nightmareone
First Post
A ghostly white creature stares up at you with pale, pupil-less eyes. Its triangular head holds a mouth full of black teeth. Two clawed flippers reach up at you as a long, finned tail with two longish flippers that help drive it along. As both of its claws dig into your flesh, you feel your mind coming apart too.
Hexanch CR 5
Always NE Small Aberration (Aquatic)
Init +3 Senses Darkvision 60 ft., Listen +10, Spot +10
Languages: None
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AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 76 (8 HD)
Immune pressure damage
Fort +6 Ref +5 Will +7
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Speed 20ft. (4 squares), swim 40ft.
Melee 2 claws +10 each (1d6+2 plus rend sanity)
Melee bite +10 (1d4+2)
Space 5ft./5ft. Reach 5ft.
Base Atk +6 Grp +4
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Abilities Str 15, Dex 16, Con 18, Int 7, Wis 12, Cha 15
SQ Landwalking, light blindness
Feats Weapon Finesse, Improved Toughness, Improved Natural Attack
Skills Listen +10, Spot +10, Swim +10
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Rend Sanity (Su) Whenever a Hexanch hits with both claw attacks in the same round, it tears away more than flesh. It deals 1d3 Wisdom and Charisma damage with such an attack. All other creatures except Hexanchs within 30 ft. must make a Will save (DC 12) or be stunned for 1 round.
Landwalking (Ex) Hexanchs can survive out of water for up to 10 minutes per 3 points of Constitution (after that, they begin to drown)
Light Blindness (Ex) Abrupt exposure to bright light blinds Hexanchs for 1 round. On subsequent rounds, they are dazzled as long as they remain in the area.
Skills A Hexanch has a +8 racial bonus on any Swim check to perform some special action. It can always choose to take 10 on a Swim check. It can use the run action while swimming, provided it swims in a straight line.
Horrible creatures of the alien depths of the ocean, Hexanchs are the creations of Yeathan, an evil god of the deep ocean. With the ability to rend the sanity of those that fall into their grasp, hexanchs are fearsome opponents indeed.
STRATEGIES AND TACTICS
Hexanchs’ tactics vary little whether they hunt on land or sea. They join melee quickly, hoping to rend minds and flesh as quickly as possible. Underwater, however, they attempt to deny surface dwellers life-giving oxygen through grappling.
ECOLOGY
Hexanchs’ intelligence and unusual abilities separate them from other members of the ocean. Scions of Yeathan, they are often guardians of their dark pogenitor’s deepsea temples. His clergy often venerate these unusual creatures as their very god embodied.
Hexanchs mate once in their life for a period of between three weeks and two months. At the end of this period, they produce one to four eggs that match the color of their skin. The eggs hatch within a few weeks. Such an occasion as this merits a celebration amongst Yeathan’s faithful.
FOR PLAYER CHARACTERS
So sacred are these creatures to their progenitor that they are treated as 6- HD outsiders for the purposes of summoning them through planar ally or lesser planar ally spells, but only clerics of Yeathan may do so. Hexanchs so called require payment in several HD of living creatures.
Hexanch CR 5
Always NE Small Aberration (Aquatic)
Init +3 Senses Darkvision 60 ft., Listen +10, Spot +10
Languages: None
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AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 76 (8 HD)
Immune pressure damage
Fort +6 Ref +5 Will +7
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Speed 20ft. (4 squares), swim 40ft.
Melee 2 claws +10 each (1d6+2 plus rend sanity)
Melee bite +10 (1d4+2)
Space 5ft./5ft. Reach 5ft.
Base Atk +6 Grp +4
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Abilities Str 15, Dex 16, Con 18, Int 7, Wis 12, Cha 15
SQ Landwalking, light blindness
Feats Weapon Finesse, Improved Toughness, Improved Natural Attack
Skills Listen +10, Spot +10, Swim +10
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Rend Sanity (Su) Whenever a Hexanch hits with both claw attacks in the same round, it tears away more than flesh. It deals 1d3 Wisdom and Charisma damage with such an attack. All other creatures except Hexanchs within 30 ft. must make a Will save (DC 12) or be stunned for 1 round.
Landwalking (Ex) Hexanchs can survive out of water for up to 10 minutes per 3 points of Constitution (after that, they begin to drown)
Light Blindness (Ex) Abrupt exposure to bright light blinds Hexanchs for 1 round. On subsequent rounds, they are dazzled as long as they remain in the area.
Skills A Hexanch has a +8 racial bonus on any Swim check to perform some special action. It can always choose to take 10 on a Swim check. It can use the run action while swimming, provided it swims in a straight line.
Horrible creatures of the alien depths of the ocean, Hexanchs are the creations of Yeathan, an evil god of the deep ocean. With the ability to rend the sanity of those that fall into their grasp, hexanchs are fearsome opponents indeed.
STRATEGIES AND TACTICS
Hexanchs’ tactics vary little whether they hunt on land or sea. They join melee quickly, hoping to rend minds and flesh as quickly as possible. Underwater, however, they attempt to deny surface dwellers life-giving oxygen through grappling.
ECOLOGY
Hexanchs’ intelligence and unusual abilities separate them from other members of the ocean. Scions of Yeathan, they are often guardians of their dark pogenitor’s deepsea temples. His clergy often venerate these unusual creatures as their very god embodied.
Hexanchs mate once in their life for a period of between three weeks and two months. At the end of this period, they produce one to four eggs that match the color of their skin. The eggs hatch within a few weeks. Such an occasion as this merits a celebration amongst Yeathan’s faithful.
FOR PLAYER CHARACTERS
So sacred are these creatures to their progenitor that they are treated as 6- HD outsiders for the purposes of summoning them through planar ally or lesser planar ally spells, but only clerics of Yeathan may do so. Hexanchs so called require payment in several HD of living creatures.