Airora (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
jakelslang21

01-26-07, 08:35 PM
My first magical beast. Im warming up on this so i can make the Petsuchos for our oncoming campaign. So... Expect errors

Airora
Huge magical beast (Aquatic)
HD: 15d10 +75 (157)
Ini: +6
Spd: Swim 60ft
Ac: 33 (+2 dex, +23 nat armor, -2 size)
BAB: 15 Grapple: 33
Attack: Slam +26 (2d6 +10) or Bite +25 (3d6 +15)
Full Attack 3 slams +26 (2d6 +10) and Bite +25 (3d6 +10)
Special Attacks: Tidal wave, Ramming, Swallow whole, Improved grab, Breath weapon
Special Qualities: Fast healing 5, Darkvision 60ft, Low-Light vision, SR 22, Skills
Skills: Swim +33, Intimidate +6, Listen +7, Concentration 10, Search +7
Saves: Will +8, Ref +11, Fort +14
Feats: Weapon Focus (Slam), Improved initiative, Dodge, Power atack, Cleave, Improved Sunder
Ability Scores: str 31, dex 14, con 20, int 4, cha 7, wis 17
Allignment: Always Neutral
Environment: Any aquatic
Cr: (?)
Organization: Soltiary, Pair, School (5-12)
Advancement: 16-24 (Huge), 25-34 (Gargantuan)

This strange beast looks like a hybrid catfish-lionfish. Its three large blue fins are about as large as its body and three black spines protrude from each one of the fins. It has an arrow-like head with 6 purple eyes, each becoming smaller as it reaches the bottom of the head. Six large whiskers come out of the beast's muzzle and the mouth of the creature is similer to a grin. The beast's body is smooth with black stripes on the top. Its tail is similer to a serpents and ends with a large fin.

Airora are a strange fish like omnivore that are favored as gaurds to secret treasure troves underwater. Because they are dumb, and easy to control. Airora commonly feed on shark, tuna, and other large fish. Airora speak bits Aquan but rarely choose to do so. Airora are 16 feet tall, 24 feet long and weight two tons.

Combat

Airora are relentless in combat but prefer ambushes. If confronted with a ship it will ram the ship into submission.

Tidal wave- Once every encounter as a standard action, An Airora may fly into the air and slam into the water, creating a wave to topside a boat. Everyone takes 5d6 points of damage (no save) and risk flying off into the water. To stay on the boat requires a DC swim check (24) or fall into the water and must make another Swim check (18) or begin drowning.

Ramming- Once every 14 rounds, An Airora can swim up to 720 feet aand ram into a large or smaller creature or any type of ship. To ram, the Airora must spend a full round action to speed towards the boat or creature, dealing 6d8 +15. If the target is a creature then it can make an attack of oppurtunity or a Reflex save (24) to for half damage. Upon reaching the ship, the Airora must make a Strength check to breach its hull, which causes it to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or Galley 30. Regardless of the check result, every creature aboard must make a reflex saving throw (DC 15). Success means the creature takes 1d10 points of damage from falling overboard.

Improved grab- To use this the Airora must have made a successful full atack with its slams and bite attack. Then it may start a grapple as a free action that does not provoke an attack of oppurtunity.

Swallow Whole- Once inside the Airora's mouth, it can swallow the creature as a free action. Once in the stomach the creature is dealt 5d8 bludgening and 5d4 acid from the Airora's gizzard. The trapped oponent can cut its way out by dealing 24 points of peircing or slashing damage with a light weapon.

Breath Weapon- 120 foot line of electrity. 15d6 electricity or Reflex (20) for half damage.

Skills- A Airora gets a racial +30 bonus to swim checks. It can laways take ten onn a skill check even if rushed or threatened.

Ok, PEACH away! This took awhile but it is finally done. Hop ya like it! :D
Foxhengeyokai

01-26-07, 09:33 PM
HP is fine, Initiative is fine,

AC should be 33

Monsters don't get the additional attacks from a high BAB, unless they are using manufactured weapons, so the BAB is fine at just 15.

Grapple bonus should be 15+10+8=33

That's all I'm gonna do for now.
jakelslang21

01-26-07, 10:43 PM
They get a slam for each of their fins. Thats why i gave them three slams. I will make the adjustments.
Foxhengeyokai

01-26-07, 11:04 PM
Oh, by the way, bite attacks use 1 1/2 strength to damage, so it should be
3d6+15 for damage. I'll finish a more thorough peach later... it's 11:00 PM here, and I'm far too antzy to fix stuff.
jakelslang21

01-26-07, 11:59 PM
Ah, thanks. Its twelve here but im running on caffeine so...
jakelslang21

01-27-07, 12:44 PM
:bump: Anyone?
JLaurHughes

01-27-07, 01:12 PM
Very nice. Definitely something I would include with a sea campaign.
jakelslang21

01-27-07, 01:27 PM
Thanks for the feedback
JLaurHughes

01-27-07, 01:47 PM
One question on the skills though, how did you calculate them with only 18 skillpoints to use?
jakelslang21

01-27-07, 02:09 PM
Well im still not good with skill points. So this is what i did 2*14 = 28 +8 = 36 +14 = 50. -30 = 20. I think this is incorrect because i forgot how i did some of this stuff. So try to figure out how i used this formula please.

I will also have to type in his swim bonus.
JLaurHughes

01-27-07, 02:29 PM
Do you have a monster manual?
jakelslang21

01-27-07, 02:33 PM
yeah, i checked the index. It helped but magical beasts get 2 skill points per level and quad at first
JLaurHughes

01-27-07, 02:55 PM
(2+Int bonus min 1) *HD+3

Int can be either positive or negative. The creature you've statted has 1 point per level with its Int 4(-3 bonus). The index states Minimum 1 means no matter what Intelligence a creature has it will always have 1 point per level to add into its skills.

This should help with calculating the Skills out for your creature.
jakelslang21

01-27-07, 03:03 PM
Thanks JLaur.
JLaurHughes

01-28-07, 06:55 PM
You're welcome.