Underwater creatures, HELP!

Looks good to me. I did not even think of giving it a small land speed for the aquatic versions. With their con they should not last long out of the water.

So what is next? Giant Anemone, Nereids, Sirine, Swordfish.
I can post 1st edit stats.
 
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If you don't mind homebrew, I have some Aquatic Delvers.
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.
 

SWORDFISH
FREQUENCY Uncommon
ARMORCLASS: 6
MOVE: //24"
HITDICE: 1 +1, 2+2, or 3+3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF AlTACKS: 1
DAMAGE/AlTACK:
2-1 2,3-12, or 4-1 6
SPECIAL AttACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M to L (2+2 or 3+3)
NO. APPEARING: 1-8
These hardy fish are common to salt water. They are fast and generally
nonaggressive, fleeing rather than fighting. However, if attacked, mad-
dened, or controlled or trained, theywill use their long, bony "sword" as
a fearsome weapon. Swordfish of smaller size are typically kept as pets
and used as guards by aquatic elves and dolphin communities
.
 
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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.
 
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These guys appear to be an easy conversion. All we really need are physical stats, skills, and one feat.

I did a google search, and it said that the average swordfish is about 7 feet long and weights around 90 pounds. Does this sound right to the rest of you?
 

I am inclined to give them one of the following feats:

Weapon Focus

Endurance (ever try to hook one of these babies, they fight for hours I am told)

Maybe Improved Initiative or some sort of increased speed as they are fast and well-slimmed.

Perhaps skills in Jump as they leap out of the water pretty far.
 
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Good feat suggestions. I'm leaning towards either Endurance or Improved Iniatiative.

The Jump skill shouldn't be necessary; we can just mention in the text that they can leap X feat out of the water. (Check out the megalodon in the MM2 to see where I'm coming from.)

For ability scores, here are the physical scores of similar-sized aquatic creatures:
Medium shark: Str 13, Dex 15, Con 13
Porpoise: Str 11, Dex 17, Con 13

I get the impression that they are weaker than a shark, and at least as Dextrous as a porpoise, so I'm recommending Str 9-11, Dex 17-18, Con 13. Thoughts?
 

I think Str 11, Dex 17, Con 13 is right there.

I read that they are extremely well-built. Their bodies are designed to be streamlined (their fins do not protude out as much as regualr fish) so they can swim and react quickly within the water so as to spear their prey. Maybe a weapon focus (bill) as their chosen feat and then Lightning Reflexes (b) as a bonus.
 
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I ended up giving it Weapon Finesse instead of Focus, since it was of greater benefit to the fishy. Since animals with higher Dex that Str often get Finesse as a bonus feat, I make this the bonus feat and made Lightning Reflexes the standard feat.

For skills, should we go Spot 2, Listen 2? They'll have a decent Swim modifier for having a swim speed.

Any idea of how high they can leap out of the water?

CR 1/4? A porpoise is CR 1/2, and has 2 more HD and blindsight.
 
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