Request for some Ideas (my players please avoid)

yeah, you want something with the swallow whole ability. ;)




or underdark... perhaps an undead aboleth with levels of sorc.

have you looked at the underwater ghouls and possibly spell stitching (from MM2) them as minions for the aboleth.

and you can't go wrong with ghost templates. incorporeal undead critters don't have the hangups in water that most other creatures suffer.
 

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diaglo said:
yeah, you want something with the swallow whole ability. ;)
I t hink the Meepites would slug me...they've faced a lot, I mean a LOT of creatures with the swallow whole ability. Half-Red Dragon Astral Dreadnoughts from Lich Queen's Beloved, half-fiend Kraken with the Whirlwind Attack feat, advanced half-elementally templated Behirs, Advanced Psionic Ropers of Legend, advanced fiendish Bullettes and so on. :)
 

Well, if Swallow Whole is off the menu (so to speak) for the moment, you can't go wrong with Rotting Constriction. The epic pseudonatural template might be worth a look - you could tone down some of its more egregious 'outsider' aspects, which should leave just 'creepy tentacled thing'

Advanced corrupted half-illithid Kuo-toa leviathan of legend. Plenty tough, and dishes out a good lot of vile damage, plus has psionic options and braineating too. And, as a bonus, looks exactly like Cthulhu!

If you want an amorphous horror feom the depths, perhaps a max HD gelatinous titanic leechwalker?

Yes, I love templates. Have you guessed that yet?

An ancient dead (Ravenloft template) scrag barbarian/frenzied berserker?

On on the smaller end of the scale, a swarm of some sort. I'd use a bunch of hellwasp swarms, swap their flight for swimming, boost their Wisdom to 16 or so, and then give them cleric and Entropomancer levels - at least enough entropomancer levels to get the 'force a reroll as a free action once per round' ability. Call them entropy pirhanas (how the hell do you spell that, anyway?), or possibility leeches, or similar, and describe them as a creepy underwater critter instead of a wasp.
 

Exploding great white shark zombies - the more you kill the harder it gets to see and move in the water. No problem for a 23rd level party, but a bit creepy. Follow them up with a pod of skeletal orcas.
 

WizarDru said:
Universe, that's a great idea, but I've just used Nifft's kraken about two sessions ago, and I don't want to throw another squidie/octopus thing against them, per se....but the undead octopus on land image....that's a keeper.

If you mean Squidbert, that wasn't mine... though it was genius, so I'm happy at the association. :)

My new favorite undead is the incorporeal Allip -- it drains 1d4 Wisdom with each touch attack, and it has a +4 racial bonus to Charisma. Perfect for Wilders, Sorcerers, Favored Souls and -- this will make your players so happy -- Evil Clerics who specialize in bolstering their undead breathren. (Undead Evil Clerics always make me happy!) A low-level (for you) Allip Wilder is detailed here: http://www.enworld.org/forums/showthread.php?p=1637578#post1637578

An aquatic Hydra could be squid-ish in effect, but not invoke that image. Also, it'll be interesting to see the Meepites burn the stumps underwater. (Acid will dilute pretty darn quick, too.) Consider a steam-breathing Pyro-Hydraquat with the Shadow Creature template (for +50% speed, Evasion and free cold resistance).

Also consider Elder Water Elemental Barbarians, especially with the Shadow Creature template from MotP. They'll strike hard and fast, and the DR is great. What would a Paragon Water Elemental look like?

Constructs -- what happens when you take a Flesh Golem underwater? You get a Rancid Flesh Golem! It floats, it stinks, it's immune to magic!

The psionic rats described here: http://www.enworld.org/forums/showthread.php?t=87226
... could also be some kind of fish that travels in shoals. They could be called Psiranhas. (Take away the Disease ability and give them one size larger damage dice.) Or Ego Eels (take away Disease and swarm damage deals an equal amout of Electrical, reflex half, DC = Disease DC). You get the idea.

Everybody loves Vampires, so just decide what Gaseous Form does underwater -- they may be quite mobile. Allow them to use Children of the Night to summon a group-noun of Ixthaacidvwlij (or whatever those evil manta-rays are called), and for them to transform into an Ixthaacwopiun, too.

That's all I got right now. More later perhaps.

-- N

PS: Oooo, one more goodie: consider what a Reality Maelstrom would do underwater! Mua-ha-ha-ha-ha!
 

Ooooo, a note about undead Wilders -- undead are immune to [mind-affecting] effects, and daze is sure as Baator a [mind-affecting] effect. So, the undead are immune to the worst Wilder class feature. They also tend to have a lot of Charisma.

Enjoy!

-- N
 

I once menaced my party with a a bunch of tentacles. They were traversing a narrow stone walkway over a lake, and the tenctalces just sprouted out of the water and mauled them. They never even saw the beast the tentacles were attached to. You could do much the same with underwater pits or caves. Make the tentacles really really large, and just don't worry about the rest of the monster. They can damage a few of the tentacles enough to make the pull back, and call that a win. Let them just wonder who the tentacles might belong to.

I like saying "tentacles."

-Reddist
 


As per Nifft's request, here are the creatures that the Meepites encountered in the first chapter of 'Down Among the Dead Men':


The Failed

Marut inevitable Derv7/Rog3: CR 25; Size L; HD 15d10 + 5d10 + 3d6 + 2d10; hp 152, 160; Init +4; Spd 40 ft (base 30 ft) ; base speed 40 ft.; AC 37, touch 13, FF 35; BAB +20/+15/+10/+5; Grapple +37; Atk: +33/+33 melee (2d6 + 13 plus 3d6 sonic (or) electricity, Slams), +33 melee (2d6 + 13 plus 3d6 sonic, or Slam), +33 melee (2d6 + 13 plus 3d6 electricity, or Slam); SA Fists of thunder and lightning, spell-like abilities; SQ Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25; SV Fort +10, Ref +15, Will +15; AL LN; Str 36, Dex 14, Con 0, Int 13, Wis 18, Cha 18.

Languages spoken: Abyssal, Celestial, Infernal, and the native language of their first target

Skills and Feats
: Concentration +13, Diplomacy +6, Escape Artist +7, Sleight of Hand +26, Jump +17, Knowledge (Religion) +10, Listen +20, Search +10, Sense Motive +13, Spot +17, Tumble +30; Armor Proficiency (Light), Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Bull Rush, Mobility, Power Attack, Simple Weapon Proficiency, Spring Attack, Weapon Focus, Combat Expertise, Ability Focus, Awesome Blow, Arterial Strike, Eyes in the Back of Your Head.

Spells Known
: Air walk, Chain lightning, Circle of death, Dimension door, Greater dispel magic, Earthquake, Fear, Geas/quest, Mass inflict light wounds, Locate creature, Mark of justice, Plane shift, True seeing, Wall of force.

Possessions
: Coins, Repair Crystal (Heal Potion).

A marut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

Fists of Thunder and Lightning (Su)
: A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are Strength-based and include the marut's Ability Focus feat.

Fast Healing (Ex)
: An inevitable heals a certain amount of damage each round (specified in each variety's description) as long as it has at least 1 hit point. However, damage dealt by chaotic weapons heals at the normal rate.

Spell-Like Abilities
: At will-air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day-chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week- earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 14th. The save DCs are Charisma-based.

Skills: A marut has a +4 racial bonus on Concentration, Listen, and Spot checks.
 
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