Shade
Monster Junkie
Flawder
http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-28.html
Flawder
Small Magical Beast (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: -2
Speed: 10 ft. (2 squares)
Armor Class: 14 (+1 size, -2 Dex, +5 natural), touch 9, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Dagger +2 melee (1d3/19-20) or bite* +2 melee (1d2) or dagger +0 ranged (1d3/19-20)
Full Attack: Dagger +2 melee (1d3/19-20) or bite* -3 melee (1d2) or dagger +0 ranged (1d3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, water dependent
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 6, Con 13, Int 11, Wis 10, Cha 10
Skills: Listen +2, Spot +2
Feats: Endurance
Environment: Temperate or warm aquatic
Organization: Solitary or tribe (4-80)
Challenge Rating: 1/2
Treasure: No coins, standard goods (see below), 50% items
Alignment: Usually neutral good
Advancement: By character class (favored class: wizard)
Level Adjustment: +0
This creature resembles an upright snail, although its beautiful shell does not spiral like a snail. Two eyestalks sprout from its head. A pair of tentacles extend beneath the eyestalks, above a round mouth with several rows of blunt teeth.
Flawder are peaceful herbivores who roam the floor of seas and large lakes. They live in small nomadic tribes. Each tribe has shells of a distinctive pattern and coloration; a flawder can identify another flawder's tribe with a glance.
Flawder are hermaphroditic and can breed at any time, producing 2-12 soft eggs per pair, which they hide throughout their territory. Flawder reproduce at an alarming rate, hatching in 6 weeks and reaching adulthood in 6 months. If predators are absent, a tribe of flawder will quickly grow so numerous it eats all plant matter in the area, resulting in the tribe's death by starvation.
Flawder are led by wizards. A flawder chief rules absolutely, leading the others in search of food. In rare instances, a chief leads their tribe to attack a particularly dangerous predator.
All of a tribes' leaders share one "spell book" made from inscribed flat pieces of shell. This spell book is carried by a specially chosen common flawder. Tribes may also carry 1-20 similar shell books which record histories, legends, and songs. A few flawder carry special or magical items, mostly crafted by their wizard leaders. A flawder may contain gemstones or pearls in its gullet, and their beautiful shells are valued as artistic works.
Flawder are quite tasty, and are therefore hunted by many other races. As a result, flawder are nervous around almost any other aquatic race, but will sometimes associate with tritons, mermen, or aquatic elves.
A typical flawder is 3-1/2 to 4 feet long. It weighs about 60 pounds. A flawder can live for up to 40 years.
Flawder speak a dialect of Aquan in a beautiful, musical tongue.
COMBAT
Flawder prefer to avoid combat, but will fight to defend themselves and their tribe. Only about half of the flawder encountered will be armed, and the others will flee at any sign of trouble, fighting only if cornered.
*A flawder's bite is treated as a secondary attack and adds only half the flawder's Strength bonus to the damage roll.
Water Dependent (Ex): Flawder can survive out of the water for 1 minute per point of Constitution (after that, refer to the drowning rules).
Flawder as Characters
Most flawder leaders are wizards. Flawder clerics can choose any two of the following domains: Good, Knowledge, Magic, and Water.
Flawder characters possess the following racial traits:
http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-28.html
Flawder
Small Magical Beast (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: -2
Speed: 10 ft. (2 squares)
Armor Class: 14 (+1 size, -2 Dex, +5 natural), touch 9, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Dagger +2 melee (1d3/19-20) or bite* +2 melee (1d2) or dagger +0 ranged (1d3/19-20)
Full Attack: Dagger +2 melee (1d3/19-20) or bite* -3 melee (1d2) or dagger +0 ranged (1d3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, water dependent
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 6, Con 13, Int 11, Wis 10, Cha 10
Skills: Listen +2, Spot +2
Feats: Endurance
Environment: Temperate or warm aquatic
Organization: Solitary or tribe (4-80)
Challenge Rating: 1/2
Treasure: No coins, standard goods (see below), 50% items
Alignment: Usually neutral good
Advancement: By character class (favored class: wizard)
Level Adjustment: +0
This creature resembles an upright snail, although its beautiful shell does not spiral like a snail. Two eyestalks sprout from its head. A pair of tentacles extend beneath the eyestalks, above a round mouth with several rows of blunt teeth.
Flawder are peaceful herbivores who roam the floor of seas and large lakes. They live in small nomadic tribes. Each tribe has shells of a distinctive pattern and coloration; a flawder can identify another flawder's tribe with a glance.
Flawder are hermaphroditic and can breed at any time, producing 2-12 soft eggs per pair, which they hide throughout their territory. Flawder reproduce at an alarming rate, hatching in 6 weeks and reaching adulthood in 6 months. If predators are absent, a tribe of flawder will quickly grow so numerous it eats all plant matter in the area, resulting in the tribe's death by starvation.
Flawder are led by wizards. A flawder chief rules absolutely, leading the others in search of food. In rare instances, a chief leads their tribe to attack a particularly dangerous predator.
All of a tribes' leaders share one "spell book" made from inscribed flat pieces of shell. This spell book is carried by a specially chosen common flawder. Tribes may also carry 1-20 similar shell books which record histories, legends, and songs. A few flawder carry special or magical items, mostly crafted by their wizard leaders. A flawder may contain gemstones or pearls in its gullet, and their beautiful shells are valued as artistic works.
Flawder are quite tasty, and are therefore hunted by many other races. As a result, flawder are nervous around almost any other aquatic race, but will sometimes associate with tritons, mermen, or aquatic elves.
A typical flawder is 3-1/2 to 4 feet long. It weighs about 60 pounds. A flawder can live for up to 40 years.
Flawder speak a dialect of Aquan in a beautiful, musical tongue.
COMBAT
Flawder prefer to avoid combat, but will fight to defend themselves and their tribe. Only about half of the flawder encountered will be armed, and the others will flee at any sign of trouble, fighting only if cornered.
*A flawder's bite is treated as a secondary attack and adds only half the flawder's Strength bonus to the damage roll.
Water Dependent (Ex): Flawder can survive out of the water for 1 minute per point of Constitution (after that, refer to the drowning rules).
Flawder as Characters
Most flawder leaders are wizards. Flawder clerics can choose any two of the following domains: Good, Knowledge, Magic, and Water.
Flawder characters possess the following racial traits:
- -4 Dexterity, +2 Constitution.
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A flawder's base land speed is 10 feet.
- Darkvision out to 60 feet and low-light vision.
- Racial Hit Dice: A flawder begins with one level of magical beast, which provides 1d10 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +2, Ref +2, and Will +0.
- Racial Skills: A flawder's magical beast levels give it skill points equal to 4 × (2 + Int modifier). Its class skills are Listen and Spot.
- Racial Feats: A flawder's magical beast levels give it one feat.
- +5 natural armor bonus.
- Automatic Languages: Aquan. Bonus Languages: Common, Draconic, Elven.
- Favored Class: Wizard.
- Level Adjustment +0.
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