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Sharktopus: Scourge of Golarion!
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<blockquote data-quote="Leopold" data-source="post: 5343358" data-attributes="member: 758"><p>I got bored out of my skull and saw that someone had created a Modern D20 version of this critter but why should ModernD20 have all the fun when Golarion DEMANDS this critter!</p><p></p><p>Without further ado, the first round of SHARKTOPUS!</p><p></p><p>*Note: Please feel free to leave comments.</p><p></p><p></p><p>Sharktopus</p><p>A monstrous shark swimming toward you with a swarm of tentacles trailing behind it.</p><p></p><p>Sharktopus CR 22</p><p>XP 615,000</p><p></p><p>TN Gargantuan animal (aquatic)</p><p></p><p>Init +1; Senses Blindsense (30 ft.), Perception +24, Keen Scent (180 ft.</p><p></p><p> DEFENSE</p><p>AC 27 , touch 7, flat-footed 26</p><p></p><p> ( -4 size, +1 Dex, +20 natural )</p><p>hp 363 (36d8)+216</p><p></p><p>Fort +26, Ref +21, Will +12</p><p></p><p>Defensive Abilities Ferocity</p><p></p><p> OFFENSE</p><p>Speed 10 ft., climb 10 ft., swim 80 ft.</p><p></p><p>Melee bite +36 (3d6+19/19-20 plus grab), 10 tentacles +33 (2d6+11/20 plus grab)</p><p></p><p>Face 20 ft.; Reach 20ft, 30 ft.(tentacles) </p><p></p><p>Special Attacks Capsize, Constrict (2d6+11), Grab, Swallow Whole (3d6+13, AC 17, 36 hp)</p><p></p><p> STATISTICS</p><p>Str 36, Dex 13, Con 22, Int 1, Wis 10, Cha 2</p><p></p><p>Base Atk +27; CMB +44 (+46 bullrush) (+48 grapple) (+48 overrun) (+48 sunder); CMD +55 (+57 vs bullrush) (+57 vs overrun) (+57 vs sunder)</p><p></p><p>Feats Alertness, Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Greater Overrun, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (Bite), Improved Overrun, Improved Sunder, Improved Vital Strike, Power Attack, Snatch, Multiattack, Vital Strike</p><p></p><p>Skills Climb +26, Perception +24, Swim +33,</p><p></p><p>Special Qualities Amphibious, Keen Scent (180 ft.)</p><p></p><p> SPECIAL ABILITIES</p><p>Amphibious (Ex)</p><p></p><p>You have the aquatic subtype, but you can survive indefinitely on land.</p><p></p><p>Capsize (Ex)</p><p></p><p>A sharktopus can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession(sailor) check, whichever is higher</p><p>Constrict (Ex)</p><p></p><p> You can crush an opponent, dealing 2d8+11 bludgeoning damage, when you make a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).</p><p></p><p>Ferocity (Ex)</p><p></p><p>You remain conscious and can continue fighting even if your hit point total is below 0. You are still staggered and loose 1 hit point each round. You still dies when your hit point total reaches -22.</p><p></p><p>Grab (Ex)</p><p></p><p>If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab works only against opponents at least one size category smaller than you. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.</p><p></p><p>Keen Scent (Ex)</p><p></p><p> A sharktopus can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile</p><p></p><p>Swallow Whole (Ex)</p><p></p><p>If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category smaller than you. Being swallowed causes a creature to take damage each round. A swallowed creature keeps the grappled condition, while you do not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon for 36hp AC 17, or it can just try to escape the grapple. If a swallowed creature cuts its way out, you cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in your mouth, where it may be bitten or swallowed again.</p><p></p><p></p><p></p><p>---------Updates:</p><p>1. Upped AC by 5. Dropped Bite and Tentacle Damage.</p></blockquote><p></p>
[QUOTE="Leopold, post: 5343358, member: 758"] I got bored out of my skull and saw that someone had created a Modern D20 version of this critter but why should ModernD20 have all the fun when Golarion DEMANDS this critter! Without further ado, the first round of SHARKTOPUS! *Note: Please feel free to leave comments. Sharktopus A monstrous shark swimming toward you with a swarm of tentacles trailing behind it. Sharktopus CR 22 XP 615,000 TN Gargantuan animal (aquatic) Init +1; Senses Blindsense (30 ft.), Perception +24, Keen Scent (180 ft. DEFENSE AC 27 , touch 7, flat-footed 26 ( -4 size, +1 Dex, +20 natural ) hp 363 (36d8)+216 Fort +26, Ref +21, Will +12 Defensive Abilities Ferocity OFFENSE Speed 10 ft., climb 10 ft., swim 80 ft. Melee bite +36 (3d6+19/19-20 plus grab), 10 tentacles +33 (2d6+11/20 plus grab) Face 20 ft.; Reach 20ft, 30 ft.(tentacles) Special Attacks Capsize, Constrict (2d6+11), Grab, Swallow Whole (3d6+13, AC 17, 36 hp) STATISTICS Str 36, Dex 13, Con 22, Int 1, Wis 10, Cha 2 Base Atk +27; CMB +44 (+46 bullrush) (+48 grapple) (+48 overrun) (+48 sunder); CMD +55 (+57 vs bullrush) (+57 vs overrun) (+57 vs sunder) Feats Alertness, Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Greater Overrun, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (Bite), Improved Overrun, Improved Sunder, Improved Vital Strike, Power Attack, Snatch, Multiattack, Vital Strike Skills Climb +26, Perception +24, Swim +33, Special Qualities Amphibious, Keen Scent (180 ft.) SPECIAL ABILITIES Amphibious (Ex) You have the aquatic subtype, but you can survive indefinitely on land. Capsize (Ex) A sharktopus can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession(sailor) check, whichever is higher Constrict (Ex) You can crush an opponent, dealing 2d8+11 bludgeoning damage, when you make a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). Ferocity (Ex) You remain conscious and can continue fighting even if your hit point total is below 0. You are still staggered and loose 1 hit point each round. You still dies when your hit point total reaches -22. Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab works only against opponents at least one size category smaller than you. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Keen Scent (Ex) A sharktopus can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile Swallow Whole (Ex) If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category smaller than you. Being swallowed causes a creature to take damage each round. A swallowed creature keeps the grappled condition, while you do not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon for 36hp AC 17, or it can just try to escape the grapple. If a swallowed creature cuts its way out, you cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in your mouth, where it may be bitten or swallowed again. ---------Updates: 1. Upped AC by 5. Dropped Bite and Tentacle Damage. [/QUOTE]
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