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Underwater creatures, HELP!
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<blockquote data-quote="Ferret" data-source="post: 1479694" data-attributes="member: 4052"><p>If you don't mind homebrew, I have some Aquatic Delvers.</p><p><span style="font-size: 9px">Sea Delver</span></p><p><span style="font-size: 9px">Huge Aberration (Aquatic)</span></p><p><span style="font-size: 9px">HD: 15d8+75</span></p><p><span style="font-size: 9px">Initiative: +5</span></p><p><span style="font-size: 9px">Speed: 15ft., Burrow 10ft., Swim 60 ft.</span></p><p><span style="font-size: 9px">AC: 14 (-2 size, +1 dex, +5 natural) Touch 9, Flat-footed 13</span></p><p><span style="font-size: 9px">Base attacks/Grapple: +11/+17</span></p><p><span style="font-size: 9px">Attack: 2 Slams at +18 melee (1d6+8, 2d6 acid)</span></p><p><span style="font-size: 9px">Full Attack: 2 Slams at +18 melee (1d6+8, 2d6 acid)</span></p><p><span style="font-size: 9px">Space/reach: 15ft./15ft. </span></p><p><span style="font-size: 9px">Special attacks: Acid</span></p><p><span style="font-size: 9px">Special qualities: Acid immunity, Corrosive slime, Tremor sense, stone shape, Breathe water, Lowlight vision, water born.</span></p><p><span style="font-size: 9px">Saves: Fort +10, Refl +6, Will +11</span></p><p><span style="font-size: 9px">Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12</span></p><p><span style="font-size: 9px">Skills: Survival +9, Swim + 17, Listen +15, Move silently +19, Spot +11</span></p><p><span style="font-size: 9px">Feats: Alertness, blind fight, Improved initiative, power attack</span></p><p><span style="font-size: 9px">Environment: The submerged reaches of the Underdark</span></p><p><span style="font-size: 9px">Organization: Solitary</span></p><p><span style="font-size: 9px">Challenge rating: 9</span></p><p><span style="font-size: 9px">Treasure: none</span></p><p><span style="font-size: 9px">Alignment: Usually Neutral</span></p><p><span style="font-size: 9px">Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Combat:</span></p><p><span style="font-size: 9px">Not much has changed with the tactics and style of Sea delver combat.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Tremorsense (Ex): A sea delver can sense the location of anything in contact of the ground, within 60ft.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px"></span></p></blockquote><p></p>
[QUOTE="Ferret, post: 1479694, member: 4052"] If you don't mind homebrew, I have some Aquatic Delvers. [SIZE=1]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. [/SIZE] [/QUOTE]
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