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<blockquote data-quote="Ferret" data-source="post: 1146029" data-attributes="member: 4052"><p>I'll post some stats up later for the creature, sorry for such a short post last time, It must have looked silly. Here is a Semi-aquatic beastie:</p><p></p><p>Yurisi</p><p></p><p>Large monstrous humanoid</p><p>Hit Dice: 14d10+42 (119hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft., 30ft. swim, 20ft. burrow</p><p>AC: 24 (-1 size, +3 Dex, +12 natural)</p><p>Attacks: 1 bite +18; 2 claws +14 melee</p><p>Damage: Bite 1d8 +9, claw 1d6 +6</p><p>Face/Reach: 2-1/2 ft. by 2-1/2 ft./ 0 ft.</p><p>Special Attacks: Improved grab, rend, tactics</p><p>Special Qualities: Vibrationsense 60ft</p><p>Saves: Fort +12, Ref +12, Will +9</p><p>Abilities: Str 23, Dex 16, Con 16, Int 10, Wis 20, Cha 12</p><p>Feats: Duel strike (B), Expert tactician (B), Eyes in the back of your head (B) </p><p>Skills:???</p><p>Climate/Terrain: Beach whatever that is.</p><p>Organization: Troop (8-16) </p><p>Challenge Rating: 17</p><p>Treasure: Standard (stash) </p><p>Alignment: Always lawful evil</p><p>Advancement: 14hd-28hd (large), 29hd-42hd (Huge)</p><p></p><p>Yurisi are militant amphibious creatures, resembling an ankylosaurus and a bear.</p><p></p><p>They are mainly an underground race, but not in the same way as Drow may be, they burrow and make lairs in the hard sand under beaches, then when creatures wander on to there territory, they strike, pulling them down and suffocating them in the sand. Not all Yurisi live in the sand, the larger, or elder of the species live in the water, or sometimes in outlets in the underdark. Another place that they dwell is underwater; groups of Yurisi can take down whole galleys in a matter of minutes. The Yurisi’s armoured shell has small opening that act as gills, some of this air can be kept in pockets to be used as a buoyancy add. </p><p></p><p>Combat</p><p>Being an extremely number reliant (In there humble opinion though) race, they prefer to attack in groups, flanking, distracting and backstabbing.</p><p></p><p>Improved Grab (Ex): To use this ability, the Yurisi must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the Yurisi grabs the opponent with its claws and drags it deep underground, attempting to rend it and let it suffocate. Yurisi can still rend underground.</p><p></p><p>Rend (Ex): If a Yurisi hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.</p><p></p><p>Tactics (Ex): Due to extensive team training the Yurisi gain certain benefits when working together, when ever flanking an opponent they may distract it and make it incur an AoO, all Yurisi are taught this trick, but other may learn additional tactics at the DM discretion(advised maximum of 3)</p><p></p><p>(All my "stuff" is going to be 3.5 compatable as of me buying the 3.5 monster manual.)</p></blockquote><p></p>
[QUOTE="Ferret, post: 1146029, member: 4052"] I'll post some stats up later for the creature, sorry for such a short post last time, It must have looked silly. Here is a Semi-aquatic beastie: Yurisi Large monstrous humanoid Hit Dice: 14d10+42 (119hp) Initiative: +3 (Dex) Speed: 30 ft., 30ft. swim, 20ft. burrow AC: 24 (-1 size, +3 Dex, +12 natural) Attacks: 1 bite +18; 2 claws +14 melee Damage: Bite 1d8 +9, claw 1d6 +6 Face/Reach: 2-1/2 ft. by 2-1/2 ft./ 0 ft. Special Attacks: Improved grab, rend, tactics Special Qualities: Vibrationsense 60ft Saves: Fort +12, Ref +12, Will +9 Abilities: Str 23, Dex 16, Con 16, Int 10, Wis 20, Cha 12 Feats: Duel strike (B), Expert tactician (B), Eyes in the back of your head (B) Skills:??? Climate/Terrain: Beach whatever that is. Organization: Troop (8-16) Challenge Rating: 17 Treasure: Standard (stash) Alignment: Always lawful evil Advancement: 14hd-28hd (large), 29hd-42hd (Huge) Yurisi are militant amphibious creatures, resembling an ankylosaurus and a bear. They are mainly an underground race, but not in the same way as Drow may be, they burrow and make lairs in the hard sand under beaches, then when creatures wander on to there territory, they strike, pulling them down and suffocating them in the sand. Not all Yurisi live in the sand, the larger, or elder of the species live in the water, or sometimes in outlets in the underdark. Another place that they dwell is underwater; groups of Yurisi can take down whole galleys in a matter of minutes. The Yurisi’s armoured shell has small opening that act as gills, some of this air can be kept in pockets to be used as a buoyancy add. Combat Being an extremely number reliant (In there humble opinion though) race, they prefer to attack in groups, flanking, distracting and backstabbing. Improved Grab (Ex): To use this ability, the Yurisi must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the Yurisi grabs the opponent with its claws and drags it deep underground, attempting to rend it and let it suffocate. Yurisi can still rend underground. Rend (Ex): If a Yurisi hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. Tactics (Ex): Due to extensive team training the Yurisi gain certain benefits when working together, when ever flanking an opponent they may distract it and make it incur an AoO, all Yurisi are taught this trick, but other may learn additional tactics at the DM discretion(advised maximum of 3) (All my "stuff" is going to be 3.5 compatable as of me buying the 3.5 monster manual.) [/QUOTE]
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