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Water-Horse (Aughisky) conversion
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<blockquote data-quote="Shade" data-source="post: 677822" data-attributes="member: 287"><p>Here's a conversion of an old Dragon Magazine version of the fabled water-horse, or Aughisky. Oddly, they never referred to it as the Aughisky in the original article.</p><p></p><p><strong>Water-Horse</strong></p><p>Large Shapechanger (Aquatic)</p><p>Hit Dice: 6d8+12 (39 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 50 ft., swim 50 ft.</p><p>AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15</p><p>Attacks: Bite +5 melee</p><p>Damage: Bite 1d8+1</p><p>Face/Reach: 5 ft. by 10 ft./5 ft.</p><p>Special Attacks: Adhesive, alter self, <em>bestow curse</em></p><p>Special Qualities: Darkvision 60 ft., SR 17, water breathing</p><p>Saves: Fort +7, Ref +6, Will +10 </p><p>Abilities: Str 13, Dex 13, Con 15, Int 12, Wis 12, Cha 12</p><p>Skills: Concentration +6, Hide +1, Listen +11, Move Silently +5, Spot +11, Swim +9</p><p>Feats: Alertness, Iron Will, Weapon Focus (bite)</p><p>Climate/Terrain: Any land and 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> </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><strong>Combat</strong></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 body of water it is nearest to. Once submerged, the victim will begin to drown (see the Drowning Rule in the <em>Dungeon Master's Guide</em>) unless freed. They are particularly hated and feared, because they seem to prefer to attack children, who are more careless than adults and are easier prey.</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 at a Reflex save (DC 15). A successful Strength check (DC 15) is needed to pry it off. A weapon that strikes a water-horse is also stuck fast unless the wielder succeeds at a Reflex save (DC 15).</p><p></p><p><strong>Alter Self (Su):</strong> A water-horse can assume the shape of any Small or Medium-size humanoid. This works like <em>alter self</em> as cast by an 18th-level sorcerer, but the water-horse can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.</p><p></p><p><strong><em>Bestow Curse</em> (Sp):</strong> Once per day, the water-horse can cast <em>bestow curse</em> as the spell cast by a 9th-level Cleric (Will save DC 14). The water-horse usually only uses this ability if all other forms of attack fail against an opponent.</p><p></p><p><strong>Water Breathing (Ex):</strong> A water-horse can breathe water as well as it can air.</p><p></p><p>Carrying Capacity: 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>Source: Created by Roger E. Moore. Converted from "Dragon's Bestiary", Dragon Magazine #48, p.10.</p></blockquote><p></p>
[QUOTE="Shade, post: 677822, member: 287"] Here's a conversion of an old Dragon Magazine version of the fabled water-horse, or Aughisky. Oddly, they never referred to it as the Aughisky in the original article. [B]Water-Horse[/B] Large Shapechanger (Aquatic) Hit Dice: 6d8+12 (39 hp) Initiative: +1 (Dex) Speed: 50 ft., swim 50 ft. AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Attacks: Bite +5 melee Damage: Bite 1d8+1 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Adhesive, alter self, [I]bestow curse[/I] Special Qualities: Darkvision 60 ft., SR 17, water breathing Saves: Fort +7, Ref +6, Will +10 Abilities: Str 13, Dex 13, Con 15, Int 12, Wis 12, Cha 12 Skills: Concentration +6, Hide +1, Listen +11, Move Silently +5, Spot +11, Swim +9 Feats: Alertness, Iron Will, Weapon Focus (bite) Climate/Terrain: Any land and aquatic Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always chaotic evil Advancement: 7-12 HD (Large); 13-18 HD (Huge) 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. [B]Combat[/B] 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 body of water it is nearest to. Once submerged, the victim will begin to drown (see the Drowning Rule in the [I]Dungeon Master's Guide[/I]) unless freed. They are particularly hated and feared, because they seem to prefer to attack children, who are more careless than adults and are easier prey. [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 at a Reflex save (DC 15). A successful Strength check (DC 15) is needed to pry it off. A weapon that strikes a water-horse is also stuck fast unless the wielder succeeds at a Reflex save (DC 15). [B]Alter Self (Su):[/B] A water-horse can assume the shape of any Small or Medium-size humanoid. This works like [I]alter self[/I] as cast by an 18th-level sorcerer, but the water-horse can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action. [B][I]Bestow Curse[/I] (Sp):[/B] Once per day, the water-horse can cast [I]bestow curse[/I] as the spell cast by a 9th-level Cleric (Will save DC 14). The water-horse usually only uses this ability if all other forms of attack fail against an opponent. [B]Water Breathing (Ex):[/B] A water-horse can breathe water as well as it can air. Carrying Capacity: 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. Source: Created by Roger E. Moore. Converted from "Dragon's Bestiary", Dragon Magazine #48, p.10. [/QUOTE]
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