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Dragon #349
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<blockquote data-quote="frankthedm" data-source="post: 3127270" data-attributes="member: 1164"><p><a href="http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#skum" target="_blank">Skum</a> come fairly closer, rather than Sahagin<s>Not really. Deep ones were built as aberration beat sticks in the d20CoC book. </s> The Dagon article got me started on advancing some of them, below is a fiendish deep one. I also have some "Space Creature" & "Xenomorph template" Green Dragons planned for my monster advancment thread for Starspawn. </p><p></p><p><span style="font-size: 9px"><span style="color: Red">Fiendish</span> Mutant fish man</span></p><p><span style="font-size: 9px"><strong>Size/Type: </strong> Medium aberration (aquatic, <span style="color: Red">Extraplanar</span>)</span></p><p><span style="font-size: 9px"><strong> Hit Dice: </strong> 2d8+4 (13 hp)</span></p><p><span style="font-size: 9px"><strong> Initiative: </strong> +2</span></p><p><span style="font-size: 9px"><strong> Speed: </strong> 20 ft. (4 squares), Swim 40 ft.</span></p><p><span style="font-size: 9px"><strong> Armor Class: </strong> 16 (+4 natural,+2 dex), touch 12, flat-footed 14</span></p><p><span style="font-size: 9px"><strong> Base Attack/Grapple: </strong> +1/+4</span></p><p><span style="font-size: 9px"><strong> Attack: </strong> Claw +5 melee (1d4+4) Rear claw +5 melee (2d4+4) or Long spear +5 melee (1d8+6).</span></p><p><span style="font-size: 9px"><strong> Full Attack: </strong> 2 Claws +5 melee (1d4+4), 2 Rakes +5 melee (2d4+4) & bite +3 melee (2d4+2) , or Long spear +5 melee (1d8+6] 2 Rakes +3 melee (2d4+2) & bite +3 melee (2d4+2) </span></p><p><span style="font-size: 9px"><strong> Space/Reach: </strong> 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong> Special Attacks: </strong> <span style="color: Red">Smite Good 1/day [+2 to damage]</span><strong> Special Qualities: </strong> <span style="color: Red">Darkvision 60’</span>, Low light vision, <span style="color: Red">Resist fire and cold 5, SR 7</span> </span></p><p><span style="font-size: 9px"><strong> Saves: </strong> Fort +2, Ref +2, Will +3</span></p><p><span style="font-size: 9px"><strong> Abilities: </strong> Str 19, Dex 15, Con 14, Int 11, Wis 10, Cha 6</span></p><p><span style="font-size: 9px"><strong> Skills: </strong> Climb +5, Hide+7, Listen +6, move silently +6, Spot +6 </span></p><p><span style="font-size: 9px"><strong> Feats: </strong> Multiattack(1HD)</span></p><p><span style="font-size: 9px"><strong> Environment: </strong> Any evil-aligned plane.</span></p><p><span style="font-size: 9px"><strong> Organization: </strong> </span></p><p><span style="font-size: 9px"><strong> Challenge Rating: </strong> 2</span></p><p><span style="font-size: 9px"><strong> Treasure: </strong> None</span></p><p><span style="font-size: 9px"><strong> Alignment: </strong> Chaotic Evil</span></p><p><span style="font-size: 9px"><strong> Advancement: </strong> 3-6 medium, 7-13 HD Large, 14-26 huge</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">When walking, a Mutant fish man cannot use it’s legs for rake attacks.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A mutant fish man’s rake attacks are treated as claws when determining primary attack and damage bonuses</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3127270, member: 1164"] [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#skum]Skum[/URL] come fairly closer, rather than Sahagin[S]Not really. Deep ones were built as aberration beat sticks in the d20CoC book. [/S] The Dagon article got me started on advancing some of them, below is a fiendish deep one. I also have some "Space Creature" & "Xenomorph template" Green Dragons planned for my monster advancment thread for Starspawn. [SIZE=1][COLOR=Red]Fiendish[/COLOR] Mutant fish man [b]Size/Type: [/b] Medium aberration (aquatic, [COLOR=Red]Extraplanar[/COLOR]) [b] Hit Dice: [/b] 2d8+4 (13 hp) [b] Initiative: [/b] +2 [b] Speed: [/b] 20 ft. (4 squares), Swim 40 ft. [b] Armor Class: [/b] 16 (+4 natural,+2 dex), touch 12, flat-footed 14 [b] Base Attack/Grapple: [/b] +1/+4 [b] Attack: [/b] Claw +5 melee (1d4+4) Rear claw +5 melee (2d4+4) or Long spear +5 melee (1d8+6). [b] Full Attack: [/b] 2 Claws +5 melee (1d4+4), 2 Rakes +5 melee (2d4+4) & bite +3 melee (2d4+2) , or Long spear +5 melee (1d8+6] 2 Rakes +3 melee (2d4+2) & bite +3 melee (2d4+2) [b] Space/Reach: [/b] 5 ft./5 ft. [b] Special Attacks: [/b] [COLOR=Red]Smite Good 1/day [+2 to damage][/COLOR][b] Special Qualities: [/b] [COLOR=Red]Darkvision 60’[/COLOR], Low light vision, [COLOR=Red]Resist fire and cold 5, SR 7[/COLOR] [b] Saves: [/b] Fort +2, Ref +2, Will +3 [b] Abilities: [/b] Str 19, Dex 15, Con 14, Int 11, Wis 10, Cha 6 [b] Skills: [/b] Climb +5, Hide+7, Listen +6, move silently +6, Spot +6 [b] Feats: [/b] Multiattack(1HD) [b] Environment: [/b] Any evil-aligned plane. [b] Organization: [/b] [b] Challenge Rating: [/b] 2 [b] Treasure: [/b] None [b] Alignment: [/b] Chaotic Evil [b] Advancement: [/b] 3-6 medium, 7-13 HD Large, 14-26 huge When walking, a Mutant fish man cannot use it’s legs for rake attacks. A mutant fish man’s rake attacks are treated as claws when determining primary attack and damage bonuses[/SIZE] [/QUOTE]
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