• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Tuna-of-the-Eternal-Waters

Dominate would definitely work, though I liked the flavor of Suggestion (or even a Charm Person) better in terms of a seduction. Something like that, though.

As far as a shape change, it probably should be something aquatic. Merfolk, maybe, if we're going for something attractive?

And what kind of vulnerability will replace the "stranded on land" issues this thing has? Not being able to move or use any powers seems a bit extreme for something epic.
 

log in or register to remove this ad

freyar said:
And what kind of vulnerability will replace the "stranded on land" issues this thing has? Not being able to move or use any powers seems a bit extreme for something epic.

Agreed. Possibly the loss of its Tsunami power, Slime Power, and Movement is severely cut.

Also, Te Tuna was able to move on land as a person, so I recommend the typical nerfed 3.5 Change Shape (into a small or medium humanoid) further limited to merfolk and human.
 

So we got the following special abilities:

-Tsunami
-Improved Grab
-Swallow Whole
-Constriction
-Paralytic Slime
-Dominate Person/Monster
-Change Shape
-Summon Aquatic Creature (eels, sharks, fish, water elementals...)

I was thinking that he should have some sort of spell-casting ability, perhaps druidic?
 

giant moray eel for summoning...

Ok, I assume that we don't really mean to have a literal templated swarm of dire eels when summoned, since that would require very small eels to start with. So I suggest that each time Te-Tuna (or EOEW?) summons some number of dire giant moray eels. From the CC, the 3.0E giant moray eel is

EEL, Moray (Giant)
Large Beast
Hit Dice: 5d10 (27 hp)
Initiative: +3 (Dex)
Speed: Swim 20 ft
AC: 16 (-1 size, +3 Dex, +4 natural)
Attacks: Bite +5 melee, tail lash +0 melee
Damage: Bite 1d8 and disease, tail lash 1d4
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Improved grab, tear, disease
Special Qualities: Immunities, amphibious, darkvision 60 ft, low-light vision
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +0,Listen +7, Spot +7
Feats: Weapon Finesse (bite)

Climate/Terrain: Warm aquatic
Organization: Solitary or school (4-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)

A giant moray eel is a feared predator, known for its fearsome diseased bite.
It appears as an 8-foot long eel with mottled brown leathery skin, with lighter brown or yellow spots on its dorsal area. It has pronounced incisor teeth.

COMBAT
A giant moray eel will conceal itself in a reef, seaweed, or underneath stones. When its prey passes by, it lunges out, biting its prey and striking with blinding speed. It will attack almost anything that passes near it, regardless of the size of the prey.
The eel will only use its tail lash on a foe trapped in its jaws or on a foe attempting to flank it.
Improved Grab (Ex): To use this ability, a giant moray eel must hit a foe with its bite attack. If it gets a hold, it tears the flesh.
Tear (Ex): A giant moray eel automatically hits a held opponent with all its melee attacks each round it maintains the hold.
Disease (Ex): The bite inflicts its foe with a disease akin to mummy rot.
Immunities (Ex): Giant moray eels are immune to all forms of fear and disease, magical or otherwise.
Amphibious (Ex): Giant moray eels can survive out of the water for 1 minute per point of Constitution (after that, refer to the Suffocation rules on page 88 of the DMG).
Skills: Giant Moray eels gain a +4 racial bonus to Hide, Listen and Spot checks.
Feats: The Giant Moray Eel gains Weapon Finesse (bite) as a bonus feat.

To fit in with the paralytic slime ability of Te-Tuna and what Wikipedia says about moray eels, I propose replacing Disease with

Paralytic Slime (Ex): A giant moray eel exudes a toxic slime that can paralyze any creature that touches it. Any creature that touches a giant moray eel or makes a successful melee attack with a natural weapon againts a giant moray eel must make a DC ?? Fortitude save or be paralyzed for ?? rounds.

I wouldn't mind some suggestions for appropriate DCs and length of paralysis. I'll try to work on the conversion to 3.5 and dire-izing as I get time...
 

3.5 giant moray eel...

Ok, here is my attempt at converting the giant moray eel to 3.5:

EEL, Moray (Giant)
Large Animal (Aquatic)
Hit Dice: 6d8 (27 hp)
Initiative: +3 (Dex)
Speed: Swim 20 ft
AC: 16 (-1 size, +3 Dex, +4 natural)
Attacks: Bite +6 melee, tail lash +1 melee
Damage: Bite 1d8 and disease, tail lash 1d4
Face/Reach: 10 ft/5 ft
Special Attacks: Improved grab, tear, disease
Special Qualities: Immunities, amphibious, darkvision 60 ft, low-light vision
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +10,Listen +10, Spot +10
Feats: Multiattack, Weapon Finesse (bite), Alertness, Combat Reflexes

Climate/Terrain: Warm aquatic
Organization: Solitary or school (4-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)

A giant moray eel is a feared predator, known for its fearsome diseased bite.
It appears as an 8-foot long eel with mottled brown leathery skin, with lighter brown or yellow spots on its dorsal area. It has pronounced incisor teeth.

COMBAT
A giant moray eel will conceal itself in a reef, seaweed, or underneath stones. When its prey passes by, it lunges out, biting its prey and striking with blinding speed. It will attack almost anything that passes near it, regardless of the size of the prey.
The eel will only use its tail lash on a foe trapped in its jaws or on a foe attempting to flank it.
Improved Grab (Ex): To use this ability, a giant moray eel must hit a foe with its bite attack. If it gets a hold, it tears the flesh.
Tear (Ex): A giant moray eel automatically hits a held opponent with all its melee attacks each round it maintains the hold.
Disease (Ex): The bite inflicts its foe with a disease akin to mummy rot.
Immunities (Ex): Giant moray eels are immune to all forms of fear and disease, magical or otherwise.
Amphibious (Ex): Giant moray eels can survive out of the water for 1 minute per point of Constitution (after that, refer to the Drowning rules).
Skills: Giant Moray eels gain a +4 racial bonus to Hide, Listen and Spot checks.
Feats: The Giant Moray Eel gains Multiattack as a bonus feat.

For faithfulness to the original, I've just left Disease in as the special attack, rather than Paralytic Slime (for now, at least). I wouldn't mind if someone would check my work, as this is the first time I've done a conversion.

Some points:
  • Type changes to animal, so the hit dice change, which I also had affect advancement.
  • Attack bonuses have a higher BAB due to higher HD. I've factored in Weapon Finesse (bite) and Multiattack.
  • The saves are also higher due to higher HD.
  • Since the eel gets 3 feats for its HD, I gave it Multiattack as a bonus because (1) the attack modifier would have been negative otherwise for the tail and (2) it can't qualify for Multiattack otherwise.
  • The strength score and tail lash damage are both low for a large creature, but that's probably correlated and intentional.
  • This eel has 9 skill ranks to spend, and I've put 3 each in Hide, Spot, & Listen. Then I included the ability modifiers, racial bonuses, and alertness.

So let me know how this looks!
 



Well, I am Interested.

OK, so far we have:

Tuna-of-the-Eternal-Waters
Colossal Magical Beast (Aquatic)
Hit Dice:
48d10+384 (684 hp)
Initiative: +1
Speed: Swim X ft. (X squares)
Armor Class: X (-8 size, +1 Dex, +X natural, +X deflection), touch X, flat-footed X
Base Atk/Grapple: +48/+80
Attack: Bite +X melee (XdX+24)
Full Attack: Bite +X melee (XdX+24)
Space/Reach: 25 ft./20 ft.
Special Attacks: Constrict XdX+24, improved grab, paralytic slime, spell-like abilities, swallow whole
Special Qualities: Alternate form, low-light vision, summon eels
Saves: Fort +X, Ref +X, Will +X
Abilities: Str 43, Dex 13, Con 26, Int X, Wis X, Cha X
Skills: X
Feats: X
Environment: Warm Aquatic
Organization: Unique
Challenge Rating: X
Treasure: X
Alignment: Chaotic Evil
Advancement: X
Level Adjustment: -

Description

Combat
Combat
 
Last edited:

I would think a high Strength and Constitution, so Str 44, Con 24???
I don't see it as overtly agile, but not clumsy either, I would say Dex 13???
For the mental stats, it seems to be of average or slightly above average stats, I would say Int 14, Wis 11, Cha 15
 

If we took a dire barracuda and advanced it to Colossal size, we'd have physical ability scores of...

Str 43, Dex 13, Con 26

Incredibly close to what Gothenem proposed!
 

Into the Woods

Remove ads

Top