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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2994778" data-attributes="member: 2012"><p><strong>Camputaur</strong></p><p><strong>Large Monstrous Humanoid (Aquatic)</strong></p><p><strong>Hit Dice:</strong> 4d8+12 (30 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> Swim 50 ft. (10 squares)</p><p><strong>AC:</strong> 16 (-1 size, +2 Dex, +3 natural, +2 leather), touch 11, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +4/+11</p><p><strong>Attack:</strong> Tail slap +6 melee (1d6+3) or trident +7 melee (2d6+4)</p><p><strong>Full Attack:</strong> Tail slap +6 melee (1d6+3) or trident +7 melee (2d6+4)</p><p><strong>Space/Reach:</strong> 10 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> —</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., gills, immunities, superior low-light vision, weapon proficiencies</p><p><strong>Saves:</strong> Fort +4, Ref +6, Will +5 (+1 against enchantments)</p><p><strong>Abilities:</strong> Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 8 (-1), Wis 9 (-1), Cha 8 (-1)</p><p><strong>Skills:</strong> Handle Animal +1, Hide -2, Jump +11, Listen +3, Search +1, Spot +3, Swim +11</p><p><strong>Feats:</strong> Iron Will, Weapon Focus (trident)</p><p></p><p><strong>Environment:</strong> Temperate aquatic</p><p><strong>Organization:</strong> Solitary, pair, or pod (5–12)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p>Camputaurs are strange aquatic tauric creatures. A camputaur has the body of a hippocampus and the upper torso, arms, and head of an aquatic elf where a hippocampus’s neck and head would be. It is rumored amongst the aquatic races that camputaurs are the result of a mating between camputaurs and druids that go feral within a hippocampus pod. More likely this creature resulted due to some sort of magical effects in ages past.</p><p></p><p>Camputaurs speak Aquan and Elven.</p><p></p><p><strong>Combat</strong></p><p>Camputaurs are strong, swift, and sturdy in combat, but they aren’t as intelligent as aquatic elves. Still they will often attack with manufactured weapons, usually with a Large-sized trident. They can also deliver a powerful tail slap attack, but will usually use that attack to surprise foes trying to outmaneuver them.</p><p></p><p><em>Gills</em>: A camputaur can survive out of the water for 1 hour per point of Constitution. After that it risks suffocation (See Suffocation, page 304 of the D&D Dungeon Master’s Guide v.3.5).</p><p></p><p><em>Immunities</em>: A camputaur is immune to sleep spells and effects, and have a +2 racial bonus on saves against enchantment spells or effects.</p><p></p><p><em>Superior Low-Light Vision</em> (Ex): Camputaurs can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.</p><p></p><p><em>Weapon Proficiencies</em>: Camputaurs are automatically proficient with the net, spear, trident, and aquatic crossbow (see pg. 107 of D&D Stormwrack).</p><p></p><p><em>Skills</em>: +2 racial bonus on Listen, Search, and Spot checks. A camputaur that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it were actively looking for it. A camputaur has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p><strong>Camputaurs as Characters</strong></p><p>Camputaurs favor the ranger class. Camputaurs often choose to multiclass as cleric/fighters, cleric/rangers, fighter/rogues, or ranger/rogues. Camputaurs prefer to worship a deity of the sea such as Eadro, but their patron deity is Deep Sashelas. An unaligned camputaur cleric has access to two of the following domains: Animal, Chaos, Good, Plant, Travel, and Water.</p><p></p><p><strong>Base Humanoid:</strong> Elf, Aquatic (D&D Stormwrack)</p><p><strong>Base Creature:</strong> Hippocampus (D&D Stormwrack)</p><p><strong>Template(s):</strong> Tauric Creature (D&D Savage Species)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2994778, member: 2012"] [B]Camputaur[/B] [B]Large Monstrous Humanoid (Aquatic)[/B] [B]Hit Dice:[/B] 4d8+12 (30 hp) [B]Initiative:[/B] +2 (Dex) [B]Speed:[/B] Swim 50 ft. (10 squares) [B]AC:[/B] 16 (-1 size, +2 Dex, +3 natural, +2 leather), touch 11, flat-footed 14 [B]Base Attack/Grapple:[/B] +4/+11 [B]Attack:[/B] Tail slap +6 melee (1d6+3) or trident +7 melee (2d6+4) [B]Full Attack:[/B] Tail slap +6 melee (1d6+3) or trident +7 melee (2d6+4) [B]Space/Reach:[/B] 10 ft. / 5 ft. [B]Special Attacks:[/B] — [B]Special Qualities:[/B] Darkvision 60 ft., gills, immunities, superior low-light vision, weapon proficiencies [B]Saves:[/B] Fort +4, Ref +6, Will +5 (+1 against enchantments) [B]Abilities:[/B] Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 8 (-1), Wis 9 (-1), Cha 8 (-1) [B]Skills:[/B] Handle Animal +1, Hide -2, Jump +11, Listen +3, Search +1, Spot +3, Swim +11 [B]Feats:[/B] Iron Will, Weapon Focus (trident) [B]Environment:[/B] Temperate aquatic [B]Organization:[/B] Solitary, pair, or pod (5–12) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +3 Camputaurs are strange aquatic tauric creatures. A camputaur has the body of a hippocampus and the upper torso, arms, and head of an aquatic elf where a hippocampus’s neck and head would be. It is rumored amongst the aquatic races that camputaurs are the result of a mating between camputaurs and druids that go feral within a hippocampus pod. More likely this creature resulted due to some sort of magical effects in ages past. Camputaurs speak Aquan and Elven. [B]Combat[/B] Camputaurs are strong, swift, and sturdy in combat, but they aren’t as intelligent as aquatic elves. Still they will often attack with manufactured weapons, usually with a Large-sized trident. They can also deliver a powerful tail slap attack, but will usually use that attack to surprise foes trying to outmaneuver them. [I]Gills[/I]: A camputaur can survive out of the water for 1 hour per point of Constitution. After that it risks suffocation (See Suffocation, page 304 of the D&D Dungeon Master’s Guide v.3.5). [I]Immunities[/I]: A camputaur is immune to sleep spells and effects, and have a +2 racial bonus on saves against enchantment spells or effects. [I]Superior Low-Light Vision[/I] (Ex): Camputaurs can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. [I]Weapon Proficiencies[/I]: Camputaurs are automatically proficient with the net, spear, trident, and aquatic crossbow (see pg. 107 of D&D Stormwrack). [I]Skills[/I]: +2 racial bonus on Listen, Search, and Spot checks. A camputaur that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it were actively looking for it. A camputaur has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [B]Camputaurs as Characters[/B] Camputaurs favor the ranger class. Camputaurs often choose to multiclass as cleric/fighters, cleric/rangers, fighter/rogues, or ranger/rogues. Camputaurs prefer to worship a deity of the sea such as Eadro, but their patron deity is Deep Sashelas. An unaligned camputaur cleric has access to two of the following domains: Animal, Chaos, Good, Plant, Travel, and Water. [B]Base Humanoid:[/B] Elf, Aquatic (D&D Stormwrack) [B]Base Creature:[/B] Hippocampus (D&D Stormwrack) [B]Template(s):[/B] Tauric Creature (D&D Savage Species) [/QUOTE]
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