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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 909388" data-attributes="member: 2012"><p><strong><em>Water-horse</em></strong></p><p><strong>Large Outsider (Aquatic, Chaotic, Evil, Native Outsider)</strong></p><p><strong>Hit Dice:</strong> 6d8+24 (51 hp)</p><p><strong>Initiative:</strong> +8 (+4 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 40 ft., swim 40 ft.</p><p><strong>AC:</strong> 28 (-1 size, +4 Dex, +15 natural)</p><p><strong>Attacks:</strong> 2 hooves +9 melee, bite +4 melee</p><p><strong>Damage:</strong> Hoof 1d8+4 and 1d4 heat, bite 1d8+2</p><p><strong>Face/Reach:</strong> 10 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Adhesive skin, superheated hooves, steam 2d4</p><p><strong>Special Qualities:</strong> Astral projection, darkvision 60 ft., etherealness, scent</p><p><strong>Saves:</strong> Fort +9, Ref +9, Will +7</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 19 (+4), Con 18 (+4), Int 13 (+1), Wis 15 (+2), Cha 12 (+1)</p><p><strong>Skills:</strong> Intuit Direction +11, Listen +13, Move Silently +12, Search +10, Sense Motive +11, Spot +13, Swim +12</p><p><strong>Feats:</strong> Alertness, Improved Initiative</p><p></p><p><strong>Climate/Terrain:</strong> Any aquatic, land and underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 7-10 HD (Large); 11-18 HD (Huge)</p><p></p><p>Water-horses are an evil aquatic horse that is both beautiful and deadly. Their skin is jet black and their hides are blue-green in color. Water-horses are Native Outsiders that live near coastal areas. They are carnivorous and often come ashore to eat livestock and unwary travelers.</p><p></p><p>A water-horse will allow itself to be mounted, but once the rider is upon it will bolt for the sea to try and drown the rider. Its adhesive skin makes this attack hard to escape.</p><p></p><p>Water-horse’s cannot speak but understand Abyssal, Infernal and Common.</p><p></p><p><strong>Combat</strong></p><p>Water-horses do battle by biting with their viper-like fangs and kicking with their powerful legs. A water-horse can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.</p><p></p><p><strong>Adhesive skin (Ex):</strong> A water-horse can make it’s skin sticky to the touch, which will trap any victim that mounts it. The victim can escape upon making a successful Strength or Ride check minus the water-horse’s HD. Any magical item, the victim is wearing, that allows free action will negate this ability.</p><p></p><p><strong>Astral Projection and Etherealness (Su):</strong> These function just like the spells of the same names as cast by a 20th-level sorcerer.</p><p></p><p><strong>Scent (Ex):</strong> A water-horse can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.</p><p></p><p><strong>Steam (Su):</strong> During the excitement of battle, a water-horse often snorts and neighs with rage. This fills a 15-foot cone with a hot, boiling steam that burns and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer 2d4 points of damage while in the steam cone and a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. (Those that make their save take only half damage from the steam.) The water-horse gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The steam does not obscure the water-horse’s vision at all. The water-horse can suppress the steam as a free action.</p><p></p><p><strong>Superheated Hooves (Su):</strong> A blow from a water-horse’s hooves sets combustible materials alight.</p><p></p><p><strong>Skills:</strong> A water-horse’s swim speed gives it a +8 racial bonus on Swim checks.</p><p></p><p><strong>Carrying Capacity:</strong> A light load for a water-horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 909388, member: 2012"] [b][i]Water-horse[/i][/b] [b]Large Outsider (Aquatic, Chaotic, Evil, Native Outsider)[/b] [b]Hit Dice:[/b] 6d8+24 (51 hp) [b]Initiative:[/b] +8 (+4 Dex, +4 Improved Initiative) [b]Speed:[/b] 40 ft., swim 40 ft. [b]AC:[/b] 28 (-1 size, +4 Dex, +15 natural) [b]Attacks:[/b] 2 hooves +9 melee, bite +4 melee [b]Damage:[/b] Hoof 1d8+4 and 1d4 heat, bite 1d8+2 [b]Face/Reach:[/b] 10 ft. / 5 ft. [b]Special Attacks:[/b] Adhesive skin, superheated hooves, steam 2d4 [b]Special Qualities:[/b] Astral projection, darkvision 60 ft., etherealness, scent [b]Saves:[/b] Fort +9, Ref +9, Will +7 [b]Abilities:[/b] Str 18 (+4), Dex 19 (+4), Con 18 (+4), Int 13 (+1), Wis 15 (+2), Cha 12 (+1) [b]Skills:[/b] Intuit Direction +11, Listen +13, Move Silently +12, Search +10, Sense Motive +11, Spot +13, Swim +12 [b]Feats:[/b] Alertness, Improved Initiative [b]Climate/Terrain:[/b] Any aquatic, land and underground [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 7 [b]Treasure:[/b] None [b]Alignment:[/b] Always chaotic evil [b]Advancement:[/b] 7-10 HD (Large); 11-18 HD (Huge) Water-horses are an evil aquatic horse that is both beautiful and deadly. Their skin is jet black and their hides are blue-green in color. Water-horses are Native Outsiders that live near coastal areas. They are carnivorous and often come ashore to eat livestock and unwary travelers. A water-horse will allow itself to be mounted, but once the rider is upon it will bolt for the sea to try and drown the rider. Its adhesive skin makes this attack hard to escape. Water-horse’s cannot speak but understand Abyssal, Infernal and Common. [b]Combat[/b] Water-horses do battle by biting with their viper-like fangs and kicking with their powerful legs. A water-horse can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check. [b]Adhesive skin (Ex):[/b] A water-horse can make it’s skin sticky to the touch, which will trap any victim that mounts it. The victim can escape upon making a successful Strength or Ride check minus the water-horse’s HD. Any magical item, the victim is wearing, that allows free action will negate this ability. [b]Astral Projection and Etherealness (Su):[/b] These function just like the spells of the same names as cast by a 20th-level sorcerer. [b]Scent (Ex):[/b] A water-horse can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft. [b]Steam (Su):[/b] During the excitement of battle, a water-horse often snorts and neighs with rage. This fills a 15-foot cone with a hot, boiling steam that burns and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer 2d4 points of damage while in the steam cone and a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. (Those that make their save take only half damage from the steam.) The water-horse gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The steam does not obscure the water-horse’s vision at all. The water-horse can suppress the steam as a free action. [b]Superheated Hooves (Su):[/b] A blow from a water-horse’s hooves sets combustible materials alight. [b]Skills:[/b] A water-horse’s swim speed gives it a +8 racial bonus on Swim checks. [b]Carrying Capacity:[/b] A light load for a water-horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. [/QUOTE]
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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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