Dave Blewer
First Post
Hi,
Here is my first attempt at Fog Sharks. Elemental Horrors suitable for any airborne campaign (such as my own Sundered Sky campaign).
I am particularly unsure about the Challenge Rating... Working it out using the system given in Dragon (Oct 2000) but that really didn't seem to work, so I guesstimated it instead.
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Fog Sharks
Medium Outsiders
Hit Dice: 3d8 +3 (16)
Initiative +5 (Dex)
Speed: Fly 100ft
AC: 18 (+5 Dex, +3 natural)
Attacks: Bite +8 Melee
Damage: Bite 1d6+1
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Air Mastery, Improved Grab, Keel Rip
Special Qualities: Create Fog, Tremorsense
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 13, Dex 21, Con 13, Int 2, Wis 12, Cha 2
Skills: Hide +9, Move Silently +14, Spot +5,
Feats: Weapon finesse (Bite)
Climate/Terrain: Any ariel (fog banks)
Organisation: Solitary, school (2-5), or pack (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 4-6 HD (Medium), 7-10 HD (Large),
11-17 HD (Huge)
Fog Sharks appear to be fish like creatures whose grey, almost translucent skin blends perfectly with the mists and fogs within which they dwell. They seem to come in all sizes with most specimens being at least 7 ft from nose to tail.
These voracious predators seem to be able to generate a fog around them, or they are drawn to fogbanks - no one is really sure what the truth is. They use these fog banks to obfuscate their presence from their prey that is unaware that they are there until the very last moment, at which point it is often too late to escape.
Combat
Fog Sharks are able to ‘swim’ through the air at incredible speeds and are very dexterous. Not only are there mouths a teeth filled horror that can sever limbs with a single bite, but their backs are covered in bony rasps that can tear open the hull of a ship in as few as a couple of passes.
Horror struck survivors have reported incidents where particularly massive Fog Sharks have ripped the underside of a ship apart only to have smaller sharks display some sort of feeding frenzy as they rip apart those poor souls who are sent plummeting into the void.
Air Mastery: Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.
Create Fog: Fog Sharks can cast Fog Cloud once per hour, this ability is cast as a sorcerer whose level equals the Fog Ghosts HD.
Improved Grab: To use this ability, the fog shark must hit with its bite attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained.
Keel Rip: Fog Sharks can rip apart a sky ship by scraping its back along the keel of the ship, ripping it apart with its bone rasps. This is a touch attack that does 1d6 Slam damage that ignores the Hardness rating equal to half the Fog Sharks HD.
Skills: Fog Sharks gain a +4 racial bonus to Hide and Spot checks.
Tremorsense: Fog Sharks can automatically sense the location of anything within 60 feet that disturbs fog banks.
Here is my first attempt at Fog Sharks. Elemental Horrors suitable for any airborne campaign (such as my own Sundered Sky campaign).
I am particularly unsure about the Challenge Rating... Working it out using the system given in Dragon (Oct 2000) but that really didn't seem to work, so I guesstimated it instead.
==============================================
Fog Sharks
Medium Outsiders
Hit Dice: 3d8 +3 (16)
Initiative +5 (Dex)
Speed: Fly 100ft
AC: 18 (+5 Dex, +3 natural)
Attacks: Bite +8 Melee
Damage: Bite 1d6+1
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Air Mastery, Improved Grab, Keel Rip
Special Qualities: Create Fog, Tremorsense
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 13, Dex 21, Con 13, Int 2, Wis 12, Cha 2
Skills: Hide +9, Move Silently +14, Spot +5,
Feats: Weapon finesse (Bite)
Climate/Terrain: Any ariel (fog banks)
Organisation: Solitary, school (2-5), or pack (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 4-6 HD (Medium), 7-10 HD (Large),
11-17 HD (Huge)
Fog Sharks appear to be fish like creatures whose grey, almost translucent skin blends perfectly with the mists and fogs within which they dwell. They seem to come in all sizes with most specimens being at least 7 ft from nose to tail.
These voracious predators seem to be able to generate a fog around them, or they are drawn to fogbanks - no one is really sure what the truth is. They use these fog banks to obfuscate their presence from their prey that is unaware that they are there until the very last moment, at which point it is often too late to escape.
Combat
Fog Sharks are able to ‘swim’ through the air at incredible speeds and are very dexterous. Not only are there mouths a teeth filled horror that can sever limbs with a single bite, but their backs are covered in bony rasps that can tear open the hull of a ship in as few as a couple of passes.
Horror struck survivors have reported incidents where particularly massive Fog Sharks have ripped the underside of a ship apart only to have smaller sharks display some sort of feeding frenzy as they rip apart those poor souls who are sent plummeting into the void.
Air Mastery: Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.
Create Fog: Fog Sharks can cast Fog Cloud once per hour, this ability is cast as a sorcerer whose level equals the Fog Ghosts HD.
Improved Grab: To use this ability, the fog shark must hit with its bite attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained.
Keel Rip: Fog Sharks can rip apart a sky ship by scraping its back along the keel of the ship, ripping it apart with its bone rasps. This is a touch attack that does 1d6 Slam damage that ignores the Hardness rating equal to half the Fog Sharks HD.
Skills: Fog Sharks gain a +4 racial bonus to Hide and Spot checks.
Tremorsense: Fog Sharks can automatically sense the location of anything within 60 feet that disturbs fog banks.