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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 3134708" data-attributes="member: 40121"><p>next: a new Spawn of Tiamat</p><p>(now using the new stat block)</p><p></p><p><strong><span style="color: Red">Bluespawn Sandswimmer</span></strong> <strong>CR 5</strong></p><p>Always LE Medium monstrous humanoid (dragonblood)</p><p><strong>Init</strong> +1; <strong>Senses</strong>: darkvision 60 ft., tremorsense 60 ft; Listen +5, Spot +5</p><p><strong>Languages</strong>: Common, Draconic</p><p>------------------------------------------------------------------------------------</p><p><strong>AC</strong> 20, touch 11, flat-footed 19, Dodge</p><p> (+1 dex, +5 natural, +4 armor)</p><p><strong>hp</strong> 51 (6 HD)</p><p><strong>Immune</strong> electricity, paralysis, <em>sleep</em>; <strong>Resist</strong> desert hardened</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +6, <strong>Will</strong> +6</p><p>------------------------------------------------------------------------------------</p><p><strong>Speed</strong> 30 ft. (6 squares), sandswim 60 ft.</p><p><strong>Melee</strong> falchion +9/+4 (2d4+4/18-20)</p><p><strong>Ranged</strong> javelin +7 (1d6+3)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +9</p><p><strong>Atk Options</strong> Power Attack</p><p><strong>Special Actions</strong> breath weapon</p><p>------------------------------------------------------------------------------------</p><p><strong>Abilities</strong> Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 10</p><p><strong>SQ</strong> desert hardened, sandswim</p><p><strong>Feats</strong> Track, Dodge, Power Attack</p><p><strong>Skills</strong> Hide +8, Move Silently +8, Listen +5, Spot +5</p><p> A bluespawn sandswimmer has a +2 racial bonus to Hide and Move Silently.</p><p><strong>Advancement</strong> by character class; <strong>Favored Class</strong> ranger; see text</p><p><strong>Possessions</strong> falchion, 5 javelins, masterwork chain shirt, 2 waterskins</p><p>------------------------------------------------------------------------------------</p><p><strong>Breath Weapon (Su)</strong> 60-ft. line, once every 1d4 rounds, 3d8 electricity, Reflex DC 15 half. The breath weapon damage increases by 1d8 for every 2 additional HD.</p><p><strong>Desert Hardened (Ex)</strong> A bluespawn sandswimmer is immune to heat effects caused by high temperatures. It can exist comfortably in temperatures up to 120 degrees F without having to make Fortitude saves. It never gets dazzled by bright sun and only needs to drink one-quarter of water it usually takes for a humanoid to survive.</p><p><strong>Sandswim (Su)</strong> As a merfolk is to the sea, a bluespawn sandswimmer is to sand, ash, dust, and even softsand (but not slipsand, packed dirt, or rock). A sandswimmer can sandswim through such material at double its land speed while wearing light armor or carrying a light load. Its speed drops to 10 feet if a sandswimmer wears heavier armor or carries a medium load. A sandswimmer cannot make any headway through the sand while carrying a heavy load.</p><p>A bluespawn sandswimmer breathes normally while under the sands. This supernatural ability doesn’t allow a sandswimmer to breath in mediums other than sand, dust, or ash, nor does it allow a sandswimmer to hold its breath longer than normal in water or dangerous gases.</p><p></p><p><em>You hear a faint rumble beneath your feet, as if something was swimming under you. Suddenly, a tall, muscular blue-scaled humanoid erupts from the sands, a sharp falchion grasped between its clawed hands. This creature is blue dragon-headed, all with the horns and ears, and sports a strong tail.</em></p><p></p><p>Bluespawn sandswimmers are vicious desert-dwelling warriors under the services of Tiamat. They are expert hunters and undisputed conquerors of the wastelands. Nomadic by nature, they forge alliances with blue dragons in order to expend territory, as well as killing or enslaving any good creatures, except good dragons, which they kill on first sight.</p><p></p><p><strong>Strategies and Tactics</strong></p><p>Bluespawn sandswimmers almost always strike from underground, surprising their targets and zapping them to a crisp. They usually work as a team. While a few swimmers breath lighting to encircle or soften preys, another team swims from behind and charges in, much like a fish jumping out of the water.</p><p>Regardless of numbers, they watch their targets closely and swim quietly and wait under the sand until they pass by. Sandswimmers can stay indefinitely under the sand, thanks to their sandswim ability, and they see sense others with their acute tremorsense.</p><p>If foes are fleeing, the bluespawn sandswimmers move like worms: they dive head first into the ground, which might convince the target that it will not be pursuit, then erupt within melee reach of the target, ambushing and killing it mercilessly.</p><p>Depending on the tribe, bluespawn sandswimmers might use ambushers and burrowers are “hunting dogs” and stormlizards as mounts. Sandswimmers ride two stormlizards at a time. When they charge, they usually give the “illusion” that they are only two attackers when a few others are actually sandswimming toward their targets.</p><p></p><p><strong>Ecology</strong></p><p>Sandswimmers live by hunting, weapon smiting, tanning and other crafts. They use about everything they create as currency for trade with other races. These bluespawn take a guilty pleasure settling near an oasis and demanding a toll to other travellers in order to get precious water. As dragon descendants, they are greedy and something enslave those who cannot pay these dues, especially water.</p><p>Bluespawn sandswimmers female become fertile once a year for a week. Eggs are kept in hot sand and hatch in about two weeks. Sandswimmers mature quickly, reaching its full proportions in two weeks. During this time, both parents teach wyrmlings Tiamat’s teaching and hunting tactics. After a week, parents let go of their wyrmlings to let other tribe members teach their children other things, such as craft and sandswimming. Fortunately, the family bond is still strong, but now every member becomes part of this family.</p><p><strong>Environment</strong></p><p>Bluespawn sandswimmers are masters of desert, and few of them leave these grounds.</p><p><strong>Typical Physical Characteristics</strong></p><p>A sandswimmer is about 6,5 feet high with a 4-feet long tail and weighs about 250 lbs. It has blue scales, a draconic head with a sharp horn.</p><p><strong>Alignment</strong></p><p>Sandswimmers are lawful evil to the core, embodying the conquest ideals and bitter cruelty of the dragon queen. Other alignments are unheard for bluespawn sandswimmers.</p><p></p><p><strong>Society</strong></p><p>Bluespawn sandswimmers live in large nomadic tribes. They settle their camp near oases and large sand dunes. Using simple wagons and sleds, they travel in the waste, expanding Tiamat’s empire as much as they can.</p><p>Sandswimmers are probably the most competitive spawn, as many tribes organize sport competitions to stay sharp and active. Being immune to desert heat, they need not to worry about their health. These games include sandswim races, hunting games and, of course, lethal, and a few times non-lethal, fights.</p><p>Once every two years, each tribe choose their leader, and both gender has a shot at the title. The games are presented as a triathlon of hunting, sandswimming races and melee combats. The winner receives all of the leader’s privileges and rights, as well as the authority. If defeated in the next competition, the former leader gives away its title, but can try to regain it in the next ceremony.</p><p>Bluespawn sandswimmers despite all other non-spawn creatures, aside blue dragons, which they view as avatars of Tiamat. Tribes settled near blue dragon lairs bring offerings, such as gold, gems and slaves, which the dragon can use, or eat. Asheratis and bhukas are in constant war with sandswimmers, and many have fall the spawn’s slavery and cruel punishments. Brass dragons and other good-aligned desert-dwelling dragons are considered hunting trophies for some tribes, and massive challenges for rituals of passage to adulthood for others.</p><p></p><p><strong>Typical Treasure</strong></p><p>Sandswimmers are adept falchion users, and they do not often use shields. Medium and heavy armors slow them down, so they do not wear such impediment.</p><p></p><p><strong>Bluespawn Sandswimmers with Class Levels</strong></p><p>Bluespawn sandswimmers are natural hunters, and their favored class is ranger. Some become druids, adepts or clerics, and are mainly advisors and healers of the tribes. Sandswimmer rangers pick humanoid races as favored enemies.</p><p>Bluespawn sandswimmers speak Draconic and Common. Those with high intellect often choose languages used by tribal creatures, such as Orc, Goblin and Giant.</p><p><em>Level Adjustment</em>: +3</p></blockquote><p></p>
[QUOTE="JiCi, post: 3134708, member: 40121"] next: a new Spawn of Tiamat (now using the new stat block) [B][COLOR=Red]Bluespawn Sandswimmer[/COLOR][/B] [B]CR 5[/B] Always LE Medium monstrous humanoid (dragonblood) [B]Init[/B] +1; [B]Senses[/B]: darkvision 60 ft., tremorsense 60 ft; Listen +5, Spot +5 [B]Languages[/B]: Common, Draconic ------------------------------------------------------------------------------------ [B]AC[/B] 20, touch 11, flat-footed 19, Dodge (+1 dex, +5 natural, +4 armor) [B]hp[/B] 51 (6 HD) [B]Immune[/B] electricity, paralysis, [I]sleep[/I]; [B]Resist[/B] desert hardened [B]Fort[/B] +4, [B]Ref[/B] +6, [B]Will[/B] +6 ------------------------------------------------------------------------------------ [B]Speed[/B] 30 ft. (6 squares), sandswim 60 ft. [B]Melee[/B] falchion +9/+4 (2d4+4/18-20) [B]Ranged[/B] javelin +7 (1d6+3) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Base Atk[/B] +6; [B]Grp[/B] +9 [B]Atk Options[/B] Power Attack [B]Special Actions[/B] breath weapon ------------------------------------------------------------------------------------ [B]Abilities[/B] Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 10 [B]SQ[/B] desert hardened, sandswim [B]Feats[/B] Track, Dodge, Power Attack [B]Skills[/B] Hide +8, Move Silently +8, Listen +5, Spot +5 A bluespawn sandswimmer has a +2 racial bonus to Hide and Move Silently. [B]Advancement[/B] by character class; [B]Favored Class[/B] ranger; see text [B]Possessions[/B] falchion, 5 javelins, masterwork chain shirt, 2 waterskins ------------------------------------------------------------------------------------ [B]Breath Weapon (Su)[/B] 60-ft. line, once every 1d4 rounds, 3d8 electricity, Reflex DC 15 half. The breath weapon damage increases by 1d8 for every 2 additional HD. [B]Desert Hardened (Ex)[/B] A bluespawn sandswimmer is immune to heat effects caused by high temperatures. It can exist comfortably in temperatures up to 120 degrees F without having to make Fortitude saves. It never gets dazzled by bright sun and only needs to drink one-quarter of water it usually takes for a humanoid to survive. [B]Sandswim (Su)[/B] As a merfolk is to the sea, a bluespawn sandswimmer is to sand, ash, dust, and even softsand (but not slipsand, packed dirt, or rock). A sandswimmer can sandswim through such material at double its land speed while wearing light armor or carrying a light load. Its speed drops to 10 feet if a sandswimmer wears heavier armor or carries a medium load. A sandswimmer cannot make any headway through the sand while carrying a heavy load. A bluespawn sandswimmer breathes normally while under the sands. This supernatural ability doesn’t allow a sandswimmer to breath in mediums other than sand, dust, or ash, nor does it allow a sandswimmer to hold its breath longer than normal in water or dangerous gases. [I]You hear a faint rumble beneath your feet, as if something was swimming under you. Suddenly, a tall, muscular blue-scaled humanoid erupts from the sands, a sharp falchion grasped between its clawed hands. This creature is blue dragon-headed, all with the horns and ears, and sports a strong tail.[/I] Bluespawn sandswimmers are vicious desert-dwelling warriors under the services of Tiamat. They are expert hunters and undisputed conquerors of the wastelands. Nomadic by nature, they forge alliances with blue dragons in order to expend territory, as well as killing or enslaving any good creatures, except good dragons, which they kill on first sight. [B]Strategies and Tactics[/B] Bluespawn sandswimmers almost always strike from underground, surprising their targets and zapping them to a crisp. They usually work as a team. While a few swimmers breath lighting to encircle or soften preys, another team swims from behind and charges in, much like a fish jumping out of the water. Regardless of numbers, they watch their targets closely and swim quietly and wait under the sand until they pass by. Sandswimmers can stay indefinitely under the sand, thanks to their sandswim ability, and they see sense others with their acute tremorsense. If foes are fleeing, the bluespawn sandswimmers move like worms: they dive head first into the ground, which might convince the target that it will not be pursuit, then erupt within melee reach of the target, ambushing and killing it mercilessly. Depending on the tribe, bluespawn sandswimmers might use ambushers and burrowers are “hunting dogs” and stormlizards as mounts. Sandswimmers ride two stormlizards at a time. When they charge, they usually give the “illusion” that they are only two attackers when a few others are actually sandswimming toward their targets. [B]Ecology[/B] Sandswimmers live by hunting, weapon smiting, tanning and other crafts. They use about everything they create as currency for trade with other races. These bluespawn take a guilty pleasure settling near an oasis and demanding a toll to other travellers in order to get precious water. As dragon descendants, they are greedy and something enslave those who cannot pay these dues, especially water. Bluespawn sandswimmers female become fertile once a year for a week. Eggs are kept in hot sand and hatch in about two weeks. Sandswimmers mature quickly, reaching its full proportions in two weeks. During this time, both parents teach wyrmlings Tiamat’s teaching and hunting tactics. After a week, parents let go of their wyrmlings to let other tribe members teach their children other things, such as craft and sandswimming. Fortunately, the family bond is still strong, but now every member becomes part of this family. [B]Environment[/B] Bluespawn sandswimmers are masters of desert, and few of them leave these grounds. [B]Typical Physical Characteristics[/B] A sandswimmer is about 6,5 feet high with a 4-feet long tail and weighs about 250 lbs. It has blue scales, a draconic head with a sharp horn. [B]Alignment[/B] Sandswimmers are lawful evil to the core, embodying the conquest ideals and bitter cruelty of the dragon queen. Other alignments are unheard for bluespawn sandswimmers. [B]Society[/B] Bluespawn sandswimmers live in large nomadic tribes. They settle their camp near oases and large sand dunes. Using simple wagons and sleds, they travel in the waste, expanding Tiamat’s empire as much as they can. Sandswimmers are probably the most competitive spawn, as many tribes organize sport competitions to stay sharp and active. Being immune to desert heat, they need not to worry about their health. These games include sandswim races, hunting games and, of course, lethal, and a few times non-lethal, fights. Once every two years, each tribe choose their leader, and both gender has a shot at the title. The games are presented as a triathlon of hunting, sandswimming races and melee combats. The winner receives all of the leader’s privileges and rights, as well as the authority. If defeated in the next competition, the former leader gives away its title, but can try to regain it in the next ceremony. Bluespawn sandswimmers despite all other non-spawn creatures, aside blue dragons, which they view as avatars of Tiamat. Tribes settled near blue dragon lairs bring offerings, such as gold, gems and slaves, which the dragon can use, or eat. Asheratis and bhukas are in constant war with sandswimmers, and many have fall the spawn’s slavery and cruel punishments. Brass dragons and other good-aligned desert-dwelling dragons are considered hunting trophies for some tribes, and massive challenges for rituals of passage to adulthood for others. [B]Typical Treasure[/B] Sandswimmers are adept falchion users, and they do not often use shields. Medium and heavy armors slow them down, so they do not wear such impediment. [B]Bluespawn Sandswimmers with Class Levels[/B] Bluespawn sandswimmers are natural hunters, and their favored class is ranger. Some become druids, adepts or clerics, and are mainly advisors and healers of the tribes. Sandswimmer rangers pick humanoid races as favored enemies. Bluespawn sandswimmers speak Draconic and Common. Those with high intellect often choose languages used by tribal creatures, such as Orc, Goblin and Giant. [I]Level Adjustment[/I]: +3 [/QUOTE]
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