Cleon
Adventurer
Afanc Working Draft
Afanc
Gargantuan Magical Beast (Aquatic)
Hit Dice: 15d10+105 (187 hp)
Initiative: +0
Speed: Swim 40 ft. (8 squares)
Armor Class: 18 (–4 size, +12 natural), touch 6, flat-footed 18
Base Attack/Grapple: +15/+39
Attack: Bite +23 melee (2d8+12)
Full Attack: Bite +23 melee (2d8+12); or 2 flippers +18 melee (2d6+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Capsize/ram?, improved grab, swallow whole, whirlpool
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +16, Ref +9, Will +6
Abilities: Str 35, Dex 11, Con 24, Int 6, Wis 13, Cha 10
Skills: Listen +12, Spot +12, Swim +16 [includes Alertness]
Feats: six [includes Alertness]
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: #
Treasure: None (but see below)
Alignment: Always neutral (often evil)
Advancement: 16–30 HD (Gargantuan); 31–45 HD (Colossal)
Level Adjustment: —
Description.
Text.
Combat
Tactics
Improved Grab (Ex): To use this ability, an afanc must hit with its bite 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 swallow the foe the following round.
Swallow Whole (Ex): An afanc can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes #d#+12 points of crushing damage plus # points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan afanc's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Whirlpool (Su): [or (Sp)?] ###
Skills: An afanc 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.
Afanc Young
Large Magical Beast (Aquatic)
Hit Dice: 5d10+ ( hp)
Initiative: +
Speed: Swim # ft. (# squares)
Armor Class: # (–1 size, Dex, + natural), touch #, flat-footed #
Base Attack/Grapple: +5/+
Attack: Bite + melee (d+)
Full Attack: Bite + melee (d+); or 2 flippers + melee (d+)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: ?
Feats: Listen +, Spot +, Swim +
Environment: Warm aquatic
Organization: Solitary, pair, or pack (3–18)
Challenge Rating: #
Treasure: None
Alignment: Always evil (often neutral)
Advancement: 6–8 HD (Large); 9–14 HD (Huge)
Level Adjustment: —
Afanc
Gargantuan Magical Beast (Aquatic)
Hit Dice: 15d10+105 (187 hp)
Initiative: +0
Speed: Swim 40 ft. (8 squares)
Armor Class: 18 (–4 size, +12 natural), touch 6, flat-footed 18
Base Attack/Grapple: +15/+39
Attack: Bite +23 melee (2d8+12)
Full Attack: Bite +23 melee (2d8+12); or 2 flippers +18 melee (2d6+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Capsize/ram?, improved grab, swallow whole, whirlpool
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +16, Ref +9, Will +6
Abilities: Str 35, Dex 11, Con 24, Int 6, Wis 13, Cha 10
Skills: Listen +12, Spot +12, Swim +16 [includes Alertness]
Feats: six [includes Alertness]
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: #
Treasure: None (but see below)
Alignment: Always neutral (often evil)
Advancement: 16–30 HD (Gargantuan); 31–45 HD (Colossal)
Level Adjustment: —
Description.
Text.
Combat
Tactics
Improved Grab (Ex): To use this ability, an afanc must hit with its bite 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 swallow the foe the following round.
Swallow Whole (Ex): An afanc can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes #d#+12 points of crushing damage plus # points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan afanc's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Whirlpool (Su): [or (Sp)?] ###
Skills: An afanc 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.
Afanc Young
Large Magical Beast (Aquatic)
Hit Dice: 5d10+ ( hp)
Initiative: +
Speed: Swim # ft. (# squares)
Armor Class: # (–1 size, Dex, + natural), touch #, flat-footed #
Base Attack/Grapple: +5/+
Attack: Bite + melee (d+)
Full Attack: Bite + melee (d+); or 2 flippers + melee (d+)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: ?
Feats: Listen +, Spot +, Swim +
Environment: Warm aquatic
Organization: Solitary, pair, or pack (3–18)
Challenge Rating: #
Treasure: None
Alignment: Always evil (often neutral)
Advancement: 6–8 HD (Large); 9–14 HD (Huge)
Level Adjustment: —
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