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<blockquote data-quote="The Vorpal Tribble" data-source="post: 3999402" data-attributes="member: 9755"><p><span style="color: DarkOliveGreen"><span style="font-size: 18px"><span style="font-family: 'Book Antiqua'">Vlakwa</span></span></span></p><p></p><p>Huge Plant (aquatic)</p><p>Hit Dice: 10d8+40 HD (85 hp)</p><p>Initiative: -2</p><p>Speed: 5 ft. (1 square)</p><p>Armor Class: 23 (+17 natural, -2 dex, -2 size), touch 6, flat-footed 23</p><p>Base Attack/Grapple: +7/+24 </p><p>Attack: Tentacle +14 melee (1d8+9)</p><p>Full Attack: 3 tentacles +14 melee (1d8+9)</p><p>Space/Reach: 15 ft./30 ft.</p><p>Special Attacks: Caustic prison, constrict, improved grab, razor water</p><p>Special Qualities: Blindsight 60 ft., plant traits</p><p>Saves: Fort +11, Ref +1, Will +0</p><p>Abilities: Str 29, Dex 6, Con 19, Int -, Wis 5, Cha 1</p><p>Skills: -</p><p>Feats: -</p><p>Environment: Any Aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 8</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 11-17 HD (Huge), 18-29 HD (Gargantuan), 30-51 HD (Colossal) </p><p>Level Adjustment: -</p><p></p><p>A vlakwa is a bizarre creature composed of a lumpy base appearing much as a crazed bed of coral made of everything from bone and true coral, to scales, metal and wood. Three bare sections of greenish flesh at irregular locations of the shell pucker and convulse until such time as potential prey draws near. Enormous tentacle-like protuberances then erupt with long, twitching cilia feeling the current. At the ends are rubbery orifices that expand and contract as if tasting the water. </p><p></p><p>Vlakwa are neither truly plant or animal but shares traits of both. It tends to be found in waters shallow enough for it to crawl along the seabed and still be touched by sunlight. It eats nearly anything that moves within reach, dissolving it for nutrients or self defense. </p><p></p><p><strong>Combat </strong></p><p>A vlakway lies in wait for a moving object to come within reach. It then grabs them and holds them while it exudes bubbles of digestive acids to dissolve the creature. Once the object is dissolved it ingests the bubbles back within. If threatened however it releases a cloud of razor-sharp particles to cause its enemy to suffocate. </p><p></p><p><strong>Caustic Prison (Ex):</strong> A vlakwa can exude up to three bubbles of digestive acids, each one a 10-foot sphere. Anyone who begins their turn within the sphere takes 4d6 points of acid damage. These spheres form a hard skin the following round, though the acid remains liquid within. Those within can try to cut their way free by dealing 10 points of damage with any light slashing or piercing weapon. The hole rehardens the next round and another swallowed opponent must cut another way out. </p><p></p><p>A vlakwa maybe dissolve and reabsorb this bubble at any time and takes no damage from its own acids. It may even move the bubble to another within it's reach, but cannot make an attack with that particular tentacle the same round. </p><p></p><p><strong>Constrict (Ex):</strong> A vlakwa deals 1d8+9 points of damage with a successful grapple check.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a vlakwa 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 can constrict.</p><p></p><p><strong>Razor Water (Ex):</strong> A vlakwa continuously dissolves and chews up sharp objects, which it can then store in special organs. It can spew these stored particles out in a 20 foot area once per minute as a free action. Any creature that breathes through gills, or some manner takes oxygen from the water in this area, takes 1d6 points of damage and must make a DC 19 fortitude save or become unable to breathe and lose 1 extra hit point per round from bloodloss. Each round they remain within they take another 1d6 damage and must make an additional save. Once the damage dealt to the gills is healed they may breathe again. </p><p></p><p></p><p>-=-=-=-=-</p><p></p><p></p><p><span style="color: SlateGray"><span style="font-size: 18px"><span style="font-family: 'Book Antiqua'">Giant Archerfish</span></span></span></p><p></p><p>Large Animal (aquatic)</p><p>Hit Dice: 5d8 (36 hp)</p><p>Initiative: +2</p><p>Speed: Swim 50 ft. </p><p>Armor Class: 13 (+2 dex, +2 natural, -1 size), touch 11, flat-footed 11</p><p>Base Attack/Grapple: +3/+9</p><p>Attack: Bite +4 melee (1d4+2) or spit +8 ranged touch (1d4+2)</p><p>Full Attack: Bite +4 melee (1d4+2) or spit +8 ranged touch (1d4+2)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Spit</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +4, Ref +6, Will +2</p><p>Abilities: Str 15, Dex 15, Con 11, Int 1, Wis 12, Cha 2</p><p>Skills: Listen +3, Spot +11, Swim +8</p><p>Feats: Ability Focus (spit), Alertness(B)</p><p>Environment: Warm Aquatic</p><p>Organization: Solitary, school (2–5), or pack (6–11)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: -</p><p>Level Adjustment: -</p><p></p><p>A giant archerfish is a harmless looking tropical fish with a flat, vertical body covered in shining scales, though exact color and markings if any are much varied from location to location. </p><p></p><p>Giant archerfish are mighty relations to their much tinier cousins, and are a nuisance more than anything except to children and other small creatures. They tend to be found around harbors or following ships out to see, shooting out high-powered streams of water to knock their meals overboard and into the sea. They then converge, nibbling hungrily. </p><p></p><p><strong>Combat </strong></p><p>Giant archerfish usually hide just below the surface of the water and watch for movement to shoot their streams of water at. </p><p></p><p><strong>Spit (Ex):</strong> A giant archerfish can spit a powerful line of water 20 feet long each round as a ranged touched attack. If they successful hit their opponent they take 1d4+2 points of damage and must succeed on a DC 16 reflex save or be knocked flying 10 feet in a direction of the archerfish's choice and fall prone. The archerfish can only push the opponent in a straight line, and the opponent can’t move closer to the archerfish than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. The save DC is Strength-based. </p><p></p><p>The archerfish cannot use this ability while more than five feet underwater, and does not damage to creatures already submerged, though they must still succeed on their save or be shoved. While shoved underwater they only move five feet and take half damage from obstacles (minimum 1). </p><p></p><p>An archerfish gains a +4 racial bonus to its spit attack. </p><p></p><p><strong>Skills:</strong> An archerfish 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.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 3999402, member: 9755"] [COLOR=DarkOliveGreen][SIZE=5][FONT=Book Antiqua]Vlakwa[/FONT][/SIZE][/COLOR] Huge Plant (aquatic) Hit Dice: 10d8+40 HD (85 hp) Initiative: -2 Speed: 5 ft. (1 square) Armor Class: 23 (+17 natural, -2 dex, -2 size), touch 6, flat-footed 23 Base Attack/Grapple: +7/+24 Attack: Tentacle +14 melee (1d8+9) Full Attack: 3 tentacles +14 melee (1d8+9) Space/Reach: 15 ft./30 ft. Special Attacks: Caustic prison, constrict, improved grab, razor water Special Qualities: Blindsight 60 ft., plant traits Saves: Fort +11, Ref +1, Will +0 Abilities: Str 29, Dex 6, Con 19, Int -, Wis 5, Cha 1 Skills: - Feats: - Environment: Any Aquatic Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 11-17 HD (Huge), 18-29 HD (Gargantuan), 30-51 HD (Colossal) Level Adjustment: - A vlakwa is a bizarre creature composed of a lumpy base appearing much as a crazed bed of coral made of everything from bone and true coral, to scales, metal and wood. Three bare sections of greenish flesh at irregular locations of the shell pucker and convulse until such time as potential prey draws near. Enormous tentacle-like protuberances then erupt with long, twitching cilia feeling the current. At the ends are rubbery orifices that expand and contract as if tasting the water. Vlakwa are neither truly plant or animal but shares traits of both. It tends to be found in waters shallow enough for it to crawl along the seabed and still be touched by sunlight. It eats nearly anything that moves within reach, dissolving it for nutrients or self defense. [B]Combat [/B] A vlakway lies in wait for a moving object to come within reach. It then grabs them and holds them while it exudes bubbles of digestive acids to dissolve the creature. Once the object is dissolved it ingests the bubbles back within. If threatened however it releases a cloud of razor-sharp particles to cause its enemy to suffocate. [b]Caustic Prison (Ex):[/b] A vlakwa can exude up to three bubbles of digestive acids, each one a 10-foot sphere. Anyone who begins their turn within the sphere takes 4d6 points of acid damage. These spheres form a hard skin the following round, though the acid remains liquid within. Those within can try to cut their way free by dealing 10 points of damage with any light slashing or piercing weapon. The hole rehardens the next round and another swallowed opponent must cut another way out. A vlakwa maybe dissolve and reabsorb this bubble at any time and takes no damage from its own acids. It may even move the bubble to another within it's reach, but cannot make an attack with that particular tentacle the same round. [b]Constrict (Ex):[/b] A vlakwa deals 1d8+9 points of damage with a successful grapple check. [b]Improved Grab (Ex):[/b] To use this ability, a vlakwa 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 can constrict. [b]Razor Water (Ex):[/b] A vlakwa continuously dissolves and chews up sharp objects, which it can then store in special organs. It can spew these stored particles out in a 20 foot area once per minute as a free action. Any creature that breathes through gills, or some manner takes oxygen from the water in this area, takes 1d6 points of damage and must make a DC 19 fortitude save or become unable to breathe and lose 1 extra hit point per round from bloodloss. Each round they remain within they take another 1d6 damage and must make an additional save. Once the damage dealt to the gills is healed they may breathe again. -=-=-=-=- [COLOR=SlateGray][SIZE=5][FONT=Book Antiqua]Giant Archerfish[/FONT][/SIZE][/COLOR] Large Animal (aquatic) Hit Dice: 5d8 (36 hp) Initiative: +2 Speed: Swim 50 ft. Armor Class: 13 (+2 dex, +2 natural, -1 size), touch 11, flat-footed 11 Base Attack/Grapple: +3/+9 Attack: Bite +4 melee (1d4+2) or spit +8 ranged touch (1d4+2) Full Attack: Bite +4 melee (1d4+2) or spit +8 ranged touch (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Spit Special Qualities: Low-light vision Saves: Fort +4, Ref +6, Will +2 Abilities: Str 15, Dex 15, Con 11, Int 1, Wis 12, Cha 2 Skills: Listen +3, Spot +11, Swim +8 Feats: Ability Focus (spit), Alertness(B) Environment: Warm Aquatic Organization: Solitary, school (2–5), or pack (6–11) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: - Level Adjustment: - A giant archerfish is a harmless looking tropical fish with a flat, vertical body covered in shining scales, though exact color and markings if any are much varied from location to location. Giant archerfish are mighty relations to their much tinier cousins, and are a nuisance more than anything except to children and other small creatures. They tend to be found around harbors or following ships out to see, shooting out high-powered streams of water to knock their meals overboard and into the sea. They then converge, nibbling hungrily. [b]Combat [/b] Giant archerfish usually hide just below the surface of the water and watch for movement to shoot their streams of water at. [b]Spit (Ex):[/b] A giant archerfish can spit a powerful line of water 20 feet long each round as a ranged touched attack. If they successful hit their opponent they take 1d4+2 points of damage and must succeed on a DC 16 reflex save or be knocked flying 10 feet in a direction of the archerfish's choice and fall prone. The archerfish can only push the opponent in a straight line, and the opponent can’t move closer to the archerfish than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. The save DC is Strength-based. The archerfish cannot use this ability while more than five feet underwater, and does not damage to creatures already submerged, though they must still succeed on their save or be shoved. While shoved underwater they only move five feet and take half damage from obstacles (minimum 1). An archerfish gains a +4 racial bonus to its spit attack. [b]Skills:[/b] An archerfish 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. [/QUOTE]
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