Showing posts with label Aquatic. Show all posts
Showing posts with label Aquatic. Show all posts

Monday, June 17, 2019

Campaign Design - Bloodlines: Reef Sûl-Blooded

Reef Sûl-Blooded
(adapted from Unearthed Arcana)

Because Vaimiti's line forms cooperative arrangements with other creatures so frequently, they often find themselves in in close contact with members of other species. As a result, reef dragons commonly form close connections with others that sometimes turn into romantic bonds and produce offspring. In some coastal areas of the world, being descended from a reef dragon is so common that it is almost a certificate of good standing in the community. Reef dragon-blooded individuals tend to be lanky and tall, and almost always have an affinity for the sea.

Reef Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Swim checks
4th
+2 on Swim checksSkill Augmentation (Listen and Spot)
6th
Intelligence +1
8th
Skill Augmentation (Listen and Spot)Summon nature's ally II, once per day (Sp)2
10th
Reef Sûl affinity +21
12th
Intelligence +1+1 to natural armor
14th
+2 on Hide checks
16th
Summon nature's ally II, once per day (Sp)2Summon nature's ally IV, once per day (Sp)2
18th
Charisma +1
20th
Reef Sûl affinity +21Water Breathing (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with reef dragons and other creatures descended from reef dragons, including others with this bloodline.
2 This ability can only be used to summon aquatic creatures. You use this spell-like ability as a druid of a level equal to your character level.
3 You can breathe underwater indefinitely and can freely use special abilities while submerged.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Reef Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select reef dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Reef Sûl-Blooded dragon shaman must choose the Reef Sûl Totem.

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Monday, January 3, 2011

General Rules: Monsters - Squid

Squid (from the Monster Manual)
Medium Animal (Aquatic)

Hit Dice: 3d8 (13 hit points)
Initiative: +3
Speed: Swim 60 feet
Armor Class: 16 (+3 Dexterity, +3 natural); touch 13, flat-footed 13
BAB/Grapple: +2/+8
Attack: Arms +4 melee (0)
Full Attack: Arms +4 melee (0) and bite -1 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fortitude +3, Reflex +6, Will +2
Abilities: Str 14, Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Listen +7, Spot +7, Swim +10
Feats: Endurance, Skill Augmentation (Listen and Spot)
Environment: Temperate aquatic
Organization: Solitary or school (6 - 11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 - 6 Hit Dice (Medium); 7 - 11 Hit Dice (Large)

These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.

Combat
Squids attempt to grapple foes and then bite them.

Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. A squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: A squid 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.

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

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General Rules: Monsters - Shark, Medium

Medium Shark (from the Monster Manual)
Medium Animal (Aquatic)

Hit Dice: 3d8+3 (16 hit points)
Initiative: +2
Speed: Swim 60 feet
Armor Class: 15 (+2 Dexterity, +3 natural); touch 12, flat-footed 13
BAB/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Blindsense, keen scent
Saves: Fortitude +4, Reflex +5, Will +2
Abilities: Str 13, Int 1, Wis 12, Dex 15, Con 13, Cha 2
Skills: Listen +6, Spot +6, Swim +9
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Cold aquatic
Organization: Solitary, school (2 - 5), or pack (6 - 11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 - 6 Hit Dice (Medium)

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Medium sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey.

Combat
Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

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

Skills: A shark 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.

Medium Sharks as Animal Companions
A Medium shark may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a Medium shark as an animal companion.

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General Rules: Monsters - Abollar Skum

Abollar Skum (from Blackdirge's Dungeon Denizens)
Medium Aberration (Aquatic)

Hit Dice: 2d8+4 (13 hit points)
Initiative: +1
Speed: 20 feet, swim 40 feet
Armor Class: 14 (+3 natural, +1 Dexterity); touch 11, flat-footed 13
BAB/Grapple: +1/+6
Attack: Bite +6 melee (2d6+5, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (2d6+5, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +1 melee (1d4+2, piercing and slashing, 20 x2) and 2 tentacles (1d6+2 plus slime, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Rake 1d6+2, slime
Special Qualities: Darkvision 60 feet, amphibious, immunity to poison, acid resistance 5, cold resistance 5, vulnerability to fire
Saves: Fortitude +2, Reflex +1, Will +3
Abilities: Str 21, Int 10, Wis 10, Dex 13, Con 15, Cha 10
Skills: Hide +4 (+8 when underwater), Listen +4 (+6 when underwater), Move Silently +3, Spot +4 (+6 when underwater), Swim +13
Feats: Skill Augmentation (Listen and Spot)
Environment: Underground
Organization: Solitary, brood (2 - 5) or pack (6 - 15)
Challenge Rating: 3
Treasure: None
Alignment: Usually lawful evil
Advancement: 3 - 4 Hit Dice (Medium), 5 - 6 Hit Dice (Large)
Level Adjustment: +5

This fish-like humanoid is covered in a thin membrane of glistening slime. Its ichthyoid head features three oblong eyes stacked one above the other in the center of its forehead. It is armed with long, serrated talons, a mouthful of needle-like teeth, and two whip-like tentacles growing from beneath each arm.

The skum is by far the most common of the aboleth slave races to be born as abollar, and one of the few abollar to find some acceptance from its parent race. Abollar skum are seen by aboleths as a potent tool against the other races of the underdark. Their ability to make forays onto dry land makes them an invaluable resource, especially since the abollar skum can use its slime attack to secure even more slaves for its abolar master.

An abollar skum is about the same height and weight as a human.

Abollar skum speak Aquan.

Combat
Brutally efficient melee combatants, both in an out of the water, abollar skum prefer to wade into combat with their impressive array of natural attacks. They attempt to disable as many foes as possible with their slime attack, and then drag these unfortunates back to the watery lair of their aboleth master.

Rake (Ex): An abollar skum gains two rake attacks when it attacks while swimming. Attack bonus +1, damage 1d6+2.

Slime (Ex): A creature struck by an abollar skum's tentacle must make a DC 13 Fortitude save or begin to transform over the next 1d4 rounds, as its skin becomes completely covered with a thin, clear mucous. An affected creature must keep its mucous-covered skin completely submerged in cool, fresh water or suffer 1d4 points of damage every round. Additionally, the mucous reduces the affected creature's natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before or after the transformation is complete will restore an afflicted creature to normal.

Skills (Ex): Abollar skum have a +2 racial bonus on Listen and Spot checks. Underwater, the abollar skum gains a +4 racial bonus on Hide checks and their racial Spot and Listen checks is increased to +4.

An abollar skum 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.

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General Rules: Monsters - Kuo-Toa

Kuo-Toa (from the Monster Manual)
Medium Monstrous Humanoid (Aquatic)

Hit Dice: 2d8+2 (11 hit points)
Initiative: +0
Speed: 20 feet, swim 50 feet
Armor Class: 16 (+6 natural) or 18 (+6 natural, +2 large wooden shield); touch 10, flat-footed 16 or 18
BAB/Grapple: +2/+3
Attack: Shortspear +3 melee (1d6+1, piercing, 20 x2, 20 feet x5) or bite +3 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Shortspear +3 melee (1d6+1, piercing, 20 x2, 20 feet x5) and bite +3 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Lightning bolt, pincer staff
Special Qualities: Adhesive, amphibious, darkvision 60 feet, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery
Saves: Fortitude +2, Reflex +3, Will +5
Abilities: Str 13, Int 13, Wis 14, Dex 10, Con 13, Cha 8
Skills: Craft or Knowledge (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
Feats: Great Fortitude, Skill Augmentation (Listen and Spot)
Environment: Temperate aquatic
Organization: Patrol (2 - 4 plus 1 3rd level whip), squad (6 - 11 plus 1 or 2 3rd level whips, 1 or 2 4th level monitors, and 1 8th level fighter), band (20 - 50 plus 100% noncombatants plus 2 3rd level whips, 2 8th level fighters, and 1 10th level fighter), or tribe (40 - 100 plus 1 3rd level whip per 20 adults, 1 4th level monitor, 4 8th level fighters, 1 10th level whip, and 2 10th level fighters)
Challenge Rating: 2
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +3

The kuo-toa are an ancient line of aquatic humanoids noted for their sinister nature and diabolical tendencies.

An average kuo-toa stands roughly 5 feet tall and weighs about 160 pounds. They have rounded bodies covered in scales, giving it the appearance of being pudgy. They have slender arms and legs, ending in broad hands and distended feet that look like flippers. They have fishlike, bullet-shaped heads with bulging black eyes and a wide mouth full of sharp teeth. Although kuo-toas are generally a silver-gray color, their pigmentation changes with their mood. An angry kuo-toa is dark red, while a frightened one becomes pale gray or even white. The air around a kuo-toa carries a strong odor of rotting fish.

Kuo-toas speak Aquan, Infernal, and Kuo-Toa.

Combat
Kuo-toa tactics and weapons vary greatly depending upon the training and skills of the individual encountered. A group of kuo-toa fighters usually fights in formation, throwing spears before closing in to melee range.

Lightning Bolt (Su): Two or more kuo-toa clerics, known as whips, operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt, but need merely be within 30 feet of one another while it builds. The lightning bolt deals 1d6 points of electricity damage per whip, but a successful Reflex save (DC 13 + number of whips) halves this amount.

Pincer Staff: Many kuo-toa fighters and all whips of 7th level or higher carry this Large exotic weapon. A pincer staff deals 1d10 points of bludgeoning damage, threatens a critical hit on a natural 20, and deals double damage on a critical hit. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder wins the grapple check, the staff establishes a hold and grabs the opponent, dealing 1d10 points of damage each round the hold is maintained.

Adhesive (Ex): Kuo-toas use their own body oil and other materials to giver their shields a finish almost like flypaper, holding fast any creatures or items touching the,. Anyone who makes an unsuccessful melee attack against kuo-toa must succeed on a DC 14 Reflex save or the attacker's weapon sticks to the shield and is yanked out of the wielder's grasp. Creatures using natural weapons are automatically grappled if they get tuck. A kuo-toa requires 1 hour and special materials costing 20 shillings to coat a shield with adhesive. The adhesive remains good for up to three days or until it actually catches someone or something in which case the shield can trap no additional items since the adhesive is used up. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.

Amphibious (Ex): Although kuo-toa breathe by means of gills, they can survive indefinitely on land.

Keen Sight (Ex): Kuo-toas have excellent vision thanks to their to independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.

Light Blindness (Ex): Abrupt exposure to bright light, such as sunlight or a daylight spell, blinds kuo-toa for 1 round. On subsequent rounds they are dazzled while operating in bright light.

Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magical or otherwise, don't affect kuo-toas, and they can usually wriggle free from most other forms of confinement.

Skills: Kuo-toas have a +8 racial bonus on Escape Artist checks and a +4 racial bonus on Spot and Search checks.

A kuo-toa has a +8 racial bonus on any Swim check made 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.

Kuo-Toa Characters
A kuo-toa's favored class is rogue. Most kuo-toa leaders are cleric/rogues or clerics (known as whips). Kuo-toa clerics almost universally worship Iku-Tyrma. Kuo-toa monks, called monitors, also exist.

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General Rules: Monsters - Dragon, Reef

Dragon, Reef (from Draconic Lore)
Dragon (Aquatic)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Symbiote, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Keen Senses
Skills: Reef dragons have 6 skill points per Hit Die, plus bonus points equal to their Intelligence modifier x Hit Dice and purchase the following skills at 1 rank per skill point: Listen, Spot, and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, and Knowledge (any)(all skills taken individually) at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.
Feats: Reef dragons have one feat plus an additional feat per 4 hit dice. Dragons favor Cleave, Improved Initiative, Improved Sunder, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus, and any metamagic feat that is available and useful to sorcerers. They can also choose from the following feats: Quicken Spell-Like Ability and Snatch.
Environment: Any aquatic
Organization: Wyrmling: Swarm (3 - 18); very young: Cluster (2 - 12); young, juvenile, and young adult: Solitary or clutch (2 - 5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: Solitary
Challenge Rating: Wrymling 1; very young 2; young 3; juvenile 5; young adult 7; adult 9; mature adult 12; old 14; very old 15; ancient 17; wyrm 18; great wyrm 20
Treasure: Double standard
Alignment: Always neutral good
Advancement: Very young 3 HD (Tiny); young 5 - 6 HD (Small); juvenile 8 - 9 HD (Medium); young adult 11 - 12 HD (medium); adult 14 - 15 HD (Large); mature adult 17 - 18 HD (Large); old 20 - 21 HD (Huge); very old 23 - 26 HD (Huge); ancient 28 - 29 HD (Gargantuan); wyrm 31 - 37 HD (Gargantuan); great wyrm 39+ HD (Colossal)

Those dragons descended from Vaimiti are among the smaller and weaker of the true dragons, but they tend to make up for a lack of physical power with magical skills, cunning, and allies.

Newly hatched reef dragons are extremely vulnerable. Unlike most other dragons, there is no paternal care given to the wyrmlings; they must survive on their own. For this reason, the cluster of hatchlings tends to stick together during the first few months of life, as the group can fight off foes that would be lethal to an individual. From this, reef dragons learn a lesson while young that most dragons never learn at all - cooperation. Reef dragons are among the most gregarious of the draconic species and often form stable, mutually beneficial relationships with coastal communities and sea nomads.

Upon hatching, reef dragons resemble pallid white worms with a flowing dorsal fin that resembles a mane. They have large, pinkish eyes. As they age, they begin to grow an outer shell of coral, granting them a considerable defensive mechanism against sea predators. An ancient or older reef dragon can easily be mistaken for part of the reef until it chooses to reveal itself. The coral that encrusts the reef dragon is alive, and it supports a number of other creatures as well.

Reef dragons are very much in tune with their homes and the surrounding waters. They are keenly aware of the complex machinery of nature and strive to live as part of the surrounding world, rather than the undisputed overlord of it. This is not to say that reef dragons are unwilling to use their powers when needed or that they are free of draconic arrogance. Rather, that arrogance tends to take other forms that pure self-aggrandizement; a reef dragon is like, as it ages, to become the self-elected protector of its territory, controlling the spread of local seafaring communities and otherwise asserting its dominance in this fashion.

Reef dragons can speak Aquan and Sûlic.

Combat
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Reef dragons will initiate combat only against those perceived as threats to themselves or the balance of their home. If they have decided to attack and are as yet undetected, they will use their considerable magical powers to enhance their speed and to confuse and disable their foes, then use their most potent offensive spells before moving in to melee range. reef dragons do not typically call upon their allies for assistance unless they truly find themselves in dire straits. They see it as their duty to attend to threats to their home reef personally. To do otherwise is a shameful show of weakness in front of the very creatures the reef dragon has agreed to protect.

Reef Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
D
1d12 (6)
+0
15 feet; swim 90 feet16 (+4 size, +2 natural)
14
16
Very Young
T
2d12+2 (15)
+0
15 feet; swim 90 feet16 (+2 size, +4 natural)
12
16
Young
S
4d12+24 (30)
+0
15 feet; swim 90 feet20 (+1 size, +9 natural)
11
20
Juvenile
M
7d12+14 (59)
+0
15 feet; swim 90 feet25 (+15 natural)
10
25
Young Adult
M
10d12+20 (85)
+0
15 feet; swim 120 feet30 (+20 natural)
10
30
Adult
L
13d12+39 (123)
+0
15 feet; swim 120 feet34 (-1 size, +25 natural)
9
34
Mature Adult
L
16d12+48 (152)
+0
15 feet; swim 120 feet
39 (-1 size, +30 natural)
9
39
Old
H
19d12+95 (218)
+0
20 feet; swim 120 feet
43 (-2 size, +35 natural)
8
43
Very Old
H
22d12+110 (253)
+0
20 feet; swim 120 feet48 (-2 size, +40 natural)
8
48
Ancient
G
27d12+189 (364)
+0
20 feet; swim 150 feet54 (-4 size, +48 natural)
6
54
Wyrm
G
30d12+405 (210)
+0
20 feet; swim 150 feet62 (-4 size, +56 natural)
6
62
Great Wyrm
C
38d12+342 (589)
+0
20 feet; swim 150 feet
62 (-8 size, +64 natural)
2
62

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+1/-13
+3 (1d3-2)
-2 (1d2-2)
-
-
-
-
Very Young
+2/-6
+4 (1d4)
-1 (1d3)
-
-
-
-
Young
+4/+1
+6 (1d6+1)
+1 (1d4)
-
-
-
-
Juvenile
+7/+9
+9 (1d8+2)
+4 (1d6+1)
-
-
-
-
Young Adult
+10/+12
+12 (1d8+2)
+7 (1d6+1)
-
-
-
-
Adult
+13/+21
+16 (2d6+4)
+11 (1d8+2)
-
+11 (1d8+6)
-
-
Mature Adult
+16/+24
+19 (2d6+4)
+14 (1d8+2)
-
+14 (1d8+6)
-
-
Old
+19/+35
+25 (2d8+8)
+20 (2d6+4)
-
+20 (2d6+12)
DC 24 (2d8+12)
-
Very Old
+22/+38
+28 (2d8+8)
+23 (2d6+4)
-
+23 (2d6+12)
DC 26 (2d8+12)
-
Ancient
+27/+51
+35 (4d6+12)
+30 (2d8+6)
-
+30 (2d8+18)
DC 30 (4d6+18)
DC 30 (2d6+18)
Wyrm
+30/+54
+38 (4d6+12)
+33 (2d8+6)
-
+33 (2d8+18)
DC 32 (4d6+18)
DC 32 (2d6+18)
Great Wyrm
+38/+70
+46 (4d8+16)
+41 (4d6+8)
-
+41 (4d6+24)
DC 34 (4d8+24)
DC 34 (2d8+24)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
1 foot by 1 foot/0 feet
+2
+2
+3
1d8, 10-foot cone (10)
-
-
-
Very Young
2½ feet by 2½ feet/5 feet
+4
+3
+4
2d8, 15 foot cone (12)
-
-
1st
Young
5 feet by 5 feet/5 feet
+5
+4
+6
3d8, 20-foot cone (13)
-
-
3rd
Juvenile
5 feet by 5 feet/5 feet
+7
+5
+7
4d8, 30-foot cone (15)
-
-
5th
Young Adult
5 feet by 5 feet/5 feet
+9
+7
+10
5d8, 30-foot cone (17)
18
17
7th
Adult
5 feet by 10 feet/10 feet
+11
+8
+11
6d8, 40-foot cone (19)
19
19
9th
Mature Adult
5 feet by 10 feet/10 feet
+13
+10
+14
7d8, 40-foot cone (21)
22
20
11th
Old
10 feet by 20 feet/10 feet
+16
+11
+14
8d8, 50-foot cone (24)
24
23
13th
Very Old
10 feet by 20 feet/10 feet
+18
+13
+17
9d8, 50-foot cone (26)
26
24
15th
Ancient
20 feet by 40 feet/15 feet
+22
+15
+20
10d8, 60-foot cone (30)
29
27
17th
Wyrm
20 feet by 40 feet/15 feet
+24
+17
+23
11d8, 60-foot cone (32)
31
28
19th
Great Wyrm
40 feet by 80 feet/20 feet
+30
+21
+29
12d8, 70-foot cone (34)
36
31
20th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
7
10
12
10
11
10
-
Very Young
11
12
12
10
12
12
-
Young
12
12
14
10
12
12
Symbiote I
Juvenile
14
14
14
10
14
14
-
Young Adult
14
16
16
10
14
16
Damage Reduction 5/+1
Adult
18
16
16
10
16
16
Symbiote II
Mature Adult
18
18
18
10
16
18
-
Old
26
20
18
10
20
20
-
Very Old
26
22
20
10
20
20
Damage Reduction 10/+2
Ancient
34
24
22
10
24
22
Symbiote III
Wyrm
34
26
24
10
24
22
Tsunami
Great Wyrm
42
28
26
10
28
24
Damage Reduction 20/+3

Blindsight (Ex): A reef dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon's age category.

Breath Weapon (Su): The reef dragon's breath weapon is a cone of grit - a mix of ground coral, sand, bone, shell shards, and other hard matter, which is filtered out of the water by the dragon and then stored until needed. In addition to dealing piercing damage, all those caught within the cone must make a Fortitude saving throw at the same DC or be blinded for 1d6 rounds as countless tiny particles tear into their eyes. Creatures that are wearing protective eye gear or who lack eyes automatically succeed at this save. The reef dragon can use this breath weapon both below and above water. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice. Creatures caught in the area can attempt Reflex saves to take half damage, the DC is listed on the tables above.

Crush: A jumping reef dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are only effective against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must attempt a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attacks. Pinned opponents take crush damage each round if they don't escape.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or charges. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save remain immune to the dragon's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex): Reef dragons are immune to sleep and paralysis effects.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities as listed on the table above.

Symbiote I (Ex): Reef dragons have countless living creatures inhabiting the coral that grows on their bodies. Most of these are innocuous and inoffensive creatures - tiny fish, small brightly colored worms, and so on. A small number, though, are of considerably greater power. These creatures often enter into a mutually beneficial relationship with their host. Once per day, a reef dragon can cast summon nature's ally II as a druid of a level equal to their caster level, though only aquatic animals can be summoned in this fashion.

Symbiote II (Ex): Once per day, a reef dragon can cast summon nature's ally IV as a druid of a level equal to their caster level, though only aquatic animals can be summoned in this fashion.

Symbiote III (Ex): Once per day, a reef dragon can cast summon nature's ally VII as a druid of a level equal to their caster level, though only aquatic animals can be summoned in this fashion.

Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet, centered on the dragon's rear. A Colossal dragon's tail sweep has a 40-foot radius. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage. Affected creatures can attempt Reflex saves to take half damage.

Spell-Like Abilities: Once per day - tsunami.

Spells: A reef dragon knows and casts arcane spells as a sorcerer of the level indicated on the table above, gaining bonus spells for a high Charisma score.

Skills: Reef dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die.

Notes: As with several other entries from Draconic Lore, the reef dragon needed some fixes. The dragon's breath weapon was given the wrong stats, which I fixed, and the dragon's listed saving throw bonuses did not include the adjustments for high ability scores. Also, this is the only type of dragon that I have found that has an age category with a Diminutive size, and the tables for dragon statistics (such as attack damage) don't go that small, so I had to make some stuff up to fill in that gap.

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General Rules: Monsters - Abollar (Template)

Abollar (from Blackdirge's Dungeon Denizens)

Upon rare occassions, aboleths have been known to breed with their humanoid slaves in a mysterious process unknown to the surface world. An aboleth's motivation for doing this is also unknown, as the resulting offspring, known as an abollar, is often a pariah and is generally shunned by both its parent races. Most abollars become evil mercenaries with little loyalty to anyone.

The majority of abollar are hideous, slime-coated humanoids with long, thin tentacles hanging below each arm. The abollar's face possesses three enormous jelly-like eyes, very much like its aboleth parent. Abollar posses some of the traits of the aboleth.

"Abollar" is a template that can be added to any corporeal aliving creature, although it is far more common amongst giants, humanoids, and monstrous humanoids. An abollar uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to aberration, and it gains the aquatic subtype. Size is unchanged. Do not racalculate Hit Dice, base attack bonus, or saves.

Hit Dice: Same as the base creature.

Speed: The abollar's slime coating allows it to breathe and move effortlessly underwater. Unless the base creature has a better swim speed, an abollar gains a swim speed equal to the base creature's land speed.

Armor Class: Natural armor impoves by +1 (this stacks with any natural armor bonus that the base creature may have).

Attacks: An abollar has two tentacle attacks that can be used as natural weapons. If the base creature can use weapons, the abollar retains this ability. An abollar fighting without weapons uses a tentacle when making an attack action. When it has a weapon, most abollar prefer to use the weapon instead. An abollar fighting without weapons uses both trnacles when making a full attack. If armed with a weapon, it uses the weapon as its primary attack and the tentacles as a natural secondary attack.

Damage: Abollars have tentacle attacks. If the base creature does not have this attack form, use the damage values on the table to the right. Otherwise, use the base creature's damage values if they are greater.
SizeTentacle Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
3d6
Colossal
4d6

Special Attacks: An abollar retains all the special abilities of the base creature and also gains the following ones:
  • Slime (Ex): A creature struck by an abollar's tentacle must make a Fortitude save (DC = 10 + abollar's racial Hit Dice + abollar's Constitution modifier) or begin to transform over the next 1d4 rounds, as its skin becomes completely covered with a thin, clear mucous. An affected creature must keep its mucous-covered skin completely submerged in cool, fresh water or suffer 1d4 points of damage every round. Additionally, the mucous reduces the affected creature's natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before or after the transformation is complete will restore an afflicted creature to normal.
Special Qualities: An abollar retains all the special qualities of the base creature, and also gains the following ones:
  • Amphibious.
  • Darkvision with a range of 60 feet.
  • Immunity to poison.
  • Acid resistance 5 and cold resistance 5.
  • Vulnerability to fire
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Strength +2, Constitution +2, Charisma +4.
Skills: An abollar gains skill points as an aberrations and has skill points equal to (2 + Intelligence modifier x (Hit Dice x 3). Do not include Hit Dice from class levels in this calculation - the abollar gains aberration skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross class.

Abollars have a +2 racial bonus on Listen and Spot checks. An abollar 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.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1 (minimum 2)
Treasure: Same as the base creature.
Alignment: Always evil (any).
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +2

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General Rules: Monsters - Hag, Swamp

Swamp Hag (adapted from the Creature Collection)
Large or Huge Giant (Aquatic, Hag)

Hit Dice: 7d8+28 (59 hit points) or 7d8+42 (73 hit points)
Initiative: +3 or +2
Speed: 40 feet, swim 40 feet
Armor Class: 17 (-1 size, +3 Dexterity, +5 natural); touch 12, flat-footed 14 or 18 (-2 size, +2 Dexterity, +8 natural); touch 10, flat-footed 16
BAB/Grapple: +5/+14 or +5/+23
Attack: Claw +7 melee (1d6+3, piercing and slashing, 20 x2) or claw +10 melee (1d8+7, piercing and slashing, 20 x2)
Full Attack: 2 claws +7 melee (1d6+3, piercing and slashing, 20 x2) and bite +2 melee (1d8+1, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +10 melee (1d8+7, piercing and slashing, 20 x2) and bite +5 melee (2d6+3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feet
Special Attacks: Spells
Special Qualities: Low-light vision, camouflage, poison immunity, disease immunity, shift size, wild empathy +5
Saves: Fortitude +6 Reflex +5, Will +7
Abilities: Str 17 or 25, Int 17, Wis 15, Dex 16 or 14, Con 19 or 23, Cha 11
Skills: Climb +10 or +14, Craft: Alchemy +7, Handle Animal +5, Heal +5, Hide +4 or -1, Intimidate +4, Knowledge: Nature +10, Listen +5, Move Silently +10 or +9, Spot +10, Survival +10, Swim +7 or +11
Feats: Brew Potion, Track, Skill Focus (Craft: Alchemy)
Environment: Warm marsh
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

Swamp hags lair in the deep bogs, swamps, bayous, and marshlands that civilized creatures avoid. They are the smallest of their kind, rarely reaching nine feet in height. Their skin is typically a greenish brown, and the eyes are a bright, sickly yellow. A hag typically likes to "enhance" her appearance with whatever materials are at hand - moss, crocodile skulls, iridescent beetle shells, twigs, teeth, bones, skins, and baubles are all likely adornments. The more bones a swamp hag wears, the more power over life and death she displays. Like their cousins, swamp hags enjoy the company of beasts. These hags tend to have the largest menageries of any of their ilk. A swamp hag is rarely found without a contingent of monstrous vermin, reptiles or other swamp beasts as pets and bodyguards. Swamp hags are strangely domestic and build huts that they guard ferociously.
Combat
Swamp hags are wily opponents. Their deadliest advantage is their knowledge of the swamps they inhabit. By using their camouflage abilities, swamp hags can track a party for hours or days, harrying and weakening them if necessary. When the hag decides to enter combat, she always does so on her terms. A swamp hag will typically have her beasts enter battle first to scatter or weaken a party, then the hag herself will enter the fray. Swamp hags despise clerics. While stalking a group, a swamp hag will identify the priests and healers in the part and make sure that they are poisoned by spiders, crushed by snakes, or eaten by crocodiles before she turns her attention to any other opponents.

Camouflage (Ex): Swamp hags have greenish-brown skin that makes them had to spot in a swamp, but they can also change color to blend even more perfectly with their surroundings. When in swampy terrain, they gain a +15 bonus to Hide checks as long as they remain perfectly still.

Shift Size (Su): A swamp hag can change her size to size Huge and back to size Large at will. Shifting size is a standard action that does not provoke an attack of opportunity. When a swamp hag is Huge, she gains a +8 to Strength, +4 to Constitution, and +3 to her natural armor, and has a 10-foot reach, but suffers a -2 to Dexterity and a -1 to Armor Class and attacks. These modified statistics are listed above as a secondary set of statistics. Most hags prefer to remain in their smaller form, but will shift size if forced to enter melee or if they desire a more imposing appearance.

Spells: Like their sisters, swamp hags are quite talented in the magical arts. A swamp hag has the spellcasting power and spells of a 7th-level druid. They prefer spells that convince animals ad plants to attack, ensnare, or otherwise overbear their foes.

Hag Covey
From time to time, a trio of hags gathers as a covey. Usually this foul triune consists of three hags from three different types, but this is not always the case.

Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: Three times per day: Animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), and vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 shillings (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

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General Rules: Monsters - Hag, Sea

Sea Hag (adapted from the Monster Manual)
Medium or Large Giant (Aquatic, Hag)

Hit Dice: 3d8+6 (19 hit points) or 3d8+18 (28 hit points)
Initiative: +1 or +0
Speed: 30 feet, swim 40 feet
Armor Class: 14 (+1 Dexterity, +3 natural); touch 11, flat-footed 13 or 14 (-1 size, +5 natural); touch 9, flat-footed 14
BAB/Grapple: +2/+6 or +2/+14
Attack: Claw +6 melee (1d4+4, piercing and slashing, 20 x2) or claw +9 melee (1d6+8, piercing and slashing, 20 x2)
Full Attack: 2 claws +6 melee (1d4+4, piercing and slashing, 20 x2) or 2 claws +9 melee (1d6+8, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet or 10 feet by 10 feet/10 feet
Special Attacks: Horrific appearance, evil eye
Special Qualities: Amphibious, low-light vision, shift size, spell resistance 14
Saves: Fortitude +4 or +6, Reflex +2 or +1, Will +2
Abilities: Str 19 or 27, Int 10, Wis 13, Dex 12 or 10, Con 12 or 16, Cha 14
Skills: Craft or Knowledge (any one) +3, Hide +4 or -1, Listen +6, Spot +6, Swim +12 or +16
Feats: Brew Potion, Skill Augmentation (Listen and Spot), Toughness
Environment: Temperate aquatic
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -

The sea hag is found in the water of seas or overgrown lakes. A sea hag is about the same height and weight as a female human.

Combat
Sea hags are not subtle and prefer a direct approach to combat. They usually remain in hiding until they can affect as many foes as possible with their horrific appearance.

Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based.

Evil Eye (Su): Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.

Amphibious (Ex): Although sea hags are aquatic, they can survive indefinitely on land.

Shift Size (Su): A sea hag can change her size to size Large and back to size Medium at will. Shifting size is a standard action that does not provoke an attack of opportunity. When a sea hag is Large, she gains a +8 to Strength, +4 to Constitution, and +2 to her natural armor, and has a 10-foot reach, but suffers a -2 to Dexterity and a -1 to Armor Class and attacks. These modified statistics are listed above as a secondary set of statistics. Most hags prefer to remain in their smaller form, but will shift size if forced to enter melee or if they desire a more imposing appearance.

Skills: A sea hag 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.

Hag Covey
From time to time, a trio of hags gathers as a covey. Usually this foul triune consists of three hags from three different types, but this is not always the case.

Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: Three times per day: Animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), and vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 shillings (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

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