trentonjoe
Explorer
This is the Oracle of the Whale Bone Tribe.
Wide Mouth is the giant sentient clam that acts as a guide and oracle tothe Whale Bone mystics. It will contact them if there is dangerous weather or undersea activity. It hates the sahuagin and will do anything to disrupt their acts on the Whale Bone people. There is very little Wide Mouth doesn't know about the North Sea area's past or present.
Wide Mouth
10th level sorcerer smart shell
Large Aberation
Hit Dice: 10d8+10d4 +60= 130
Initiative: -5 (dex)
Speed: 5ft, Swim 20 ft
AC:13 (+8 natural armor, -5 dex)
Attacks: Slam +16
Damage: slam 1d6 +4
Face/Reach: 5x10/5
Special Attacks: breath weapon, spell like abilities
Special Qualities: watersight 120 feet, burrow, speak with sea
Saves: Fort +9 , Ref +1, Will +20
Abilities: Str 18 , Dex 1, Con 16, Int 20, Wis 22, Cha 16
Skills: Scry +21, Knowledge (Noth Sea) +21, Gather Information +16, Sense Motive +16, Hide+0, Knowledge (Religion) +18, Knowledge (Arcana) +21,
Feats: Eschew Material Components, Extend Spell, Expertise
Knowledge (Ancient History) +20
Climate/Terrain: Undersea
Organization: solitary (1)
Challenge Rating: 14
Treasure: none
Alignment: usually neutral
Advancement Range: by character class, usually sorcerer
Description
Smart Shells are giant, sentient, clams. They live under the sea and gather information. They can live up to 1,000 years.
Combat
Smart Shells disdain combat and do everything in their power to avoid it. Often they will employ their breathe weapon and then retreat.
Breath Weapon(Ex): Smart Shells can breath a 45 foot cloud of sand that temporarily blinds (2d4 rounds) those who fail there save (Reflex 16).
Water Sight(Ex): Although they cannot see, smart shells can sense all creatures within 120 feet if underwater.
Water Breathing(Ex): They can breathe water as air.
Burrow(Ex): As a full round action, if on the bottom of the ocean or similar environ the smart shell can burrow in sand giving it a +20 on its hide check.
Speak with Sea (Sp): Smart Shells can cast speak with animals as a 10th level sorcerer. This only works with creatures that live underwater.
Other Spell like abilities: 1/day Detect Thoughts, Whispering Wind, Tongues, Scrying. These abilities are as the spells cast by a 10th level sorcerer.
Spells known (9/5/4/3/2/1)
0 level: (6/day) Red Magic, Prestidigitation, Detect Magic, Mage Foot (he I a clam), Open/Close, Light, Daze, Detect Poison, Disrupt Undead
1st level: (6/day) Color Spray, Shield, Mage Armor, Reduce, Magic Misslile,
2nd level spells: (6/day) Invisibility, Scare, Locate Object, Cat’s Grace
3rd level: (6/day) Clairaudience, Dispel Magic, Air Breathing (like water breathing but reverse)
4th level: (5/day) Locate Creature, Charm Monster,
5th level: (3/day) Teleport
Wide Mouth is the giant sentient clam that acts as a guide and oracle tothe Whale Bone mystics. It will contact them if there is dangerous weather or undersea activity. It hates the sahuagin and will do anything to disrupt their acts on the Whale Bone people. There is very little Wide Mouth doesn't know about the North Sea area's past or present.
Wide Mouth
10th level sorcerer smart shell
Large Aberation
Hit Dice: 10d8+10d4 +60= 130
Initiative: -5 (dex)
Speed: 5ft, Swim 20 ft
AC:13 (+8 natural armor, -5 dex)
Attacks: Slam +16
Damage: slam 1d6 +4
Face/Reach: 5x10/5
Special Attacks: breath weapon, spell like abilities
Special Qualities: watersight 120 feet, burrow, speak with sea
Saves: Fort +9 , Ref +1, Will +20
Abilities: Str 18 , Dex 1, Con 16, Int 20, Wis 22, Cha 16
Skills: Scry +21, Knowledge (Noth Sea) +21, Gather Information +16, Sense Motive +16, Hide+0, Knowledge (Religion) +18, Knowledge (Arcana) +21,
Feats: Eschew Material Components, Extend Spell, Expertise
Knowledge (Ancient History) +20
Climate/Terrain: Undersea
Organization: solitary (1)
Challenge Rating: 14
Treasure: none
Alignment: usually neutral
Advancement Range: by character class, usually sorcerer
Description
Smart Shells are giant, sentient, clams. They live under the sea and gather information. They can live up to 1,000 years.
Combat
Smart Shells disdain combat and do everything in their power to avoid it. Often they will employ their breathe weapon and then retreat.
Breath Weapon(Ex): Smart Shells can breath a 45 foot cloud of sand that temporarily blinds (2d4 rounds) those who fail there save (Reflex 16).
Water Sight(Ex): Although they cannot see, smart shells can sense all creatures within 120 feet if underwater.
Water Breathing(Ex): They can breathe water as air.
Burrow(Ex): As a full round action, if on the bottom of the ocean or similar environ the smart shell can burrow in sand giving it a +20 on its hide check.
Speak with Sea (Sp): Smart Shells can cast speak with animals as a 10th level sorcerer. This only works with creatures that live underwater.
Other Spell like abilities: 1/day Detect Thoughts, Whispering Wind, Tongues, Scrying. These abilities are as the spells cast by a 10th level sorcerer.
Spells known (9/5/4/3/2/1)
0 level: (6/day) Red Magic, Prestidigitation, Detect Magic, Mage Foot (he I a clam), Open/Close, Light, Daze, Detect Poison, Disrupt Undead
1st level: (6/day) Color Spray, Shield, Mage Armor, Reduce, Magic Misslile,
2nd level spells: (6/day) Invisibility, Scare, Locate Object, Cat’s Grace
3rd level: (6/day) Clairaudience, Dispel Magic, Air Breathing (like water breathing but reverse)
4th level: (5/day) Locate Creature, Charm Monster,
5th level: (3/day) Teleport