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| The Vorpal Tribble03-08-05, 02:53 AM | Sorcaii (Sorkie) The sun is low in the sky, casting a reddish glow on the snow-speckled ice. As you walk across it you are suddenly jarred by a great blow of something below you. Another blow and the ice shatters, a great glistening mass surging upwards in a shower of frigid spray... --- Sorcaii, Juvenile Size and type: Medium Monstrous Humanoid Hit-dice: Juvenile: 4d8+16 (32) Initiative: -1 Speed: 20 ft., 30 ft. (swim) Armor class: 15 (-1 dex, +6 natural) Base attack/grapple: +4/+9 Space/reach: 5 ft./5 ft. Attack: Slam +9 melee (1d6+5) Full attack: 2 slams +9 melee, (1d6+5), bite +1 melee (1d4 +5) Special Attacks: - Special Qualities: Aquatic Dexterity, Cold Tolerant, Extended Breath, Immune to snow blindness, Unbelievable Heartiness Saves: Fort +12, Ref +3, Will +1 Abilities: Str 20, Dex 9, Con 18, Int 3, Wis 5, Cha 5 Skills: Listen +1, Spot +1, Survival +1 Feats: Cold Endurance(b), Endurance, Great Fortitude Enviroment: All Cold Organization: 1-8 Challenge Rating: 4-5 Treasure: None Alignment: Chaotic Neutral Advancement: - Level Adjustment: - ~~ Sorcaii, Adult Size and type: Large Monstrous Humanoid Hit-dice: 9d8 +36 (76) Initiative: -1 Speed: 30 ft., 40 ft. (swim) Armor class: 16 (-1 size, -1 dex, +8 natural) Base attack/grapple: +9/+20 Space/reach: 10 ft./10 ft. Attack: Slam +16 melee (1d8+7) Full attack: 2 slams +16 melee (1d8+7), bite +11 melee (1d6+7) Special Attacks: - Special Qualities: Aquatic Dexterity, Cold Tolerant, Extended Breath, Immune to snow blindness, Resistance to cold/5, Unbelievable Heartiness Saves: Fort +6, Ref +6, Will +3 Abilities: Str 25, Dex 8, Con 22, Int 5, Wis 10, Cha 4 Skills: Listen +4, Spot +4, Survival +4 Feats: Awesome Blow, Cold Endurance(b), Endurance(b), Great Fortitude(b), Improved Bull Rush, Power Attack, Rapid Metabolism Enviroment: All Cold Organization: Solitary or couple Challenge Rating: 8-9 Treasure: None Alignment: Chaotic Evil Advancement: - Level Adjustment: - ~~ Great Sorcaii Size and type: Huge Monstrous Humanoid Hit-dice: 12d8 +84 (132) Initiative: -3 Speed: 40 ft., 60 ft. (swim) Armor class: 17 (-2 size, -3 dex, +12 natural) Base attack/grapple: +12/+29 Space/reach: 16 ft./16 ft. Attack: Slam +21 melee (2d6+9) Full attack: 2 slams +21 melee (2d6+9), bite +16 melee (1d8+9)) Special Attacks: - Special Qualities: Aquatic Dexterity, Cold Tolerant, Extended Breath, Immune to snow blindness, Resistance to cold/10, Unbelievable Heartiness Saves: Fort +15, Ref +5, Will +6 Abilities: Str 28, Dex 5, Con 24, Int 7, Wis 14, Cha 3 Skills: Listen +6, Spot +6, Survival +6 Feats: Awesome Blow, Cold Endurance x2(b), Endurance(b), Great Fortitude(b), Improved Bull Rush, Power Attack, Rapid Metabolism(b) Enviroment: All Cold Organization: 1-2 Challenge Rating: 13-14 Treasure: None Alignment: Chaotic Evil Advancement: - Level Adjustment: - --- A humanoid mountain of blubber best describes this parody of life. Its totally naked body shows a physique that has run past obesity and into the obscene. Its layer after layer of rolling, mottled grey and pink flesh mold into one another to give the semblance of a jigsaw puzzle, but as it moves they flap out to reveal even more layers beneath. The creature's head is lumpen and neckless, with two wide, bright blue eyes with pinprick pupils that can be completely covered by its slanted brow and fat-creased cheeks. It is hairless, and its ears are little more than flaps hidden on the side of the skull. Overtop of thick, oversized lips is a monstrous overhanging nose that inflates slightly with each inhalation. Two over-large arms hang out at angles over its bulging sides. Supporting the whole mess are two massive legs, each one looking to weigh nearly as much as the rest of the giant. The feet have many long, webbed toes surrounding the crescent shaped sole, resembling mishapen flippers. An average sorcai stands about 8 feet tall and weighs around 800 lbs. Sorcaii are the results of ancient, rare liasons between selkies and orcs and a great ammount of inbreeding. Wherever they originally were from is unknown, but they long ago migrated to the blissfull chill of the artics where they find the temperatures ideal. There they spend an amphibious existence, swimming for miles beneath the ice, feasting on seals, fish and small whales, which they then bring atop the ice for consumption. They have fierce, undying tempers, and will spend the rest of their life if need be on revenge if angered. Whales have been persued for hundreds of miles after something as trivial as taking a seal hunted by a Sorcai. The many layers of fat can be contracted and expanded by the movements of muscles underneath, giving them the ability to use them in the same way as fins for quicker swimming. They are quite clumsy on land, but within water they become masterfully graceful. Sorcaii prefer to live in very large burrows under snow drifts, or within icecaves. Combat: To say that a sorcaii attacks bluntly and boldly is like saying there are alot of snowflakes in a blizzard. On land they generally just run at you bellowing, trying to grab you up within their embrace. Bigger creatures they attempt to bludgeon, smacking them skillessly with their fists. Within the water they do much of the same, though they will have an occasionaly sneak attack if you are above ice thin enough for them to punch through. They do the same if they notice Aquatic Dexterity (Ex): While boyed by water, a sorcaii's total dexterity rises to 20 for juveniles, 18 for adults, and 16 for great sorcaii. Cold Tolerant (Ex): Sorcaii's suffer little harm from the cold, and actually enjoy the cooler temperatures. They do not need to make Fortitude saves in extreme enviroments between -40 and 70 degrees. This ability does not provide any protection from fire or cold damage. Extended Breath (Ex): A sorcaii can holds its breath for ten minutes plus 2 points per constitution. After this time a sorcaii must make a DC 10 constitution check in order to continue holding its breath. The save must be repeated each round, with the DC increase by +1 for each previous success. If the sorcaii fails any of these saves it begins to suffocate. Unbelievable Heartiness(Ex): A sorcaii reduced below 0 hit points can continue to move and fight, until -10 hit points. At this point they still do not die, but go into a death-like coma between -10 and -15 hit points. If no more hit points are taken after they enter this coma, they can heal at the standard rate, until awakening at -10 points. A sorcaii also is resistant to ability drain, losing only have as many ability points, rounded down. (Fact: There are reports of elephant seals being knocked out and thought to be dead and and skinned and the seal regaining consciousness afterwards and still having the strength to attack their skinners.) Skills: A Sorcaii can always take a 15 on survival checks. As well, a Sorcaii has a +6 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. |
| HomebrewedMonster03-08-05, 03:05 AM | Their attacks should probably be, slams. The challenge ratings are actually too high. They have low armor class, a some what small amount of hit points, and no spell resistance. I would actually make their CR's: juv - 3 adult - 5 great - 8 All in all, I like these monsters. I picture a hoard of cold, swimming fat bastards. |
| The Vorpal Tribble03-08-05, 03:16 AM | Err, slams, yeah... not sure why I wished to have to spell out bludgeoning :loo-loo: However, I actually raised their DC. Their qualities and versatility of land and sea have tons of unexpected bonuses, and they can reduce this thing to enough HP for it to die and it'll collapse... and the next day it would have healed tremendously and comes upon them when they thought it gone ;) |
| jgbrowning03-08-05, 09:17 AM | Although you don't have to, I'd list the adjusted stats for them while in the water-one less step for a GM to do on the fly. You need to put in the standard swim skills text for every monster with a swim speed. All in all, pretty cool. joe b. |
| The Vorpal Tribble03-08-05, 02:02 PM | Well, I listed their dex change. Any DM worth his salt should be able to adjust the AC and Init ;) And added the swim skill specs. Always forget those. |
| HomebrewedMonster03-08-05, 02:07 PM | I still think that the extra ten hit points and taking half damage from ability damage is not enough to give them a increase in challenge rating. Look at the Dire Boar, he has a ton of hit points and ferosity. |
| The Vorpal Tribble03-08-05, 02:24 PM | Its not only the extra hp and ability drain, they also have resistance to cold and don't take even have to make rolls until its -40 degrees. They can hold their breath long enough to avoid most inhalants. Also their versatility aids them, in that they can challenge a party on land and sea alike, and if one of these guys tosses a player into the sea, well, the person is most likely toast ;) |
| HomebrewedMonster03-08-05, 03:01 PM | Its not only the extra hp and ability drain, they also have resistance to cold and don't take even have to make rolls until its -40 degrees. They can hold their breath long enough to avoid most inhalants. Also their versatility aids them, in that they can challenge a party on land and sea alike, and if one of these guys tosses a player into the sea, well, the person is most likely toast ;) Hold breath does not allow you to avoid inhalants, you still "breath" through the pores in your skin and poisons would still get into a creature's system. Any even if you do make the ability to avoid such things you make it immune to two spells in the game, stinking cloud and cloudkill. They do not have that much versatility, they can fight on land or in the water. They do not posses any supernatural or spell-like abilities that make them tactical monsters. The do not even posses a ranged weapon. Their respective strength scores and grapple checks are not going to be that much of a challenge for the tanks that will most likely be up against them in melee. Now if they had a harpoon, which they could drag party members into the water, I think their CR's would be correct. |
| The Vorpal Tribble03-08-05, 03:22 PM | Hold breath does not allow you to avoid inhalants, you still "breath" through the pores in your skin and poisons would still get into a creature's system. Any even if you do make the ability to avoid such things you make it immune to two spells in the game, stinking cloud and cloudkill. Only if you are in it for extended periods. But poisons in D&D come under four categories: Contact Ingested Inhaled Injury So an inhaled poison does not affect the skin, otherwise it would be a contact poison. Their respective strength scores and grapple checks are not going to be that much of a challenge for the tanks that will most likely be up against them in melee. They have the same BAB as a warrior their level, along with its unarmed weapons that deal as much damage as all but the biggest damage givers, and thats just the sorcaii kids. Warriors have a few more attack feats, but these things great strength evens that up some. Now if they had a harpoon, which they could drag party members into the water, I think their CR's would be correct. What about Bullrushing them into the water? ;) |
| HomebrewedMonster03-08-05, 03:40 PM | I just do not see the great lasting against a 13th level party. Your talking about 7th level spells. I do not see these guys standing up against magic very well. Even the juv, a good scorching ray is gonna give it quite the hurting. |