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<blockquote data-quote="RickVigorous" data-source="post: 368132" data-attributes="member: 5141"><p>Floaters (or something much like them) existed in 2nd edition Dark Sun. Here's a rough conversion. I hope this is readable.</p><p></p><p>FLOATER</p><p>Small Aberration</p><p>Hit Dice: 3d8+3 (16 hp)</p><p>Initiative: +0</p><p>Speed: Fly 30 ft. (good)</p><p>AC: 13 (+1 size, +2 natural), touch 11, flat-footed 13</p><p>Attacks: 6 tentacles +4 melee</p><p>Damage: Tentacle 1d4+1 and poison</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: Fire vulnerability</p><p>Saves: Fort +2, Ref +1, Will +3</p><p>Abilities: Str 12, Dex 10, Con 12, Int 7, Wis 10, Cha 10</p><p>Skills: Hide +10, Search +4, Spot +6</p><p>Feats: —</p><p>Climate/Terrain: Any warm land</p><p>Organization: Solitary or flock (2-8)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 4-6 HD (Small); 7-9 HD (Medium)</p><p></p><p>Poison (Ex): Fort save (DC 13), initial damage paralysis, secondary damage 0. Paralysis from floater poison lasts 2d6 minutes.</p><p>Fire Vulnerability (Ex): Floaters are filled with a flammable gas. A floater that suffers fire damage must make a Fort save (DC 18) or explode, killing the floater and inflicting 1d8 fire damage to everything within 10 feet. A successful Reflex save (DC 13) halves this damage.</p><p></p><p>As for the rest... Elder-basilisk seems to have pretty good ideas.</p></blockquote><p></p>
[QUOTE="RickVigorous, post: 368132, member: 5141"] Floaters (or something much like them) existed in 2nd edition Dark Sun. Here's a rough conversion. I hope this is readable. FLOATER Small Aberration Hit Dice: 3d8+3 (16 hp) Initiative: +0 Speed: Fly 30 ft. (good) AC: 13 (+1 size, +2 natural), touch 11, flat-footed 13 Attacks: 6 tentacles +4 melee Damage: Tentacle 1d4+1 and poison Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Poison Special Qualities: Fire vulnerability Saves: Fort +2, Ref +1, Will +3 Abilities: Str 12, Dex 10, Con 12, Int 7, Wis 10, Cha 10 Skills: Hide +10, Search +4, Spot +6 Feats: — Climate/Terrain: Any warm land Organization: Solitary or flock (2-8) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Small); 7-9 HD (Medium) Poison (Ex): Fort save (DC 13), initial damage paralysis, secondary damage 0. Paralysis from floater poison lasts 2d6 minutes. Fire Vulnerability (Ex): Floaters are filled with a flammable gas. A floater that suffers fire damage must make a Fort save (DC 18) or explode, killing the floater and inflicting 1d8 fire damage to everything within 10 feet. A successful Reflex save (DC 13) halves this damage. As for the rest... Elder-basilisk seems to have pretty good ideas. [/QUOTE]
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