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Ahuizotl (Maztican)
http://www.enworld.org/showthread.php?t=73266&page=18&pp=30
Ahuizotl (Maztican)
Huge Magical Beast (Aquatic)
Hit Dice: 10d10+40 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +10/+26
Attack: Bite +16 melee (3d6+8) or tail slap +16 melee (1d12+12)
Full Attack: Bite +16 melee (3d6+8) and 2 claws +14 melee (1d6+8) or tail slap +16 melee (1d12+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Aquatic rake, breath weapon, breathweird
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 27, Dex 12, Con 19, Int 9, Wis 12, Cha 10
Skills: Appraise +3, Hide -5*, Listen +6, Move Silently +3, Spot +6, Survival +4, Swim +16
Feats: Alertness, Multiattack, Stealthy, Track
Environment: Warm aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 9
Treasure: No coins; double goods; double items
Alignment: Usually chaotic neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -
What appears to be a giant crocodile covered in featherlike blue-green scales stands on its long rear legs. The water that drips from its massive maw seems to move with a life of its own.
Dangerous aquatic predators native to Maztica, ahuitzotls are often found in the same territories as other crocodilians. Their superior strength and intellect generally allow them to drive off their less advanced cousins.
Although they are amphibious, they prefer to remain in water, particularly fresh water. They frequently inhabit cetays (water-filled sinkholes) and terrorize local natives, demanding sacrifices of food and treasure to appease them.
Ahuizotls are solitary, forming short unions to mate and raise young. Females lay a clutch of 1d4 eggs that hatch in roughly 12 weeks. The parents fiercely protect the eggs and young, until they reach maturity and become fully grown in one year. At this point, the mates part ways or turn on each other.
An ahuizotl is about 18 feet long with a 9-foot tail. It weighs 3,500 to 4,000 pounds.
Ahuizotls speak Common and Draconic.
COMBAT
Ahuizotls attack prey with their sharp front claws, powerful jaws, and strong tails. If it feels threatened, or is rampaging, an ahuizotl utilizes its breath weapon and the resulting breatweirds to wreak havoc on its adversaries.
Aquatic Rake (Ex): An ahuizotl that gets a hold can make two rake attacks (+x melee) with its rear claws for 1d4+4 damage each. An ahuizotl can only use this ability when fighting in or under water.
Breath Weapon (Su): Three times per day, an ahuitzotl may breath a 15-foot line of water as a standard action. This deals 1d6 points of bludgeoning damage (DC X Ref half). The water then immediately becomes a breathweird, which remains for 5d4 rounds, even if the ahuitzotl is slain or leaves the area. An ahuitzotl may have more than one breathweird present at a time. Advanced ahuitzotls have more powerful breathweirds (breathweird Hit Dice equal to 1/3 ahuitzotl's Hit Dice).
Breathweird
Small Elemental (Water)
Hit Dice: 3d8+3 (16 hp)
Speed: 30 ft. (6 squares), swim 90 ft.
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
BAB/Grapple: +2/+12
Full Attack: Slam +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drown
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., elemental traits, resistance to fire 5, vulnerability to cold and water effects
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3, Swim +10
Feats: Combat Reflexes, Power Attack
Drown (Ex): To use this ability, a breathweird must hit an opponent of Medium size or smaller 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 draws the victim into its fluid body. The victim is at risk of drowning (see Water Dangers in the DMG for the risks and effects of drowning). A trapped victim can attack the breathweird or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use slashing or piercing weapons to attack the breathweird while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the breathweird. While holding a victim, the breathweird continues to attack with its pseudopods, dealing slam damage to other characters. Breathweirds have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
Vulnerability to Cold and Water Effects (Ex): A control water spell forces a breathweird to release a trapped character if it fails a Fortitude save. An attack that deals cold damage slows a breathweird (as the slow spell) for 3 rounds, with no saving throw.
Skills: Breathweirds have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.
Skills: An ahuizotl 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. *An ahuizotl gains a +4 racial bonus on Hide checks when in the water. Further, an ahuizotl can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Originally appeared in Monstrous Compendium 13 (1992).
http://www.enworld.org/showthread.php?t=73266&page=18&pp=30
Ahuizotl (Maztican)
Huge Magical Beast (Aquatic)
Hit Dice: 10d10+40 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +10/+26
Attack: Bite +16 melee (3d6+8) or tail slap +16 melee (1d12+12)
Full Attack: Bite +16 melee (3d6+8) and 2 claws +14 melee (1d6+8) or tail slap +16 melee (1d12+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Aquatic rake, breath weapon, breathweird
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 27, Dex 12, Con 19, Int 9, Wis 12, Cha 10
Skills: Appraise +3, Hide -5*, Listen +6, Move Silently +3, Spot +6, Survival +4, Swim +16
Feats: Alertness, Multiattack, Stealthy, Track
Environment: Warm aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 9
Treasure: No coins; double goods; double items
Alignment: Usually chaotic neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -
What appears to be a giant crocodile covered in featherlike blue-green scales stands on its long rear legs. The water that drips from its massive maw seems to move with a life of its own.
Dangerous aquatic predators native to Maztica, ahuitzotls are often found in the same territories as other crocodilians. Their superior strength and intellect generally allow them to drive off their less advanced cousins.
Although they are amphibious, they prefer to remain in water, particularly fresh water. They frequently inhabit cetays (water-filled sinkholes) and terrorize local natives, demanding sacrifices of food and treasure to appease them.
Ahuizotls are solitary, forming short unions to mate and raise young. Females lay a clutch of 1d4 eggs that hatch in roughly 12 weeks. The parents fiercely protect the eggs and young, until they reach maturity and become fully grown in one year. At this point, the mates part ways or turn on each other.
An ahuizotl is about 18 feet long with a 9-foot tail. It weighs 3,500 to 4,000 pounds.
Ahuizotls speak Common and Draconic.
COMBAT
Ahuizotls attack prey with their sharp front claws, powerful jaws, and strong tails. If it feels threatened, or is rampaging, an ahuizotl utilizes its breath weapon and the resulting breatweirds to wreak havoc on its adversaries.
Aquatic Rake (Ex): An ahuizotl that gets a hold can make two rake attacks (+x melee) with its rear claws for 1d4+4 damage each. An ahuizotl can only use this ability when fighting in or under water.
Breath Weapon (Su): Three times per day, an ahuitzotl may breath a 15-foot line of water as a standard action. This deals 1d6 points of bludgeoning damage (DC X Ref half). The water then immediately becomes a breathweird, which remains for 5d4 rounds, even if the ahuitzotl is slain or leaves the area. An ahuitzotl may have more than one breathweird present at a time. Advanced ahuitzotls have more powerful breathweirds (breathweird Hit Dice equal to 1/3 ahuitzotl's Hit Dice).
Breathweird
Small Elemental (Water)
Hit Dice: 3d8+3 (16 hp)
Speed: 30 ft. (6 squares), swim 90 ft.
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
BAB/Grapple: +2/+12
Full Attack: Slam +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drown
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., elemental traits, resistance to fire 5, vulnerability to cold and water effects
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3, Swim +10
Feats: Combat Reflexes, Power Attack
Drown (Ex): To use this ability, a breathweird must hit an opponent of Medium size or smaller 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 draws the victim into its fluid body. The victim is at risk of drowning (see Water Dangers in the DMG for the risks and effects of drowning). A trapped victim can attack the breathweird or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use slashing or piercing weapons to attack the breathweird while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the breathweird. While holding a victim, the breathweird continues to attack with its pseudopods, dealing slam damage to other characters. Breathweirds have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
Vulnerability to Cold and Water Effects (Ex): A control water spell forces a breathweird to release a trapped character if it fails a Fortitude save. An attack that deals cold damage slows a breathweird (as the slow spell) for 3 rounds, with no saving throw.
Skills: Breathweirds have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.
Skills: An ahuizotl 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. *An ahuizotl gains a +4 racial bonus on Hide checks when in the water. Further, an ahuizotl can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Originally appeared in Monstrous Compendium 13 (1992).
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