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An Epic Game in Progress (my players avoid) New Request: 03/31/04
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<blockquote data-quote="wolff96" data-source="post: 1394439" data-attributes="member: 342"><p>Well, it's not undead, but it *is* a native Half-Fiend... This is something I cooked up right after the release of 3.5, to test out the new advancement rules. It's an insane little critter, especially since it can do a Whirlwind attack ONE HUNDRED AND NINETY FEET across. (30' space, 80' tentacle reach). I don't know if even the Meepites are up to facing this thing, but I'm never going to get any use out of it, so I thought I'd toss it in here in case it was useful.</p><p></p><p>This might make a decent commander for the Demon Prince's forces -- it is remarkably intelligent and wise for an overgrown squid. It speaks Common and Aquan and actually has a good Diplomancy score. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Perhaps you can get some use out of it. Oh, and watch out for the save DCs on those Half-Fiend spell-like abilities... Yowch!</p><p></p><p>----------------------------------</p><p></p><p><strong>Squidbert, Half-Fiend Advanced Kraken</strong>: CR 27; Size C; HD 60d10 + 840 (1170); Init +6; Spd. 20 ft., Fly 20 ft. (average); AC 26, touch 4, FF 24; BAB/Grapple +60/+80; Atk: +72 melee (3d8 + 20, (19-20/x2) Tentacle); Full Attack: 2 Tentacle +72 melee (3d8 + 20, 19-20/x2), 6 Arms +70 melee (1d8 + 10), Bite + 70 melee (6d6 + 10); Space/Reach: 30ft./20ft. (Tentacle 80ft., Arms 40ft.); SA Improved grab, Constrict 3d8 + 20 (tentacle) or 1d8 + 10 (arm), Smite Good 1/day; SQ Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities, Poison Immunity, Acid/Cold/Fire/Elec Resist 10, DR 10/Magic, SR 35; SV Fort +43, Ref +34, Will +30; AL NE; Str 51, Dex 14, Con 38, Int 26, Wis 20, Cha 22.</p><p></p><p><strong>Skills and Feats:</strong> Concentration +45, Diplomacy +16, Hide +6, Intimidate +26, Knowledge (geography) +35, Knowledge (nature) +34, Listen +49, Search +49, Sense Motive +17, Spot +49, Survival +5 (+7 following tracks), Swim +28, Use Magic Device +33; Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Lightning Reflexes, Power Attack, Cleave, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved Disarm, Improved Sunder, Improved Natural Armor (x2).</p><p></p><p>Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 60 hit points, and its arms have 30 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p></p><p><strong>Constrict (Ex):</strong> A kraken deals automatic arm or tentacle damage with a successful grapple check.</p><p></p><p><strong>Jet (Ex):</strong> A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p></p><p><strong>Ink Cloud (Ex):</strong> A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.</p><p></p><p><strong>Spell-Like Abilities:</strong> 1/day—control weather, control winds, dominate animal, resist energy. Caster level 9th. The save DC is Charisma-based.</p><p></p><p><strong>Half-Fiend Spell-Like Abilities:</strong> 3/day—Darkness, Poison, Unholy Aura. 1/day—Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction. The caster level for these is 60, and the save DC (Charisma based) is 46.</p><p></p><p><strong>Smite Good (Su):</strong> Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.</p><p></p><p><strong>Skills:</strong> A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p></blockquote><p></p>
[QUOTE="wolff96, post: 1394439, member: 342"] Well, it's not undead, but it *is* a native Half-Fiend... This is something I cooked up right after the release of 3.5, to test out the new advancement rules. It's an insane little critter, especially since it can do a Whirlwind attack ONE HUNDRED AND NINETY FEET across. (30' space, 80' tentacle reach). I don't know if even the Meepites are up to facing this thing, but I'm never going to get any use out of it, so I thought I'd toss it in here in case it was useful. This might make a decent commander for the Demon Prince's forces -- it is remarkably intelligent and wise for an overgrown squid. It speaks Common and Aquan and actually has a good Diplomancy score. :) Perhaps you can get some use out of it. Oh, and watch out for the save DCs on those Half-Fiend spell-like abilities... Yowch! ---------------------------------- [b]Squidbert, Half-Fiend Advanced Kraken[/b]: CR 27; Size C; HD 60d10 + 840 (1170); Init +6; Spd. 20 ft., Fly 20 ft. (average); AC 26, touch 4, FF 24; BAB/Grapple +60/+80; Atk: +72 melee (3d8 + 20, (19-20/x2) Tentacle); Full Attack: 2 Tentacle +72 melee (3d8 + 20, 19-20/x2), 6 Arms +70 melee (1d8 + 10), Bite + 70 melee (6d6 + 10); Space/Reach: 30ft./20ft. (Tentacle 80ft., Arms 40ft.); SA Improved grab, Constrict 3d8 + 20 (tentacle) or 1d8 + 10 (arm), Smite Good 1/day; SQ Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities, Poison Immunity, Acid/Cold/Fire/Elec Resist 10, DR 10/Magic, SR 35; SV Fort +43, Ref +34, Will +30; AL NE; Str 51, Dex 14, Con 38, Int 26, Wis 20, Cha 22. [b]Skills and Feats:[/b] Concentration +45, Diplomacy +16, Hide +6, Intimidate +26, Knowledge (geography) +35, Knowledge (nature) +34, Listen +49, Search +49, Sense Motive +17, Spot +49, Survival +5 (+7 following tracks), Swim +28, Use Magic Device +33; Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Lightning Reflexes, Power Attack, Cleave, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved Disarm, Improved Sunder, Improved Natural Armor (x2). Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 60 hit points, and its arms have 30 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days. [b]Improved Grab (Ex):[/b] To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [b]Constrict (Ex):[/b] A kraken deals automatic arm or tentacle damage with a successful grapple check. [b]Jet (Ex):[/b] A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [b]Ink Cloud (Ex):[/b] A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. [b]Spell-Like Abilities:[/b] 1/day—control weather, control winds, dominate animal, resist energy. Caster level 9th. The save DC is Charisma-based. [b]Half-Fiend Spell-Like Abilities:[/b] 3/day—Darkness, Poison, Unholy Aura. 1/day—Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction. The caster level for these is 60, and the save DC (Charisma based) is 46. [b]Smite Good (Su):[/b] Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. [b]Skills:[/b] A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/QUOTE]
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