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Sea Monkies
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<blockquote data-quote="Grogg of the North" data-source="post: 6500606" data-attributes="member: 6682960"><p><em>These small monstrous creatures use their wings to propel themselves through the water as well as the air with effortless ease. Their fiendish appearance is complete with a toothy maw and a dreadful gaze.</em></p><p></p><p></p><p>Sea Monkey (Tiny Chaotic Neutral Magical Beast)</p><p><strong>CR:</strong> 6</p><p><strong></strong></p><p><strong>HD: </strong>6d10+6 (46)</p><p><strong>Speed:</strong> 10' / 60' Swim / 60' Fly (Good)</p><p></p><p>Str: 5 </p><p><strong>Dex:</strong> 22 </p><p><strong>Con:</strong> 11</p><p><strong>Int:</strong> 6</p><p><strong>Wis:</strong> 14</p><p><strong>Cha:</strong> 14</p><p></p><p><strong>Initiative:</strong> +10</p><p><strong></strong></p><p><strong>BAB:</strong> +6 / <strong>Grapple:</strong> +7</p><p></p><p><strong>Defenses:</strong></p><p>Armor Class 23 (6 Dexterity, 5 Natural, 2 Size), Flat Footed 17, Touch 18 </p><p></p><p><strong>Saves:</strong></p><p><strong></strong><strong>Fortitude:</strong> +5 / <strong>Reflex:</strong> +11 / <strong>Will:</strong> +4</p><p></p><p><strong>Skills:</strong></p><p>Swim 9 ranks</p><p></p><p><strong>Feats:</strong></p><p>1: Improved Initiative</p><p>3: Weapon Finesse</p><p>6: Improved Toughness</p><p></p><p><strong>Attacks:</strong></p><p><strong></strong>Bite: +14 1d3-3 + drain + engulf</p><p>Stare: 1d4 Dexterity damage; Fort Negates</p><p></p><p><strong>Special Stuff:</strong></p><p>Drain: On a successful bite, a sea monkey deals 1d2 constitution damage.</p><p></p><p>Engulf: On a successful hit with its bite attack, a sea monkey can start a grapple as a free action without provoking an attack of opportunity. All sea monkeys produce a stick slime providing it with a +12 racial bonus on grapple checks and is included above in the grapple modifier. While attached, any attack that targets a sea monkey deals half the damage to the grappled foe. </p><p></p><p>Stare: As a standard action, the sea monkey can use it's unworldly appearance to harm all within 30' that look at it. This stare deals 1d4 Dexterity damage and a fortitude saving throw DC 15 negates. This ability is charisma based. Should an opponent's dexterity reach 0, they turn to stone. </p><p></p><p><strong>Designer Notes:</strong></p><p>These creatures were designed to be an evil fiendish Jenny Haniver. They would swim about the ocean and leap up and out of the water to assault the PCs and the crew of their ship. After getting some tasty snacks, they'd return to the ocean. I picture the <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(n)" title="Thumbs down (n)" data-smilie="23"data-shortname="(n)" />PCs stumbling around the deck trying to pull these things off of their faces while they get bit. </p><p></p><p>I started with the cloaker as a base. I shrunk it down to tiny using the adjustments in the Monster Manual appendix. The monster has improved toughness because I couldn't think of what else to give it and HP is HP. The sticky slime (see Engulf) was added so that it would actually have a chance at staying grappled to their foe. The party does deal a lot of precision damage, which may make the damage sharing a bit obnoxious, but they can always help each other pull them off. Once their off, they can skirmish / sneak attack to their heart's content. The Stare was added as an area of effect attack. Stat damage is purposefully low since the party doesn't have any way to deal with it other than resting. </p><p></p><p>I really have no idea on what would be a good challenge rating for these guys. I figured about 6 since the Cloaker is 5 and that's where I started from. I plan to have the sea filled with these things, so if the party instantly wipes out the first batch, a few more can fly onto the deck. </p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 6500606, member: 6682960"] [I]These small monstrous creatures use their wings to propel themselves through the water as well as the air with effortless ease. Their fiendish appearance is complete with a toothy maw and a dreadful gaze.[/I] Sea Monkey (Tiny Chaotic Neutral Magical Beast) [B]CR:[/B] 6 [B] HD: [/B]6d10+6 (46) [B]Speed:[/B] 10' / 60' Swim / 60' Fly (Good) Str: 5 [B]Dex:[/B] 22 [B]Con:[/B] 11 [B]Int:[/B] 6 [B]Wis:[/B] 14 [B]Cha:[/B] 14 [B]Initiative:[/B] +10 [B] BAB:[/B] +6 / [B]Grapple:[/B] +7 [B]Defenses:[/B] Armor Class 23 (6 Dexterity, 5 Natural, 2 Size), Flat Footed 17, Touch 18 [B]Saves: [/B][B]Fortitude:[/B] +5 / [B]Reflex:[/B] +11 / [B]Will:[/B] +4 [B]Skills:[/B] Swim 9 ranks [B]Feats:[/B] 1: Improved Initiative 3: Weapon Finesse 6: Improved Toughness [B]Attacks: [/B]Bite: +14 1d3-3 + drain + engulf Stare: 1d4 Dexterity damage; Fort Negates [B]Special Stuff:[/B] Drain: On a successful bite, a sea monkey deals 1d2 constitution damage. Engulf: On a successful hit with its bite attack, a sea monkey can start a grapple as a free action without provoking an attack of opportunity. All sea monkeys produce a stick slime providing it with a +12 racial bonus on grapple checks and is included above in the grapple modifier. While attached, any attack that targets a sea monkey deals half the damage to the grappled foe. Stare: As a standard action, the sea monkey can use it's unworldly appearance to harm all within 30' that look at it. This stare deals 1d4 Dexterity damage and a fortitude saving throw DC 15 negates. This ability is charisma based. Should an opponent's dexterity reach 0, they turn to stone. [B]Designer Notes:[/B] These creatures were designed to be an evil fiendish Jenny Haniver. They would swim about the ocean and leap up and out of the water to assault the PCs and the crew of their ship. After getting some tasty snacks, they'd return to the ocean. I picture the (n)PCs stumbling around the deck trying to pull these things off of their faces while they get bit. I started with the cloaker as a base. I shrunk it down to tiny using the adjustments in the Monster Manual appendix. The monster has improved toughness because I couldn't think of what else to give it and HP is HP. The sticky slime (see Engulf) was added so that it would actually have a chance at staying grappled to their foe. The party does deal a lot of precision damage, which may make the damage sharing a bit obnoxious, but they can always help each other pull them off. Once their off, they can skirmish / sneak attack to their heart's content. The Stare was added as an area of effect attack. Stat damage is purposefully low since the party doesn't have any way to deal with it other than resting. I really have no idea on what would be a good challenge rating for these guys. I figured about 6 since the Cloaker is 5 and that's where I started from. I plan to have the sea filled with these things, so if the party instantly wipes out the first batch, a few more can fly onto the deck. Thoughts? [/QUOTE]
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