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Aquatic Monsters (Last added Wave Golem)

Liolel

Explorer
Young Sea Drake
Large Dragon (Aquatic)
Hitpoints 8d12+32 (84)
Intiative: +0
Speed: Swim 60 ft Fly 50 ft (poor)
AC: 19 (+10 natural –1 size)
Attack: Bite +14 melee, 2 Claws +12 meele, Tailslap +12 meele
Damage: Bite 2d6+7, Claw 1d8+3, Tailslap 2d8+3
Face/Reach: 5ft by 10ft/5ft
Special Attacks: Breath Weapons, Halt ship
Special Qualitys: Blindsight 30 ft, Dragon traits, Fire immunity
Saves: Fort +9, Reflex +6, Will +8
Abilitys: Str:24, Dex: 10, Con: 16, Int:15 Wis: 14, Cha: 13
Skills: Hide +5* Intimidate +12, Intuit Direct + 12, Listen +12, Sense Motive +12, Spot +12
Feats: Multiattack, Power Attack, Flyby Attack
________________________________________________________________________
Climate: Any aquatic
Organization: Solitary, or Pair
Challenge Rating: 8
Treasure: Double Standerd
Alignment: Any Evil
Advancement: 8-16 HD (Large) 16-24 HD (Huge)

A young sea drake is the young of the sea drake a serpent shaped dragon with wings who live in the ocean.
A young sea drake appears as a long and wide blue serpent with small wings on its side. It is nearly invisable underwater as its natural coloring blends in.
Sea drakes enjoy attacking ships and stealing there treasure and are a meance to any water ways. They are abandoned at birth by their parents and are cruel, and greedy like their dragon kin. All sea drakes possess the ability to read and speak Aquan, Common, and Draconic.

Combat
Sea drakes enjoy beginning combat against ships underwater where they will halt the ship and then fly over it and make strafing breath weapon attacks retreating underwater after each run until the ship deck is emptyed. Mean while it will attack the ship from below the water with its natural weapons until the ship sinks. Against underwater opponents is will breath and move in for a full attack.
Breath Weapon (su) 40ft Cone of boiling water 10d8 heat damage. Reflex save dc:17 half Effective both above water, and below. Every 1d4 rounds
Halt Ship (su): By calling on the intate power of the water within him, a sea drake can cause the water to resiste anything passing through it. This stops all boats of 30 ft length of less, and slows all other boats down to half speed. This affect lasts until the drake is dead, or to boat is 100 ft away from it.
Dragon traits: Immune to sleep, paralysis, darkvison 60 ft, lowlight vision

So what do you think?
 
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Sea Serpent
Gargantuan Beast (Aquatic)
Hitpoints: 24d10+168 (300)
Initiative: +0
Speed: Swim 40 ft
AC: 32 (+26 natural, -4 size)
Attack: Bite +27 melee
Damage: Bite 4d6+19
Face/Reach: 10 ft by 40 ft/15 ft
Special Attacks: Lunge, Frightful Prescense
Special Qualities: Darkvison 60ft, Lowlight Vision
Saves: Fort +21, Reflex +14, Will +8
Abilities: Str 37, Dex 10, Con 24, Int 1, Wis 10, Cha 10,
Skills: Spot +6, Listen +6
________________________________________________________________________
Climate: Any aquatic
Organization: Solitary or Pair
Challenge Rating: ?
Treasure: None
Alignment: Always neutral
Advancement: 25-32(Gargantuan), 33-72(Colossal)

Sea Serpents are ravanous beasts the soley exist to hunt for food, and prey on the sailors out of ships.

A sea serpent appears as a very large blue scaled snake the lives in the water. It often is seen with portions of the middle of its body underwater and the tail is almost always under the surface. Most ocean animals avoid the sea serpent or they get eaten.

Combat: A sea serpent starts combat by lunging up to the ships deck and attacking the nearest person. It will repeatly attack this same person untill that person goes out of reach or it is driven to low hitpoint. Once a target dies it will start on the next.

Lunge (ex): On the first round of combat a Sea Serpent may lunge out of the water and attack any one on the deck of a ship for a extra damaging bite attack. This bite attack does 4d8+26 do to the quick motion.

Frightful Presence(ex): Upon witnessing a lunge attack all creatures within 60 ft much make a will save dc:22 or become frightened as the state described in chapter 3 of the Dmg. On a successful save that creature is immune to the Frightful presence of that particular Sea Serpent for 24 hours.

Need help on the cr. As always what do you think of it?
 
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demiurge1138 said:
I'd say CR 19-21. I'd playtest it first.

Demiurge out.

Thanks for the help but I'll have to disagree. Let me present my reasoning.
A 19th wizard level character can easily have a 20 int, a headband of intellegct +6 skill focus enchanment and cast dominate monster forcing a will save dc around 29. This monster has no way except a natural 20 to make that save. Thats only point one.

Point 2
Look at the Megalodon in the monster manuel 2.That is challange rating 11 and the only big differnces are the ac: which the sea serpent has a higher armor class and the special attacks. It has improved grab and swallow whole which in my opinion are easily better then lunge which it can only do once without retreating and frightful prescense which only happens once in a battle again. The sea serpent also has bigger reach and slightly higher normal damage and worse saves. Hmm thats strange I must have made a mistake on the foritude save for the Sea Serpent because it has that same hitdice and consitution as the megalodon but one less foritude save. Still unless the megalodons cr is way off I don't think those differences warrent a 8 point difference in cr.
 

My javascript CR calculator came up with

Challenge Rating: 14 [13 to 17 estimated]

Using the Dragon magazine method usually produces inflated CRs once you get above CR 7, so my calculator curves them down, plus uses high and low formulas to come up with a range of possibilities which hopefully encompasses the real CR found by playtesting.
 


Thanks for the additional opinions and the correcrted saves. Updating the sea serpent to take the right saves into considerartion.
 

Wave Golem

Wave Golem
Large Construct (Aquatic)
Hitpoints: 8d10 (44)
Initiative: +4
Speed: 20 ft, Swim 60 ft
AC: 19 (+6 natural, -1 size, +4 dex)
Attack: 2 slams +9
Damage: Slam 2d6+4
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Create Waves, Ride the Waves
Special Qualities: Construct, Darkvison 60ft, Damage Reduction 10/+1, Magic Immunity
Saves: Fort +2, Reflex +6, Will +2
Abilities: Str 18, Dex 18, Con -, Int -, Wis 10, Cha 1,
________________________________________________________________________
Climate: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 (Large); 17-24 (Huge)

Often mistaken for a water elemental, wave golems are creations of mages to serve them in the water where often the heavier golems would sink. It has magical powers over waves.
The wave golem spends every single moment of its life serving the one who created it. It follows commands to the letter but they must be simple commands or the golem won’t understand. A magical ritural done by the creater can transfer command to another.
A wave golem resmbles a crashing wave with arms and legs. Foam covers the top have of the golem, and the sound of waves crashing emerate from the golem whether there are waves or not. However anyone attacking it will find it much more solid then water would appear.

Combat
Against a opponent on a ship a wave golem starts by creating waves and riding them aboard the ship. It then attacks what ever targets its creator told it to which is often the entire ship as golems can’t distinguish between people other then its creator well. It fights to the death attacking a target repeatly until it falls down. It can not distguish between dead and dying people, or people playing dead.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, ability damage, energy drain, or death from massive damage.
Create Waves (Su): Once per day a golem can create powerful waves when in the water on the sea. These waves are 20 ft high, and make a bull rush attempt at all creatures on the deck of the ship at +3 strength bonus as well as being large and charging bringing it up to +9. The bullrush attempt never pushs a creature more then 5 feet. The waves last 1 minute or until the golem cancels the ability and take effect on the golems turn. The golem is not effected by the waves.
Magic Immunity: A wave golem is immune to all spells, spell-like abilitys, and supernatural effects except for the following. Electricity Damages the golem normally. Cold Slows the golem for 2d4 rounds, and acid adds 1d4 acid damage to the golems attacks for 1 minute. A create water spell heals the golem 2d6.
Ride the Waves (Su): A golem as a full round action can ride that wave that reachs a ships deck to get aboard the ship and due to the magic of the golem it still makes a full attack. The movement is at the golems swim speed for the round.

Construction: The body of a wave golem can be gotten for free as the water can be gotten from any large body of salt water. However 30,000 gold is required for the magical riturals. Assembling the body requrires a craft(armorsmithing) check (DC:15) to make a mold to hold the water until the magic binds it together.
The creater must be at least 10th level and have Cats Grace, Water Breathing, Haste, and Polymorph Other and cast them in a ritural that drains 750 xp.

So what do you think.:)
 

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