Vampire Pungi Ray Working Draft
Pungi Ray, Vampire
Large Magical Beast (Aquatic)
Hit Dice: 6d10 (33 hp)
Initiative: +0
Speed: Swim 20 ft. (4 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+12
Attack: Spines +7 melee (1d12+2 plus poison)
Full Attack: Spines +7 melee (1d12+2 plus poison) and ram +2 melee* (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Energy drain, improved grab, poison, spines
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 10
Skills: Hide +3* (+9 on sea floor, +19 if buried), Listen +7, Spot +6, Swim +10
Feats: Ability Focus (poison), Alertness, Skill Focus (Hide)
Environment: Warm aquatic
Organization: Solitary or school (2-5)
Challenge Rating: 4
Treasure: 50% gems
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Level Adjustment: —
A mottled-green ray at least twice as wide as a human is tall. A dozen or so spines that resemble stalks of seaweed protrude from its back.
Vampire pungi rays are deadly relatives of the
pungi ray, named after their fearsome supernatural ability to drain life-energy from their victims. They possess even more lethal poison spines than their mundane cousins.
Vampire pungi rays camouflage themselves in the silt and seaweed of the seabed and attack creatures who stumble upon them. They are extremely aggressive, driven by their eagerness to feed of life-force. A vampire pungi ray will attack a creature too large for it too eat, since it is able to feed entirely by energy draining.
A typical vampire pungi ray is 6 feet long, excluding its tail, and 15 feet wide from tip-to-tip of its broad pectoral fins. Their back spines normally cover a 3-foot by 4-foot area. They generally weigh about 2,000 to 3,000 pounds.
Combat
A vampire pungi ray hides on the seafloor and tries to impale any living creature that passes over it with its venomous spines. It then tries to grapple a victim and energy drain, relying upon its spines to defend itself from attack. Vampire pungi rays tend to fight to the death rather than flee - they swim too slowly to have much chance of escaping a losing fight.
Energy Drain (Ex): A vampire pungi ray can suck vital energy from a living victim by making a successful grapple check. If it pins the foe, it drains energy, and the victim gains one negative level each round the pin is maintained. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire pungi ray gains 5 temporary hit points.
Improved Grab (Ex): To use this ability, a vampire pungi ray must hit with its slam 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 attempt to energy drain the following round.
Poison (Ex): A vampire pungi ray's spines are poisonous. Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based and includes a +2 racial bonus.
Spines (Ex): Any creature striking a vampire pungi ray with handheld weapons or natural weapons takes 1d12* points of piercing damage from the ray's spines and is exposed to the ray's poison. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
A creature that steps on a vampire pungi ray will have their feet pierced by its spines, taking 1d12* points of piercing damage plus exposure to the ray's poison. In addition, the creature has its land speed reduced by one-half due to the wound. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing.
A vampire pungi ray can also use its spines to make a grapple attack or melee attack, dealing 1d12+2* piercing damage plus poison.
*Vampire pungi rays add their Constitution modifier to the damage its spines inflict to opponents who strike or step upon them. A vampire pungi ray adds its Strength modifier to grapple and melee attacks with its spines.
Skills: A vampire pungi ray 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.
*A vampire pungi ray has a +8 racial bonus on Hide checks when in areas of seaweed or lying on the sea floor. Further, a vampire pungi ray can bury itself in silt or mud with only its eyes showing, gaining a +10 cover bonus on Hide checks.
Vampire Pungi Relatives
The vampire pungi ray is closely related to the common pungi and may be related to the ixitxachitl, particularly the vampiric ixitxachitl. It could also be a primitive relative of certain ray-like aberrations like the sea cloaker and its terrestrial kin the cloaker and trapper.
Note: This conversion is based on the Original D&D pungi ray. The AD&D pungi ray which initially appeared in the first edition
Monster Manual (1977) is significantly different and is converted as the "common"
pungi ray.
Originally found in Supplement II - Blackmoor (1975).