trentonjoe
Explorer
Please don't laugh at me. They are going to be oracle type creatures for Crothian's Shark World.
Any help with the errors would be appreciated.
Smart Shells
Large Aberation
Hit Dice: 10d8 +30 = 75
Initiative: -5 (dex)
Speed: 5ft, Swim 20 ft
AC:13 (+8 natural armor, -5 dex)
Attacks: Slam +11
Damage: slam 1d6 +4
Face/Reach: 5x10/5
Special Attacks: breath weapon, spell like abilities
Special Qualities: watersight 120 feet, burrow, speak with sea
Saves: Fort +6 , Ref -2, Will +10
Abilities: Str 18 , Dex 1, Con 16, Int 16, Wis 16, Cha 16
Skills: Scry +16, Knowledge (Local) +16, Gather Information +16, Sense Motive +16, Hide+0
Climate/Terrain: Undersea
Organization: solitary (1)
Challenge Rating: 4
Treasure: none
Alignment: usually neutral
Advancement Range: by character class, usually sorcerer
Description
Smart Shells are giant, sentient, clams. They live under the sea and gather information. They often act as guides, oracles, or living libraries to the sentient civilizations around them. They can live up to 1,000 years.
Combat
Smart Shells disdain combat and do everything in their power to avoid it. Often they will employ their breathe weapon and then retreat.
Breath Weapon(Ex): (3/day)Smart Shells can breath a 45 foot cloud of sand that temporarily blinds (2d4 rounds) those who fail there save (Reflex 18).
Water Sight(Ex): Although they cannot see, smart shells can sense all creatures within 120 feet if underwater.
Water Breathing(Ex): They can breathe water as air.
Burrow(Ex): As a full round action, if on the bottom of the ocean or similar environ the smart shell can burrow in sand giving it a +20 on its hide check.
Speak with Sea (Sp): Smart Shells can cast speak with animals as a 10th level sorcerer. This only works with creatures that live underwater.
Other Spell like abilities: 1/day Detect Thoughts, Whispering Wind, Tongues, Scrying. These abilities are as the spells cast by a 10th level sorcerer.
EDIT: Fixed DC for Breath Weapon and gave it a limit on uses.
Any help with the errors would be appreciated.
Smart Shells
Large Aberation
Hit Dice: 10d8 +30 = 75
Initiative: -5 (dex)
Speed: 5ft, Swim 20 ft
AC:13 (+8 natural armor, -5 dex)
Attacks: Slam +11
Damage: slam 1d6 +4
Face/Reach: 5x10/5
Special Attacks: breath weapon, spell like abilities
Special Qualities: watersight 120 feet, burrow, speak with sea
Saves: Fort +6 , Ref -2, Will +10
Abilities: Str 18 , Dex 1, Con 16, Int 16, Wis 16, Cha 16
Skills: Scry +16, Knowledge (Local) +16, Gather Information +16, Sense Motive +16, Hide+0
Climate/Terrain: Undersea
Organization: solitary (1)
Challenge Rating: 4
Treasure: none
Alignment: usually neutral
Advancement Range: by character class, usually sorcerer
Description
Smart Shells are giant, sentient, clams. They live under the sea and gather information. They often act as guides, oracles, or living libraries to the sentient civilizations around them. They can live up to 1,000 years.
Combat
Smart Shells disdain combat and do everything in their power to avoid it. Often they will employ their breathe weapon and then retreat.
Breath Weapon(Ex): (3/day)Smart Shells can breath a 45 foot cloud of sand that temporarily blinds (2d4 rounds) those who fail there save (Reflex 18).
Water Sight(Ex): Although they cannot see, smart shells can sense all creatures within 120 feet if underwater.
Water Breathing(Ex): They can breathe water as air.
Burrow(Ex): As a full round action, if on the bottom of the ocean or similar environ the smart shell can burrow in sand giving it a +20 on its hide check.
Speak with Sea (Sp): Smart Shells can cast speak with animals as a 10th level sorcerer. This only works with creatures that live underwater.
Other Spell like abilities: 1/day Detect Thoughts, Whispering Wind, Tongues, Scrying. These abilities are as the spells cast by a 10th level sorcerer.
EDIT: Fixed DC for Breath Weapon and gave it a limit on uses.
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