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Collaborative Cave #2 - Updated map (see 1st post) - Now doing room assignment
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<blockquote data-quote="Elephant" data-source="post: 3762289" data-attributes="member: 17431"><p>I have a monster idea for Area 7:</p><p></p><p>Ictakko</p><p>Medium Aberration</p><p>Hit Dice: 9d8+18 (70HP)</p><p>Init: +5</p><p>Speed: 20 ft, Swim 40 ft, fly 30 ft (poor)</p><p>AC 20 (+5 Dex, +5 Natural), 15 flat-footed, 15 touch</p><p>BAB/Grapple: +6/+13</p><p>Attack: Slam +8 melee (1d8+2+1d6 electrical)</p><p>Full Attack: Slam +8/+3 melee (1d8+2+1d6 electrical) and Tendril +7 melee (1d4+2+1d6 electrical)</p><p>Space/Reach 10 ft/10 ft with tendril</p><p>Special Attacks: Tendril Lash</p><p>Special Qualities: Hold Breath, low-light vision, scent, tremorsense</p><p>Saves: Fort +7, Ref +8, Will +7</p><p>Abilities: Str 15, Dex 20, Con 15, Int 2, Wis 12, Cha 6</p><p>Feats: Alertness, Stealthy, Weapon Focus: Tendril, Great Fortitude</p><p>Skills: Hide +9, Listen +5, Move Silently +9, Spot +5, Survival +5, Swim +10</p><p>CR 7</p><p></p><p>Hold Breath (Ex): An Ictakko can hold its breath for a number of rounds equal to 4x its Constitution score before it risks drowning.</p><p></p><p>Tendril Lash (Ex): The Ictakko prefers to kill prey through asphyxiation and electrocution, something it does very well with its long, thin tentacle. On a successful grapple check, the tendril wraps around the victim's neck and begins crushing and shocking him for 1d4+2 bludgeoning and 1d6 electrical damage each round.</p><p></p><p>If the tendril is targeted for Sunder attempts, it has 6 HP, DR 10/slashing, and AC 15.</p><p></p><p>Improved Grab (Ex): To use this ability, an Ictakko must hit a Large or smaller opponent with its Tendril. 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 with its tendril lash and can begin shocking and crushing the victim. Ictakkos receive a +4 racial bonus on grapple checks, which is included in the statistics block.</p><p></p><p>The Ictakko is a very dangerous predator given to lurking underwater for long periods of time and lashing out at anything that disturbs them. Its bizarre appearance is quite terrifying; it resembles a spider in the shape of its body, but it has a long tendril tail, a pear-shaped head covered in horns, wings that it uses for both swimming and flight, and spindly antennae. An Ictakko has a +8 bonus on Swim checks. It can always choose to take 10 on Swim checks, even if rushed or threatened. It can use the Run action while swimming, provided it moves in a straight line. An Ictakko gains a +4 bonus on Hide and Move Silently checks made while in the water (this is not reflected in the statistics block above). A bizarre creature, the Ictakko is the result of some experiments the Aboleth was running long ago.</p><p></p><p>====================</p><p></p><p>The Ictakko is from Mongoose's Lone Wolf: The Darklands p. 116. I did have to make a few alterations to make it fit into the D&D rules (for example, in Lone Wolf, there's a single Stealth skill instead of Hide and Move Silently).</p></blockquote><p></p>
[QUOTE="Elephant, post: 3762289, member: 17431"] I have a monster idea for Area 7: Ictakko Medium Aberration Hit Dice: 9d8+18 (70HP) Init: +5 Speed: 20 ft, Swim 40 ft, fly 30 ft (poor) AC 20 (+5 Dex, +5 Natural), 15 flat-footed, 15 touch BAB/Grapple: +6/+13 Attack: Slam +8 melee (1d8+2+1d6 electrical) Full Attack: Slam +8/+3 melee (1d8+2+1d6 electrical) and Tendril +7 melee (1d4+2+1d6 electrical) Space/Reach 10 ft/10 ft with tendril Special Attacks: Tendril Lash Special Qualities: Hold Breath, low-light vision, scent, tremorsense Saves: Fort +7, Ref +8, Will +7 Abilities: Str 15, Dex 20, Con 15, Int 2, Wis 12, Cha 6 Feats: Alertness, Stealthy, Weapon Focus: Tendril, Great Fortitude Skills: Hide +9, Listen +5, Move Silently +9, Spot +5, Survival +5, Swim +10 CR 7 Hold Breath (Ex): An Ictakko can hold its breath for a number of rounds equal to 4x its Constitution score before it risks drowning. Tendril Lash (Ex): The Ictakko prefers to kill prey through asphyxiation and electrocution, something it does very well with its long, thin tentacle. On a successful grapple check, the tendril wraps around the victim's neck and begins crushing and shocking him for 1d4+2 bludgeoning and 1d6 electrical damage each round. If the tendril is targeted for Sunder attempts, it has 6 HP, DR 10/slashing, and AC 15. Improved Grab (Ex): To use this ability, an Ictakko must hit a Large or smaller opponent with its Tendril. 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 with its tendril lash and can begin shocking and crushing the victim. Ictakkos receive a +4 racial bonus on grapple checks, which is included in the statistics block. The Ictakko is a very dangerous predator given to lurking underwater for long periods of time and lashing out at anything that disturbs them. Its bizarre appearance is quite terrifying; it resembles a spider in the shape of its body, but it has a long tendril tail, a pear-shaped head covered in horns, wings that it uses for both swimming and flight, and spindly antennae. An Ictakko has a +8 bonus on Swim checks. It can always choose to take 10 on Swim checks, even if rushed or threatened. It can use the Run action while swimming, provided it moves in a straight line. An Ictakko gains a +4 bonus on Hide and Move Silently checks made while in the water (this is not reflected in the statistics block above). A bizarre creature, the Ictakko is the result of some experiments the Aboleth was running long ago. ==================== The Ictakko is from Mongoose's Lone Wolf: The Darklands p. 116. I did have to make a few alterations to make it fit into the D&D rules (for example, in Lone Wolf, there's a single Stealth skill instead of Hide and Move Silently). [/QUOTE]
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