Monday, January 3, 2011

General Rules: Monsters - Eel

Eel (from Stormwrack)
Medium Animal (Aquatic)

Hit Dice: 2d8+2 (11 hit points)
Initiative: +6
Speed: Swim 30 feet
Armor Class: 13 (+2 Dexterity, +1 natural); touch 12, flat-footed 11
BAB/Grapple: +1/+2
Attack: Bite +3 melee (1d4+1, piercing and slashing, 20 x2)
Full Attack: Bite +3 melee (1d4+1, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 13, Int 1, Wis 12, Dex 15, Con 12, Cha 2
Skills: Hide +6 (+10 in coral or rock), Listen +3, Spot +4, Swim +9
Feats: Improved Initiative, Weapon Finesse
Environment: Warm aquatic
Organization: Solitary pair
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3 - 5 HD (Medium)

Most eels are small and innocuous, but the larger eels - wolf eels or moray eels can reach lengths of over 5 feet and weights of up to 100 pounds; such eels can cause serious injury with their powerful bites.

Eels are generally shy and only attack if disturbed or surprised. They can strike with startling speed.

Attach (Ex): If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached eel loses its Dexterity bonus to Armor Class, and has an Armor Class of 11. An attached eel can be struck with a weapon of grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.

Skills: Eels have a +4 racial bonus on Hide checks, which improves to +8 in areas of coral, rock, or heavy kelp. An eel has a +8 racial bonus on any Swim checks to perform a 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.

Eels as Familiars
Eels can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with eel familiars gain a +3 bonus to Spot checks.

Eels as Animal Companions
An eel may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take an eel as an animal companion.

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