Sample Marine Warden Beast Working Drafts
Giant Octopus Warden Beast
Large Magical Beast (Aquatic, Extraplanar)
Hit Dice: 11d10+36 (86 hp)
Initiative: +4
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Base Attack/Grapple: +11/+22
Attack: Tentacle +19 melee (1d6+9)
Full Attack: 8 tentacles +19 melee (1d6+9) and bite +14 melee (1d8+5)
Space/Reach: 10 ft./10 ft. (20 ft. with tentacle)
Special Attacks: Call of the beastlands, improved grab, constrict, spell-like abilities, summon warden beast
Special Qualities: Animal empathy, ecosense, ink cloud, jet, low-light vision, sense emotions, SR 19, telepathy 100 ft.
Saves: Fort +10, Ref +11, Will +10
Abilities: Str 24, Dex 19, Con 17, Int 10, Wis 16, Cha 9
Skills: Escape Artist +15, Hide +16, Listen +13, Spot +15, Swim +15
Feats: Alertness, Improved Natural Attack (tentacle), Skill Focus (Hide), Toughness
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 10
Advancement: 12-16 HD (Large); 17-32 HD (Huge)
Level Adjustment: —
These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.
COMBAT
All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. This bonus is included in the statistics above. A warden beast has all good saves, like a dire animal.
An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.
Animal Empathy (Ex): A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.
Call of the Beastlands (Su): A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.
In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, an empowered summon nature's ally IV, a maximized summon nature's ally III, or an empowered maximized summon nature's ally I.)
Constrict (Ex): A giant octopus deals 2d8+12 points of damage with a successful grapple check.
Ecosense (Su): A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.
Any effect that opposes divination spells, such as the nondetection spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Improved Grab (Ex): To use this ability, a giant octopus must hit an opponent of any size with a 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.
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Sense Emotions (Ex): A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.
Spell-Like Abilities (Sp): At-will—detect snares and pits, entangle (DC 14), protection from evil, summon nature's ally I, cure light wounds (limited to 1/day for any given individual), 3/day—plant growth, 1/day—animal growth (DC 18, the warden beast can use this power on itself), commune with nature. Caster level 10th, the save DCs are Wisdom-based.
Summon Warden Beast (Sp): Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a giant octopus warden beast will summon a CR 10 tiger warden beast, which is equivalent to a 7th level spell (2 plus half of 10).
Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus 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.
Cachalot Whale Warden Beast
Gargantuan Magical Beast (Extraplanar)
Hit Dice: 15d10+138 (220 hp)
Initiative: +3
Speed: Swim 40 ft. (8 squares)
Armor Class: 21 (-4 size, +3 Dex, +12 natural), touch 9, flat-footed 18
Base Attack/Grapple: +15/+41
Attack: Bite +27 melee (4d6+16)
Full Attack: Bite +27 melee (4d6+16) and tail slap +12 melee (1d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Call of the beastlands, spell-like abilities, summon warden beast
Special Qualities: Animal empathy, blindsight 120 ft., ecosense, hold breath, low-light vision, sense emotions, SR 18, telepathy 100 ft.
Saves: Fort +18, Ref +12, Will +13
Abilities: Str 39, Dex 17, Con 28, Int 10, Wis 18, Cha 12
Skills: Listen +28*, Spot +28*, Swim +22
Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Power Attack, Toughness
Environment: Temperate aquatic
Organization: Solitary or pod (6-11)
Challenge Rating: 9
Advancement: 16-22 HD (Gargantuan); 23-44 HD (Colossal)
Level Adjustment: —
Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.
COMBAT
All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. This bonus is included in the statistics above. A warden beast has all good saves, like a dire animal.
Animal Empathy (Ex): A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.
Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.
Call of the Beastlands (Su): A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.
In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, an empowered summon nature's ally IV, a maximized summon nature's ally III, or an empowered maximized summon nature's ally I.)
Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.
Ecosense (Su): A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.
Any effect that opposes divination spells, such as the nondetection spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Sense Emotions (Ex): A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.
Spell-Like Abilities (Sp): At-will—detect snares and pits, entangle (DC 15), protection from evil, summon nature's ally I, cure light wounds (limited to 1/day for any given individual), 3/day—plant growth, 1/day—animal growth (DC 19, the warden beast can use this power on itself), commune with nature. Caster level 10th, the save DCs are Wisdom-based.
Summon Warden Beast (Sp): Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a cachalot whale warden beast will summon a CR 9 cachalot whale warden beast, which is equivalent to a 6th level spell (2 plus half of 9).
Skills: A whale 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 whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.