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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9452732" data-attributes="member: 6915329"><p>This is the <strong>amphibious creature</strong>, and it beats making a bunch of aquatic versions of land-dwelling creatures.</p><p></p><p>This template is simple enough that, with the Narrator’s discretion, it can even be used as a heritage gift.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px">Amphibious Creature (Template)</span></span></strong></p><p>Source: <em>Stormwrack; </em>Designers:<em> Richard Baker, Joseph D. Carriker Jr., Jennifer Clarke Wilkes</em></p><p></p><p>Sometimes, a child is born to a terrestrial creature who is adapted to life in the water—perhaps they had a parent or more distant ancestor who was from an aquatic heritage, or perhaps they were blessed by a powerful water entity, or had a strange mutation. Often, this change is hereditary and this child becomes the parent of a new species of water-dwelling kin.</p><p></p><p>--</p><p></p><p>“Amphibious” is a template that can be added to any giant, humanoid, or monstrosity. It retains all of the statistics of the base creature except as noted below:</p><p></p><p><strong><em>Speed.</em></strong> The amphibious creature gains a swim speed equal to the base creature’s walking speed, but its walking speed is reduced by 10 feet.</p><p></p><p><strong><em>Amphibious.</em></strong> The amphibious creature breathes air and water.</p><p></p><p><strong><em>Aquatic Nature.</em></strong> The amphibious creature gains a d6 expertise die on Acrobatics and Athletics checks made while underwater, but has disadvantage on Acrobatics and Athletics checks made while out of the water.</p><p></p><p><strong><em>Water Pressure Resistant.</em></strong> The amphibious creature has advantage on saving throws to avoid the effects of water pressure (see <em>Planestrider’s Journal</em> pg. 86).</p><p></p><p>--</p><p></p><p>The following uses an ogre as the base creature.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">River Ogre</span></span></strong></p><p><strong>Large giant; Challenge 2 (450 XP)</strong></p><p><strong></strong></p><p><strong>AC</strong> 12 (natural armor)</p><p><strong>HP</strong> 59 (7d10+21; bloodied 29)</p><p><strong>Speed</strong> 30 ft., swim 40 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 8 (-1) <strong>CON</strong> 18 (+3)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 8 (-1)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 14</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> Common, Giant</p><p></p><p><strong><em>Amphibious.</em></strong> The river ogre breathes air and water.</p><p></p><p><strong><em>Aquatic Nature.</em></strong> The river ogre gains a d6 expertise die on Acrobatics and Athletics checks made while underwater, but has disadvantage on Acrobatics and Athletics checks made while out of the water.</p><p></p><p><strong><em>Water Pressure Resistance.</em></strong> The river ogre has advantage on saving throws to avoid the effects of water pressure.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Greatclub.</em></strong><em> Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8+4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure.</p><p></p><p><strong><em>Sweeping Strike. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., all creatures within 5 feet. <em>Hit:</em> 8 (1d8+4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the river ogre.</p><p></p><p><strong><em>Trident. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit: </em>11 (2d6+4) piercing damage.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9452732, member: 6915329"] This is the [B]amphibious creature[/B], and it beats making a bunch of aquatic versions of land-dwelling creatures. This template is simple enough that, with the Narrator’s discretion, it can even be used as a heritage gift. [B][COLOR=rgb(41, 105, 176)][SIZE=6]Amphibious Creature (Template)[/SIZE][/COLOR][/B] Source: [I]Stormwrack; [/I]Designers:[I] Richard Baker, Joseph D. Carriker Jr., Jennifer Clarke Wilkes[/I] Sometimes, a child is born to a terrestrial creature who is adapted to life in the water—perhaps they had a parent or more distant ancestor who was from an aquatic heritage, or perhaps they were blessed by a powerful water entity, or had a strange mutation. Often, this change is hereditary and this child becomes the parent of a new species of water-dwelling kin. -- “Amphibious” is a template that can be added to any giant, humanoid, or monstrosity. It retains all of the statistics of the base creature except as noted below: [B][I]Speed.[/I][/B] The amphibious creature gains a swim speed equal to the base creature’s walking speed, but its walking speed is reduced by 10 feet. [B][I]Amphibious.[/I][/B] The amphibious creature breathes air and water. [B][I]Aquatic Nature.[/I][/B] The amphibious creature gains a d6 expertise die on Acrobatics and Athletics checks made while underwater, but has disadvantage on Acrobatics and Athletics checks made while out of the water. [B][I]Water Pressure Resistant.[/I][/B] The amphibious creature has advantage on saving throws to avoid the effects of water pressure (see [I]Planestrider’s Journal[/I] pg. 86). -- The following uses an ogre as the base creature. [B][COLOR=rgb(41, 105, 176)][SIZE=7]River Ogre[/SIZE][/COLOR] Large giant; Challenge 2 (450 XP) AC[/B] 12 (natural armor) [B]HP[/B] 59 (7d10+21; bloodied 29) [B]Speed[/B] 30 ft., swim 40 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 8 (-1) [B]CON[/B] 18 (+3) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 8 (-1) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 14 [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] Common, Giant [B][I]Amphibious.[/I][/B] The river ogre breathes air and water. [B][I]Aquatic Nature.[/I][/B] The river ogre gains a d6 expertise die on Acrobatics and Athletics checks made while underwater, but has disadvantage on Acrobatics and Athletics checks made while out of the water. [B][I]Water Pressure Resistance.[/I][/B] The river ogre has advantage on saving throws to avoid the effects of water pressure. [B][U]Actions[/U] [I]Greatclub.[/I][/B][I] Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/I] 13 (2d8+4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure. [B][I]Sweeping Strike. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., all creatures within 5 feet. [I]Hit:[/I] 8 (1d8+4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the river ogre. [B][I]Trident. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit: [/I]11 (2d6+4) piercing damage. [/QUOTE]
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