Monday, January 3, 2011

General Rules: Monsters - Helicoprion

Helicoprion (from Dragon Magazine #318)
Large Animal (Aquatic)

Hit Dice: 8d8+40 (76 hit points)
Initiative: +7
Speed: Swim 60 feet
Armor Class: 18 (-1 size, +3 Dexterity, +6 natural); touch 12, flat-footed 15
BAB/Grapple: +6/+15
Attack: Bite +10 melee (2d6+7, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +10 melee (2d6+7, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet (10 feet with bite)
Special Attacks: Ferocity, lashing bite
Special Qualities: Blindsense, keen scent
Saves: Fortitude +10, Reflex +9, Will +3
Abilities: Str 20, Int 1, Wis 12, Dex 16, Con 18, Cha 2
Skills: Listen +3, Spot +15, Swim +8
Feats: Improved Initiative, Improved Natural Attack (Bite), Skill Augmentation (Listen and Spot), Toughness
Environment: Any aquatic
Organization: Solitary or school (4 - 12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9 - 14 Hit Dice (Large), 15 - 24 Hit Dice (Huge)

The helicoprion is a strange primeval ancestor to the shark, and as such, is actually a fish, not a dinosaur. Like other sharks, the helicoprion spend most of its time hunting and eating. They have a stronger tolerance for fresh water than most sharks and often swim for miles up rivers in search of food.

The average helicoprion is 10 feet long, although specimens of up to 30 feet long have been sighted by sailors and aquatic explorers.

Combat
A helicoprion often circles around prospective prey for a few rounds before swimming in to take a few experimental bites.

Ferocity (Ex): A helicoprion is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Lashing Bite (Ex): A helicoprion's bite has a reach of 10 feet. it gains a +2 bonus on attack and damage rolls with its bite against targets within 5 feet.

Keen Scent (Ex): A helicoprion can notice creatures by scent in a 180-foot radius, and can sense blood in the water at ranges of up to a mile.

Skills: A helicoprion 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.

Helicoprions as Animal Companions
If raised from an egg, a helicoprion can be trained using Handle Animal. A 10th-level druid, 12th-level outdoorsman, or 10th-level ranger may take a helicoprion as an animal companion if the character lives primarily in an aquatic environment.

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