bite 2d6+9</p><p><strong>Face/Reach:</strong> 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> Breath weapon</p><p><strong>Special Qualities:</strong> Blindsight 60 ft., cold immunity, darkvision 60 ft., low-light vision, luminous cloud</p><p><strong>Saves:</strong> Fort +12, Ref +6, Will +8</p><p><strong>Abilities:</strong> Str 23, Dex 11, Con 18, Int 2, Wis 16, Cha 5</p><p><strong>Skills:</strong> Hide +3*</p><p><strong>Feats:</strong> Great Fortitude, Iron Will, Weapon Focus (Bite)</p><p><strong>Climate/Terrain:</strong> Any aquatic</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 9 - 20 HD (Huge); 21 - 24 HD (Gargantuan)</p><p>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.</p><p>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.</p><p>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.</p><p><strong><span style="font-size: 12px">Combat</span></strong></p><p>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.</p><p><strong>Breath Weapon (Su):</strong> Cone of cold, 30 ft., every 1d4 rounds; damage 3d6, Reflex half (DC 18). Hides can use their breath weapon while biting.</p><p><strong>Blindsight (Ex):</strong> A hide can ascertain its surroundings using environmental clues such as currents. Unlike the octo-jelly, it is not blind.</p><p><strong>Luminous Cloud (Ex):</strong> 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.</p><p><strong>Skills:</strong> *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.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 887616, member: 192"] [b]Hide Huge Magical Beast (Aquatic) Hit Dice:[/b] 8d10+32 (68 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 10 ft., swim 30 ft. [b]AC:[/b] 12 (-2 size, +4 natural), touch 8, flat-footed 12 [b]BAB/Grapple:[/b] +8/+22 [b]Attacks:[/b] Bite +13 melee [b]Damage:[/b] Bite 2d6+9 [b]Face/Reach:[/b] 15 ft./10 ft. [b]Special Attacks:[/b] Breath weapon [b]Special Qualities:[/b] Blindsight 60 ft., cold immunity, darkvision 60 ft., low-light vision, luminous cloud [b]Saves:[/b] Fort +12, Ref +6, Will +8 [b]Abilities:[/b] Str 23, Dex 11, Con 18, Int 2, Wis 16, Cha 5 [b]Skills:[/b] Hide +3* [b]Feats:[/b] Great Fortitude, Iron Will, Weapon Focus (Bite) [b]Climate/Terrain:[/b] Any aquatic [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 7 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 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. [b][size=3]Combat[/size][/b] 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. [b]Breath Weapon (Su):[/b] Cone of cold, 30 ft., every 1d4 rounds; damage 3d6, Reflex half (DC 18). Hides can use their breath weapon while biting. [b]Blindsight (Ex):[/b] A hide can ascertain its surroundings using environmental clues such as currents. Unlike the octo-jelly, it is not blind. [b]Luminous Cloud (Ex):[/b] 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. [b]Skills:[/b] *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. [/QUOTE]
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