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(SHark World) One Giant, Sentient Clam Please
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<blockquote data-quote="trentonjoe" data-source="post: 305730" data-attributes="member: 304"><p>This is the Oracle of the Whale Bone Tribe. </p><p></p><p>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.</p><p>Wide Mouth</p><p></p><p>10th level sorcerer smart shell</p><p>Large Aberation</p><p>Hit Dice: 10d8+10d4 +60= 130 </p><p>Initiative: -5 (dex)</p><p>Speed: 5ft, Swim 20 ft </p><p>AC:13 (+8 natural armor, -5 dex)</p><p>Attacks: Slam +16 </p><p>Damage: slam 1d6 +4</p><p>Face/Reach: 5x10/5</p><p>Special Attacks: breath weapon, spell like abilities</p><p>Special Qualities: watersight 120 feet, burrow, speak with sea</p><p>Saves: Fort +9 , Ref +1, Will +20</p><p>Abilities: Str 18 , Dex 1, Con 16, Int 20, Wis 22, Cha 16</p><p>Skills: Scry +21, Knowledge (Noth Sea) +21, Gather Information +16, Sense Motive +16, Hide+0, Knowledge (Religion) +18, Knowledge (Arcana) +21, </p><p>Feats: Eschew Material Components, Extend Spell, Expertise</p><p>Knowledge (Ancient History) +20 </p><p>Climate/Terrain: Undersea</p><p>Organization: solitary (1)</p><p>Challenge Rating: 14</p><p>Treasure: none</p><p>Alignment: usually neutral</p><p>Advancement Range: by character class, usually sorcerer</p><p></p><p>Description </p><p>Smart Shells are giant, sentient, clams. They live under the sea and gather information. They can live up to 1,000 years.</p><p></p><p>Combat </p><p></p><p>Smart Shells disdain combat and do everything in their power to avoid it. Often they will employ their breathe weapon and then retreat.</p><p></p><p>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).</p><p></p><p>Water Sight(Ex): Although they cannot see, smart shells can sense all creatures within 120 feet if underwater.</p><p></p><p>Water Breathing(Ex): They can breathe water as air.</p><p></p><p>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. </p><p></p><p>Speak with Sea (Sp): Smart Shells can cast speak with animals as a 10th level sorcerer. This only works with creatures that live underwater.</p><p></p><p>Other Spell like abilities: 1/day Detect Thoughts, Whispering Wind, Tongues, Scrying. These abilities are as the spells cast by a 10th level sorcerer.</p><p></p><p>Spells known (9/5/4/3/2/1)</p><p></p><p>0 level: (6/day) Red Magic, Prestidigitation, Detect Magic, Mage Foot (he I a clam), Open/Close, Light, Daze, Detect Poison, Disrupt Undead </p><p></p><p>1st level: (6/day) Color Spray, Shield, Mage Armor, Reduce, Magic Misslile,</p><p></p><p>2nd level spells: (6/day) Invisibility, Scare, Locate Object, Cat’s Grace</p><p></p><p>3rd level: (6/day) Clairaudience, Dispel Magic, Air Breathing (like water breathing but reverse)</p><p></p><p>4th level: (5/day) Locate Creature, Charm Monster, </p><p></p><p>5th level: (3/day) Teleport</p></blockquote><p></p>
[QUOTE="trentonjoe, post: 305730, member: 304"] 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 [/QUOTE]
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