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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 943296" data-attributes="member: 8301"><p>Old Man of the Sea (Giant Octopus + Elder Magical Beast</p><p>Huge Magical Beast</p><p>Hit Dice: 12d8+36 (90)</p><p>Initiative: +1 (+1 Dex +4 Improved Initiative)</p><p>Speed: 20 Ft, Swim 30 ft.</p><p>AC: 24 (-2 Size, +1 Dex, +15 Natural)</p><p>Attacks: 8 tentacle rakes +17 melee, Bite +12 melee</p><p>Damage: Tentacle rakes 1d6+9, Bite 2d6+4 </p><p>Face/Reach: 10 Ft. By 10ft/20ft</p><p>Special Attacks: Improved Grab, Constrict, Spell-like abilities</p><p>Special Qualities: Ink Cloud, Jet, Speech, Spellcasting Affinity</p><p>Saves: Fort: +9, Ref: +7, Will: +7</p><p>Abilities: Str:28, Dex:13, Con:17, Int:16, Wis:16, Cha:18</p><p>Skills: Bluff +10, Escape Artist +11, Heal +7, Hide +10, Intimidate +10, </p><p>Knowledge (Arcana) +7, Knowledge (Geography) +8, Knowledge (Nature) +9, </p><p>Listen +7, Search +7, Spellcraft +6, Spot +7, Widerness Lore +9</p><p>Feats: Improved Initiative</p><p>Climate/Terrain: Temperate or warm aquatic, underground</p><p>Organization: Solitary or Pack (Leads 2-5 giant octopi) or Colony (leads 20-100 humanoids)</p><p>Challenge Rating: 9</p><p>Treasure: Double Standard</p><p>Alignment: Always Neutral</p><p>Advancement: ?</p><p></p><p>The Old Man of the Sea is an ancient octopus of immense proportion. He is wise but can be quick to anger. He spends most of his time scouring ruins of ancient ships and cities beneath the sea, gathering knowledge. </p><p></p><p>He also resides as a sagely advisor for sea elves, merfolk, and sahuagin. He is more interested in maintaining a balance between the three powers than leading them. </p><p></p><p>One of the Old Man’s biggest projects is to find the origin of the T’chetclil, the displacer beast like aquatic race wrecking havoc beneath the waves. These creatures could abruptly shift the balance of power that the Old Man has tried to create all these years. </p><p></p><p>Combat</p><p></p><p>The Old Man tends to avoid combat, he will ink and jet his way away. </p><p></p><p>Constrict (Ex): The The Old Man of the Sea deals 4d6+13 points of damage with a successful grapple check against Large or smaller creatures.</p><p></p><p>Improved Grab (Ex): To use this ability, the The Old Man of the Sea must hit an opponent of Large or smalelr size with its tentacle rake attack. If it gets a hold it can constrict.</p><p></p><p>Ink Cloud (Ex): The The Old Man of the Sea can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.</p><p></p><p>Jet (Ex): The The Old Man of the Sea can jet backwards once per round as a double move action, at a speed of 200 feet.</p><p></p><p>Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level.</p><p></p><p>Speech (Ex): Aquan, Celestial, Common, Elvish, Infernal, Sylvan</p><p></p><p>Spellcasting Affinity (Ex): The Old Man of the Sea may use spells unhindered by its physical form.</p><p></p><p>Skills: The The Old Man of the Sea can change colors, giving it a +4 racial bonus to Hide checks. The The Old Man of the Sea also can squeeze and contort its body, giving it a +10 racial bonus to Escape Artist checks.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 943296, member: 8301"] Old Man of the Sea (Giant Octopus + Elder Magical Beast Huge Magical Beast Hit Dice: 12d8+36 (90) Initiative: +1 (+1 Dex +4 Improved Initiative) Speed: 20 Ft, Swim 30 ft. AC: 24 (-2 Size, +1 Dex, +15 Natural) Attacks: 8 tentacle rakes +17 melee, Bite +12 melee Damage: Tentacle rakes 1d6+9, Bite 2d6+4 Face/Reach: 10 Ft. By 10ft/20ft Special Attacks: Improved Grab, Constrict, Spell-like abilities Special Qualities: Ink Cloud, Jet, Speech, Spellcasting Affinity Saves: Fort: +9, Ref: +7, Will: +7 Abilities: Str:28, Dex:13, Con:17, Int:16, Wis:16, Cha:18 Skills: Bluff +10, Escape Artist +11, Heal +7, Hide +10, Intimidate +10, Knowledge (Arcana) +7, Knowledge (Geography) +8, Knowledge (Nature) +9, Listen +7, Search +7, Spellcraft +6, Spot +7, Widerness Lore +9 Feats: Improved Initiative Climate/Terrain: Temperate or warm aquatic, underground Organization: Solitary or Pack (Leads 2-5 giant octopi) or Colony (leads 20-100 humanoids) Challenge Rating: 9 Treasure: Double Standard Alignment: Always Neutral Advancement: ? The Old Man of the Sea is an ancient octopus of immense proportion. He is wise but can be quick to anger. He spends most of his time scouring ruins of ancient ships and cities beneath the sea, gathering knowledge. He also resides as a sagely advisor for sea elves, merfolk, and sahuagin. He is more interested in maintaining a balance between the three powers than leading them. One of the Old Man’s biggest projects is to find the origin of the T’chetclil, the displacer beast like aquatic race wrecking havoc beneath the waves. These creatures could abruptly shift the balance of power that the Old Man has tried to create all these years. Combat The Old Man tends to avoid combat, he will ink and jet his way away. Constrict (Ex): The The Old Man of the Sea deals 4d6+13 points of damage with a successful grapple check against Large or smaller creatures. Improved Grab (Ex): To use this ability, the The Old Man of the Sea must hit an opponent of Large or smalelr size with its tentacle rake attack. If it gets a hold it can constrict. Ink Cloud (Ex): The The Old Man of the Sea can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. Jet (Ex): The The Old Man of the Sea can jet backwards once per round as a double move action, at a speed of 200 feet. Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level. Speech (Ex): Aquan, Celestial, Common, Elvish, Infernal, Sylvan Spellcasting Affinity (Ex): The Old Man of the Sea may use spells unhindered by its physical form. Skills: The The Old Man of the Sea can change colors, giving it a +4 racial bonus to Hide checks. The The Old Man of the Sea also can squeeze and contort its body, giving it a +10 racial bonus to Escape Artist checks. [/QUOTE]
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