Under the Sea...


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Shade

Monster Junkie
Land Lamprey
Small Vermin
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/+6
Attack: Touch +1 melee (1d3 plus attach)
Full Attack: Touch +1 melee (1d3 plus attach)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Attach, blood drain
Special Qualities: Darkvision 60 ft., scent, vermin traits
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 7, Dex 12, Con 15, Int -, Wis 10, Cha 2
Skills: -
Feats: Weapon Finesse (B)
Environment: Temperate and warm marshes and underground
Organization: Solitary or swarm (2–12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: --

The creature looks like a blackish green worm with a suckered mouth. Concentric rings of sharp teeth line this maw. It slithers along like a snake.

The land lamprey is a mutated version of the sea lamprey. It breathes air and moves in snake-like fashion. They prefer dark and damp environments. Coloration ranges from light green to blackish green.

A land lamprey is only about 3-feet long but fairly thick and heavy, weighing 15 pounds.

Land lampreys do not speak.

Combat

Like their aquatic cousins, land lampreys feed by biting their victims, fastening themselves to the victims with their sphincter-like mouths, and draining blood.

Attach (Ex): If a land lamprey hits with a touch attack, it uses its sphincter-like mouth to latch onto the opponent’s body. An attached land lamprey is effectively grappling its prey. The land lamprey loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Land lampreys have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Each land lamprey attached to an individual counts as 12 pounds of gear for purposes of carrying capacity and encumbrance.

An attached land lamprey can be struck with a weapon or grappled itself. To remove an attached land lamprey through grappling, the opponent must achieve a pin against the land lamprey. If an attached land lamprey takes even one point of fire damage, it will immediately release its victim.

Blood Drain (Ex): A land lamprey drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 3 points of Constitution damage, it detaches and slithers off to digest the meal. If its victim dies before the land lamprey's appetite has been sated, the land lamprey detaches and seeks a new target.

SEA LAMPREYS

These cousins of the land lamprey have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 5 feet and a swim speed of 30 feet and are found only in aquatic environments.

The land lamprey first appeared in the 1st edition Monster Manual II, p. ?.
 
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Shade

Monster Junkie
Swordfish
Medium Animal (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +0/+0
Attack: Gore +3 melee (2d6)
Full Attack: Gore +3 melee (2d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +3, Swim +8
Feats: Lightning Reflexes, Weapon Finesse (B)
Environment: Any aquatic
Organization: Solitary, pair, or school (3–8)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium); 4-5 HD (Large)
Level Adjustment: --

This large fish has a long, swordlike bill. It sports a dorsal fin and a broad-bladed tail fin. Its coloration ranges from purplish to a dull leaden blue on the upper half, changing to whitish with a silvery sheen on the lower half.

These hardy fish are common to salt water. Swordfish of smaller size are typically kept as pets and used as guards by aquatic elves and dolphin communities.

An average swordfish is about 7 feet long and weighs around 120 pounds. The statistics presented here can describe similar fish such as marlins and sailfish.

Swordfish do not speak.

Combat

Swordfish are fast and generally nonaggressive, fleeing rather than fighting. However, if attacked, maddened, or controlled or trained, they will use their long, bony "sword" as a fearsome weapon. They can leap as high as 15 feet out of the water.

Skills: A swordfish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The swordfish first appeared in the 1st edition Monster Manual II, p. 117.
 

Ferret

Explorer
Some undersea creatures.

Sea Delver
Huge Aberration (Aquatic)
HD: 15d8+75
Initiative: +5
Speed: 15ft., Burrow 10ft., Swim 60 ft.
AC: 14 (-2 size, +1 dex, +5 natural) Touch 9, Flat-footed 13
Base attacks/Grapple: +11/+17
Attack: 2 Slams at +18 melee (1d6+8, 2d6 acid)
Full Attack: 2 Slams at +18 melee (1d6+8, 2d6 acid)
Space/reach: 15ft./15ft.
Special attacks: Acid
Special qualities: Acid immunity, Corrosive slime, Tremor sense, stone shape, Breathe water, Lowlight vision, water born.
Saves: Fort +10, Refl +6, Will +11
Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Skills: Survival +9, Swim + 17, Listen +15, Move silently +19, Spot +11
Feats: Alertness, blind fight, Improved initiative, power attack
Environment: The submerged reaches of the Underdark
Organization: Solitary
Challenge rating: 9
Treasure: none
Alignment: Usually Neutral
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)

After thousands of years of living in the deep recesses of the Underdark, a few delvers reached the sea, and finally adapted to it. They gained gills along the side of the head, there claw already acting as flippers weren’t changed. Instead of swimming though they moved along the sea bed, like hippopotami.

Combat:
Not much has changed with the tactics and style of Sea delver combat.

Corrosive Slime (Ex): Sea delvers produce a highly corrosive, mucus like slime. This is extremely effective against stone. A sea delver’s mere touch deals 2d6 acid damage to objects and organic creatures, it deals 4d8 damage against metallic creatures or objects, but against stone based creatures and objects it deals 8d10 damage. On a successful slam attack it delivers a patch of slime that delivers the acid damage immediately, and then again over two rounds. You can neutralize it with at least a quart of soap, or other alkalis. An opponents armour and clothing become useless immediately, unless a reflex save of 22 is made, if the armour is magical you add the enhancement to the save. Weapons dissolve instantly unless the wielder makes a reflex DC of 22, with the weapons enhancement bonus added to the roll.

Tremorsense (Ex): A sea delver can sense the location of anything in contact of the ground, within 60ft.

Stone shape (Ex): The sea delver can temporarily change the slime it produces from dissolving stone to softening it. This performs much like a stone shape spell cast by a 15th level druid, covering 25 cubic feet.

I haven't finished this completly:

Sea monkeys (Aquatic, Reptilian)
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 15 ft. (6 squares), climb 15 ft. Swim 60ft. (10 squares)
Armour Class: 16 (+2 size, +2 Dex +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/–11
Attack: Bite +4 melee (1d3–3) OR Claw +4 melee (1d3-3)
Full Attack: Bite +4 melee (1d3–3) OR Claw +4 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, Scent, Water born
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 5, Dex 15, Con 12, Int 2, Wis 14, Cha 5
Skills: Balance + 14, Climb +10, Hide +10, Listen +1, Jump +4 Spot +5
Feats: Weapon Finesse
Environment: Warm forests
Organization: Troop (10–40)
Challenge Rating: 1
Advancement: 2–3 HD (Small)
Level Adjustment: —

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Combat
Sea Monkeys generally flee into the safety of kelp, but if cornered can fight ferociously.

Waterborn (Ex): Waterborn creatures are at a general -1 penalty out of water.

Skills: Monkeys have a +12 racial bonus on Balance, + 8 Climb, a +4 bonus on jump checks, -2 on listen, +2 on spot and +8 on swim. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks
 


Shade

Monster Junkie
Giant Sea Anemone
Large Animal (Aquatic)
Hit Dice: 7d8+14 (45 hp)
Initiative: -1
Speed: Swim 5 ft. (1 square)
Armor Class: 10 (-1 size, -1 Dex, +2 natural), touch 8, flat-footed 10
Base Attack/Grapple: +5/+10
Attack: Tentacle +5 melee (1d3+1 plus poison)
Full Attack: 100 tentacles +5 melee (1d3+1 plus poison)
Space/Reach: 10 ft./10 ft. (30 ft. with tentacle)
Special Attacks: Improved grab, poison, swallow whole
Special Qualities: Blindsense 30 ft., low-light vision
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 13, Dex 9, Con 15, Int 1, Wis 8, Cha 1
Skills: Swim +9
Feats: Ability Focus (poison)(B)
Environment: Any aquatic
Organization: Solitary or colony (50–200)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: --

This flowerlike creature has a vibrant purple cylindrical body, about 8 feet in diameter. Nearly a hundred brilliant red tentacles surround a slitlike mouth.

The giant sea anemone is essentially a larger and far more dangerous version of its smaller relative. The larger of the two creatures lives in a variety of ocean depths; At depths greater than 50 feet, however, the giant sea anemone is encountered singly. In tidal pools and secluded shorelines, smaller varieties live in colonies numbering from 50-200.

The creature's mouth is nearly 6 feet across and is centered between its tentacles. Most creatures of this species have 100 tentacles, with a rare few having more or less than this amount.

Tentacle color combinations include, but are not limited to purple and red, yellow and pink, blue and gray, green and brown.

An average giant sea anemone is about 8 feet in diameter.

Giant sea anemones do not speak.

Combat

Although it possesses 100 tentacles, a giant sea anenome can only use only three tentacles at once against a Small or Medium opponent. Against larger foes, it can use three additional tentacles for each size category larger than Medium. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot square.

An opponent can attack a giant sea anemone's tentacles with a sunder attempt as if they were weapons. A giant sea anemone's tentacles have 4 hit points each. If a giant sea anemone is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant sea anemone's tentacles deals 2 points of damage to the creature. A giant sea anemone usually withdraws from combat if it loses 25% of its tentacles (usually 25). The creature regrows severed limbs in 1d3 days.

Improved Grab (Ex): To use this ability, a giant sea anemone must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's body.

If a giant sea anemone begins its turn with at least one tentacle attached, it can try to attach two additional tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the giant sea anemone gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Once the giant sea anemone has wrapped three tentacles around the character, the creature attempts to swallow the victim whole.

Poison (Ex): Injury (tentacle), Fortitude DC 17, initial damage 1d6 Strength and 1d6 Dexterity, secondary damage 1d6 Strength and 1d6 Dexterity. The save DC is Constitution-based.

Swallow Whole (Ex): A giant sea anemone that begins its turn with three tentacles attached can try to swallow an opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6 points of crushing damage plus 1d3 points of acid damage per round from the anenome's digestive tract. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large giant sea anemone's digestive tract can hold 1 Medium, 4 Small, 16 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: A giant sea anemone has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The giant sea anemone first appeared in Dragon Magazine #116, p. 41.
 



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