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Water-Horse (Aughisky) conversion
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<blockquote data-quote="Shade" data-source="post: 2133775" data-attributes="member: 287"><p>I found this while looking through the old posts and decided to give it the 3.5 treatment.</p><p></p><p><strong>Water-Horse (Aughisky)</strong></p><p>Large Magical Beast (Aquatic, Shapechanger)</p><p>Hit Dice: 6d10+12 (45 hp)</p><p>Initiative: +1 </p><p>Speed: 50 ft. (10 squares), swim 50 ft.</p><p>Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15</p><p>Base Attack/Grapple: +6/+11</p><p>Attack: Bite +7 melee (1d8+1)</p><p>Full Attack: Bite +7 melee (1d8+1)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Adhesive, spell-like abilities</p><p>Special Qualities: Amphibious, change shape, darkvision 60 ft., low-light vision, spell resistance 17</p><p>Saves: Fort +7, Ref +6, Will +5 </p><p>Abilities: Str 13, Dex 13, Con 15, Int 12, Wis 12, Cha 12</p><p>Skills: Bluff +5, Concentration +5, Disguise +9*, Hide +5, Jump +9, Listen +7, Move Silently +5, Spot +7, Swim +9 </p><p>Feats: Alertness, Iron Will, Weapon Focus (bite)</p><p>Environment: Any aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 7-12 HD (Large); 13-18 HD (Huge)</p><p>Level Adjustment: -</p><p></p><p><em>A beautiful light horse walks by the lake. Its silky black coat glistens in the moonlight, almost as if it were wet.</em></p><p></p><p>This monster’s normal form is that of an unusually attractive light horse. The water-horse is found near fresh-water lakes and rivers, where it wanders in search of its unsuspecting prey. Often people may attempt to capture and ride it, which it allows with some ease; however, the rider(s) soon discovers that the skin of the water-horse is sticky and one cannot pull loose easily.</p><p></p><p>If captured somehow and forced to serve as a (unridden) draft animal, the water-horse has the carrying capacity of a heavy horse. It will constantly attempt to kill its master, however, unless controlled by magical means.</p><p></p><p>Water-horses speak Common and their own language.</p><p></p><p>Combat</p><p></p><p>The water-horse will generally try to lure unsuspecting victims to its adhesive hide, and while they struggle to get free, the water-horse will run into the neareast body of water. Once submerged, the victim will begin to drown (see the Drowning Rule in the <em>Dungeon Master's Guide</em>) unless freed. Water-horses are particularly hated and feared, because they seem to prefer to attack children, who are more careless than adults and are easier prey. A water-horse usually only uses its <em>bestow curse </em> ability if all other forms of attack fail against an opponent.</p><p></p><p><strong>Adhesive (Ex):</strong> The skin of the water-horse is sticky, holding fast any creatures or items touching it. Any creature that touches a water-horse is stuck fast unless the creature succeeds on a DC 15 Reflex save. A successful DC 15 Strength check is needed to pry it off. A weapon that strikes a water-horse is also stuck fast unless the wielder succeeds on a DC 15 Reflex save. The check and save DCs are Constitution-based.</p><p></p><p><strong>Spell-Like Abilities:</strong> 1/day--<em>bestow curse </em> (DC 15). Caster level 9th. The save DC is Charisma-based. </p><p></p><p><strong>Amphibious (Ex):</strong> Although swater-horses are aquatic, they can survive indefinitely on land.</p><p></p><p><strong>Change Shape (Su):</strong> A water-horse can assume the shape of any Small or Medium humanoid. In humanoid form, the water-horse loses its natural attacks. A water-horse can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a water-horse reverts to its natural form when killed. A <em>true seeing </em> spell or ability reveals its natural form.</p><p></p><p><strong>Skills:</strong> A water-horse 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. A water-horse has a +4 racial bonus on Bluff and Disguise checks.</p><p></p><p>*When using its change shape ability, a water-horse gets an additional +10 circumstance bonus on Disguise checks. </p><p></p><p><strong>Carrying Capacity:</strong> A light load for a water-horse is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A water-horse can drag 3,000 pounds.</p><p></p><p><strong>Source:</strong> Created by Roger E. Moore. Converted from "Dragon's Bestiary", Dragon Magazine #48, p.10.</p></blockquote><p></p>
[QUOTE="Shade, post: 2133775, member: 287"] I found this while looking through the old posts and decided to give it the 3.5 treatment. [B]Water-Horse (Aughisky)[/B] Large Magical Beast (Aquatic, Shapechanger) Hit Dice: 6d10+12 (45 hp) Initiative: +1 Speed: 50 ft. (10 squares), swim 50 ft. Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +6/+11 Attack: Bite +7 melee (1d8+1) Full Attack: Bite +7 melee (1d8+1) Space/Reach: 10 ft./5 ft. Special Attacks: Adhesive, spell-like abilities Special Qualities: Amphibious, change shape, darkvision 60 ft., low-light vision, spell resistance 17 Saves: Fort +7, Ref +6, Will +5 Abilities: Str 13, Dex 13, Con 15, Int 12, Wis 12, Cha 12 Skills: Bluff +5, Concentration +5, Disguise +9*, Hide +5, Jump +9, Listen +7, Move Silently +5, Spot +7, Swim +9 Feats: Alertness, Iron Will, Weapon Focus (bite) Environment: Any aquatic Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always chaotic evil Advancement: 7-12 HD (Large); 13-18 HD (Huge) Level Adjustment: - [I]A beautiful light horse walks by the lake. Its silky black coat glistens in the moonlight, almost as if it were wet.[/I] This monster’s normal form is that of an unusually attractive light horse. The water-horse is found near fresh-water lakes and rivers, where it wanders in search of its unsuspecting prey. Often people may attempt to capture and ride it, which it allows with some ease; however, the rider(s) soon discovers that the skin of the water-horse is sticky and one cannot pull loose easily. If captured somehow and forced to serve as a (unridden) draft animal, the water-horse has the carrying capacity of a heavy horse. It will constantly attempt to kill its master, however, unless controlled by magical means. Water-horses speak Common and their own language. Combat The water-horse will generally try to lure unsuspecting victims to its adhesive hide, and while they struggle to get free, the water-horse will run into the neareast body of water. Once submerged, the victim will begin to drown (see the Drowning Rule in the [I]Dungeon Master's Guide[/I]) unless freed. Water-horses are particularly hated and feared, because they seem to prefer to attack children, who are more careless than adults and are easier prey. A water-horse usually only uses its [I]bestow curse [/I] ability if all other forms of attack fail against an opponent. [B]Adhesive (Ex):[/B] The skin of the water-horse is sticky, holding fast any creatures or items touching it. Any creature that touches a water-horse is stuck fast unless the creature succeeds on a DC 15 Reflex save. A successful DC 15 Strength check is needed to pry it off. A weapon that strikes a water-horse is also stuck fast unless the wielder succeeds on a DC 15 Reflex save. The check and save DCs are Constitution-based. [B]Spell-Like Abilities:[/B] 1/day--[I]bestow curse [/I] (DC 15). Caster level 9th. The save DC is Charisma-based. [B]Amphibious (Ex):[/B] Although swater-horses are aquatic, they can survive indefinitely on land. [B]Change Shape (Su):[/B] A water-horse can assume the shape of any Small or Medium humanoid. In humanoid form, the water-horse loses its natural attacks. A water-horse can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a water-horse reverts to its natural form when killed. A [I]true seeing [/I] spell or ability reveals its natural form. [B]Skills:[/B] A water-horse 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. A water-horse has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a water-horse gets an additional +10 circumstance bonus on Disguise checks. [B]Carrying Capacity:[/B] A light load for a water-horse is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A water-horse can drag 3,000 pounds. [B]Source:[/B] Created by Roger E. Moore. Converted from "Dragon's Bestiary", Dragon Magazine #48, p.10. [/QUOTE]
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