Monday, January 3, 2011

General Rules: Monsters - Aquan Creature (Template)

Aquan Creature (from the Manual of the Planes)

Aquan creatures dwell in the Elemental Plane of Water. They have viscous, fluid bodies in the same general form as similar material beings. Glowing orbs of green serve as eyes, and a concavity filled with coral as a mouth.

"Aquan" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (water)". Aquan creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: An aquan creature has a Swim speed of 90 feet in addition to the normal speed for the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An aquan creature retains all the special abilities of the base creature and also gains the following ones:
  • Water Mastery (Ex): An aquan creature gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or aquan creature is landbound or airborne, the water element creature suffers a -4 penalty on attack and damage rolls.
  • Drench (Ex): The aquan creature's touch outs out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as a dispel magic spell cast by a sorcerer whose level equal the aquan creature's Hit Die total. It gains no benefit or disadvantage against creatures from the Elemental Plane of Fire.
Hit DiceDamage Reduction
1 - 7
-
8 - 11
5/+1
12+
10/+1
Special Qualities: An aquan creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.
  • Darkvision with a range of 60 feet.
  • Damage reduction (see the table to the right).
If the base creature already has one or more of these special qualities, use the better value. If an aquan creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature. If the aquan creature has an Intelligence of 4 or greater, it speaks Aquan.
Feats: Same as the base creature.
Climate/Terrain: Any aquatic.
Organization: Same as the base creature.
Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +2.

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