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<blockquote data-quote="Cleon" data-source="post: 6691050" data-attributes="member: 57383"><p><strong>Pungi Ray Working Draft</strong></p><p></p><p><span style="font-size: 18px"><strong>Pungi Ray</strong></span></p><p>Large Animal (Aquatic)</p><p><strong>Hit Dice:</strong> 4d8 (18 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> Swim 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 13 (-1 size, +4 natural), touch 9, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +3/+9</p><p><strong>Attack:</strong> Spines +4 melee (1d12+2 plus poison)</p><p><strong>Full Attack:</strong> Spines +4 melee (1d12+2 plus poison) and ram -1 melee* (1d6+1)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Poison, spines</p><p><strong>Special Qualities:</strong> Low-light vision</p><p><strong>Saves:</strong> Fort +4, Ref +4, Will +2</p><p><strong>Abilities:</strong> Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 10</p><p><strong>Skills:</strong> Hide –1* (+7 on sea floor, +17 if buried), Listen +7, Spot +6, Swim +10</p><p>Feats: Alertness, Skill Focus (Hide)</p><p><strong>Environment:</strong> Warm aquatic</p><p><strong>Organization:</strong> Solitary or school (2-5)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 5-8 HD (Large); 9-12 HD (Huge)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><em>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</em>.</p><p></p><p>Pungi rays live in shallow tropical waters, where they conceal themselves in the silt and seaweed of the seabed. They widely feared for the deadly poison in their iron-hard back spines. Most pungi rays have a dozen or so spines, but exceptional specimens may have up to thirty or more.</p><p></p><p>A pungi ray lying on the sea floor is exceptionally well camouflaged, and many creatures have stepped upon their venomous spines before noticing the threat. Pungi rays prefer to eat molluscs and crustaceans, but may feed on any creature that falls victim to their venom.</p><p></p><p>A typical 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.</p><p></p><p><strong><span style="font-size: 12px">Combat</span></strong></p><p>A pungi ray hides itself in the silt of the sea floor and waits for prey to pierce themselves on its poison spines. Once it spikes a victim, it prefers to keep its distance and let its poison do its work. A pungi ray will try to swim away if attacked, but if forced into a fight it defends itself with its spines and ram attacks.</p><p></p><p><strong>Poison (Ex):</strong> A pungi ray's spines are poisonous. Injury, Fortitude DC 14, initial and secondary damage 1d8 Con. The save DC is Constitution-based and includes a +2 racial bonus.</p><p></p><p><strong>Spines (Ex):</strong> Any creature striking a 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.</p><p></p><p>A creature that steps on a 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.</p><p></p><p>A pungi ray can also use its spines to make a grapple attack or melee attack, dealing 1d12+2* piercing damage plus poison.</p><p></p><p>*Pungi rays add their Constitution modifier to the damage its spines inflict to opponents who strike or step upon them. A pungi ray adds its Strength modifier to grapple and melee attacks with its spines.</p><p></p><p><strong>Skills:</strong> A 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.</p><p></p><p>*A pungi ray has a +8 racial bonus on Hide checks when in areas of seaweed or lying on the sea floor. Further, a pungi ray can bury itself in silt or mud with only its eyes showing, gaining a +10 cover bonus on Hide checks.</p><p></p><p><strong>Vampire Pungi Rays</strong></p><p>The common pungi ray presented above has a more dangerous magical relative, the vampire pungi ray.</p><p></p><p><strong>Note:</strong> This conversion is based on the AD&D pungi ray. The earliest version of the pungi ray from Original D&D's <em>Supplement II - Blackmoor (1975)</em> is converted as the <a href="https://www.enworld.org/index.php?POSTs" target="_blank"><strong>vampire pungi ray</strong></a>.</p><p></p><p><em>Originally found in <em>Monster Manual (Gary Gygax, 1977</em>).</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 6691050, member: 57383"] [b]Pungi Ray Working Draft[/b] [SIZE=5][B]Pungi Ray[/B][/SIZE] Large Animal (Aquatic) [B]Hit Dice:[/B] 4d8 (18 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] Swim 30 ft. (6 squares) [B]Armor Class:[/B] 13 (-1 size, +4 natural), touch 9, flat-footed 13 [B]Base Attack/Grapple:[/B] +3/+9 [B]Attack:[/B] Spines +4 melee (1d12+2 plus poison) [B]Full Attack:[/B] Spines +4 melee (1d12+2 plus poison) and ram -1 melee* (1d6+1) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Attacks:[/B] Poison, spines [B]Special Qualities:[/B] Low-light vision [B]Saves:[/B] Fort +4, Ref +4, Will +2 [B]Abilities:[/B] Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 10 [B]Skills:[/B] Hide –1* (+7 on sea floor, +17 if buried), Listen +7, Spot +6, Swim +10 Feats: Alertness, Skill Focus (Hide) [B]Environment:[/B] Warm aquatic [B]Organization:[/B] Solitary or school (2-5) [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 5-8 HD (Large); 9-12 HD (Huge) [B]Level Adjustment:[/B] — [I]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[/I]. Pungi rays live in shallow tropical waters, where they conceal themselves in the silt and seaweed of the seabed. They widely feared for the deadly poison in their iron-hard back spines. Most pungi rays have a dozen or so spines, but exceptional specimens may have up to thirty or more. A pungi ray lying on the sea floor is exceptionally well camouflaged, and many creatures have stepped upon their venomous spines before noticing the threat. Pungi rays prefer to eat molluscs and crustaceans, but may feed on any creature that falls victim to their venom. A typical 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. [B][SIZE=3]Combat[/SIZE][/B] A pungi ray hides itself in the silt of the sea floor and waits for prey to pierce themselves on its poison spines. Once it spikes a victim, it prefers to keep its distance and let its poison do its work. A pungi ray will try to swim away if attacked, but if forced into a fight it defends itself with its spines and ram attacks. [B]Poison (Ex):[/B] A pungi ray's spines are poisonous. Injury, Fortitude DC 14, initial and secondary damage 1d8 Con. The save DC is Constitution-based and includes a +2 racial bonus. [B]Spines (Ex):[/B] Any creature striking a 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 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 pungi ray can also use its spines to make a grapple attack or melee attack, dealing 1d12+2* piercing damage plus poison. *Pungi rays add their Constitution modifier to the damage its spines inflict to opponents who strike or step upon them. A pungi ray adds its Strength modifier to grapple and melee attacks with its spines. [B]Skills:[/B] A 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 pungi ray has a +8 racial bonus on Hide checks when in areas of seaweed or lying on the sea floor. Further, a pungi ray can bury itself in silt or mud with only its eyes showing, gaining a +10 cover bonus on Hide checks. [B]Vampire Pungi Rays[/B] The common pungi ray presented above has a more dangerous magical relative, the vampire pungi ray. [B]Note:[/B] This conversion is based on the AD&D pungi ray. The earliest version of the pungi ray from Original D&D's [I]Supplement II - Blackmoor (1975)[/I] is converted as the [URL="https://www.enworld.org/index.php?POSTs"][B]vampire pungi ray[/B][/URL]. [I]Originally found in [I]Monster Manual (Gary Gygax, 1977[/I]).[/I] [/QUOTE]
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