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| Ornaru8604-01-08, 07:35 AM | Walking home from the market, Tobin spotted a fine-looking horse grazing beside the road. It showed no fear as he approached, instead trotting over to nuzzle his pockets as if looking for a treat. It was a beautiful specimen, fine-boned but muscular, and would fetch him a good price if he sold it at market, or would earn a rich reward from whoever had lost it. The horse tossed its mane and seemed to bend its shoulders to him, as if inviting him to ride. Thinking it would do no harm - and save him from a hard walk home- Tobin stroked the horses flank, then climbed up and settled himself behind the horses withers. Immediately, the horse whinnied and bolted. Seeing that it was headed for the river, he tired to throw himself off, but found his legs stuck fast to its flank. With a great leap, the waterhorse leapt into the water, and as Tobin spluttered and cursed he felt his legs freed, and he struggled to shore. Looking back, he saw the waterhorse grinning at him from the middle of the river before it sank from sight. Waterhorse L fey (aquatic, shapechanger) HD: 4d6+12 (28) Initiative: +2 Speed: 60ft, swim 40ft Armor Class: 14 (-1 size, +2 dex, +3 nat) Base Attack/Grapple: +2 Attack: 2 hooves +7 melee (1d6+6), bite +7 melee (1d8+6) Full attack: 2 hooves +7 melee (1d6+6) plus bite +2 melee (1d8+3) Space/Reach: 10ft/5ft Special Attacks: - Special Qualities: adhesive, alternate form, amphibious, eldritch allure, lowlight vision, scent, DR 5/cold iron, resistance to cold 10 and fire 20 Saves: Fort 4 Ref 6 Will 6 Abilities: Str 22 Dex 14 Con 17 Int 15 Wis 14 Cha 20 Skills: Bluff 12, Diplomacy 11, Disguise 14*, Hide 7, Jump 12*, Listen 9, Move Silently 6, Spot 7, Survival 6, Swim 13* Feats: Run, Dodge Environment: temperate rivers and marshlands Organisation: solitary CR: ? Alignment: always CE (kelpie) or CN (nygel) Advancement: 5-12 HD Level Adjustment: ? Adhesive (su): any creature that mounts a waterhorse is unable to dismount. The creature does not need to make Ride checks to stay on. The creature cannot dismount until a remove curse or break enchanment spell is cast upon him, or the waterhorse chooses to release him. alternate form (sp): a waterhorse can alternate between its natural form and that of a unique medium male humanoid. In humanoid form, the waterhorse loses its eldritch allure and natural attacks, and but can use weapons. A waterhorse in humanoid form can be identified its pointed ears and the waterweed growing from its skull, which it keeps hidden. (A spot check opposed by the waterhorse’s disguise check.) Waterhorses can remain in humanoid form indefinately, and does not change back if slain. amphibious (ex): a waterhorse can breathe both air and water. eldritch allure (su): any intelligent creature that sees the waterhorse must make a successful Will save ( save DC 17, Charisma based) or be compelled to approach the waterhorse and mount it. This ability is similar to a gaze attack. If the waterhorse acts threateningly, the effects of the allure is supressed. The effect lasts as long as the creature can see the waterhorse and it does nothing threatening. lowlight vision (ex): waterhorses see twice as well as ordinary mortals in poor illumination. Scent (ex): (see monster manual) *Skills: A waterhorse receives a +8 racial bonus on Swim checks to perform some special action or avoid a hazard, and may take 10 even if distracted or threatened. A waterhorse in humanoid form gets a +4 bonus on its disguise check. Fluff A waterhorse appears as a fine specimen of a normal horse, usually in shades of grey with long manes and tails. Only a keen observer would notice the spark of intelligence in its eyes, or the waterweed growing in its mane. Waterhorses are generally classed as either a kelpie or nygel. Nygels are playful, and love to lure unwary travellers onto thier backs and give them a good ducking in the nearest river, while kelpies are malevolent and consume those they drown. The two types are not easy to distinguish, though nygels tend to have a curl in their tail. Both kinds can also adopt a humanoid form, typically a handsome male glad in grey trousers. Waterhorses are known for their ability to keep their unwary riders from escaping, and can use this ability in human form, though they need contact with skin to do this. Tales are told of quick thinking girls who remove aprons or cloaks to escape a waterhorses grasp. A quick thinking individual can attempt to bridle a waterhorse by making a slight of handf check opposed to the waterhorses reflex save. A waterhorse cannot break its bridle, and is forced to obey the commands of whoever has hold of it (though they may subvert orders). Waterhorses tend to avoid those that openly display bridles. Waterhorses make good, if tempermental, beasts of burden. Freeing a nygel that has been captured by another person earns that nygel's favour, which they will replay in services if treated well (generally, they act friendly to the person and may help if its requested. However, nygels are easily distracted) also, any advice on Cr and LA would be appreciated |
| Echoes of Deception04-02-08, 06:54 PM | So... if one of these takes human form, it will lose its extraordinary abilities, but people will still be compelled to mount him? |
| Ornaru8604-04-08, 02:41 AM | So... if one of these takes human form, it will lose its extraordinary abilities, but people will still be compelled to mount him? Ah, good point. I'll fix that... |