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| BrainMole06-26-03, 04:27 PM | The Waterbeast Gargantuan Outsider (Aquatic, Chaotic) Hit Dice: 32d8+288 (420) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 20ft. Swim 40ft. AC: 30 (+6 Dex, -4 Size, +18 Natural) Attacks: 2 Claws +44, 6 Tentacles +39, Bite +39 Damage: 2 Claws 2d6+12, 6 Tentacles d8+6, Bite 4d6+6 Face/Reach: Special Attacks: Breath Weapon, Improved Grab, Constrict 2d8+10, Spell-like Abilities, Swallow Whole, Drown Special Qualities: Fire and Water Immunity, Resistant to Blows, Cold Vurnerability, Fast healing 5, Alternate form, DR 20/+3, SR 32, Frightful Presence, Command Water creatures, Turn Fire creatures Saves: Fort +29, Ref +26, Will +24 Abilities: Str 34, Dex 23, Con 29, Int 21, Wis 19, Cha 25 Skills: Bluff +33, Climb +38, Concentration +35, Diplomacy +33, Escape Artist +32, Heal +30, Intimidate +33, Intuit Direction +30, Knowledge(Arcana) +31, Knowledge(Nature) +31, Knowledge(Planes) +31, Listen +30, Search +31, Sense Motive +30, Spot +30, Wilderness Lore +30 Feats: Alertness, Blind-Fight, Cleave, Combat Reflex, Dodge, Great cleave, Improved Initiative, Power Attack --- Climate/Terrain: Any Aquatic Organization: Unique + 4 elder water elementals Challenge Rating: 28 Treasure: Triple Standard Alingment: Chaotic Neutral Advancement: 33-64+ (Colossal) The Dreadful Waterbeast is the ruler of elemental plane of Water. In the plane of Water, the waterbeast is known by it's true name: Tiin'Ar'Ossi. The Waterbeast rarely starts a fight and will defend if attacked. The thing resembles female humanoid with slimy pale green colored skin. It has six tentacles along it's body which it uses to attack and navigate through water. Instead of hands it has huge claws. Combat: The Waterbeast attacks using it's tentacles. It tries either constrict or drown it's victims. If the waterbeast is hungry it tries to eat it's foes. Breath Weapon(Su): A spray of water shot from waterbeasts nose. This is affects 50ft. cone. The attack deals 20d6 points of damage. Reflex save 40 halves the damage. After using it's breath weapon the waterbeast must refill in water in order to use it's breath weapon again. Improved Grab(Ex): If the waterbeast hits with it's tentacle and gets a hold, it can try to constrict, drowm or swallow whole it's victim. Constrict(Ex): If the waterbeast maintains it's hold it constricts for 2d8+10 points of damage. Drown(Ex): Once the waterbeast has a hold on a victim, it swims underwater and attempts to drown the character. See Water Dangers and the Drowning Rule in the Dungeon Master's Guide. Spell-like Abilities(Sp): The Waterbeast can use following spell-like abilities at will as 20th Sorcerer: Waterball, Ventriloquism, Create Water, Water breathing, Waterwalk, Obscuring mist, Fog cloud, Control water, Ice storm, Cone of Cold, Acid fog, Elemental swarm(Water only), Horrid wilting, Summon Monster IX(Water only) DC is 17+spell level. Swallow Whole(Ex): A waterbeast can try to swallow a grabbed opponent of large size or smaller size by making a succesful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d4 acid damage per round from waterbeasts stomach acids. A swallowed creature can climb out of the gizzard with a succesful grapple check. This returns it to the worm´s maw, where another succesful grapple check is needed to get free. A swallowed crature can also cut its way out by using claws or a small or tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exists, muscular action closes the hole; another swallowed opponent must cut its own way out. The beasts interior can hold two Large, four Small, eight Tiny Sixteen Diminutive, or thirty-two Fine or smaller opponents. Fire and Water Immunity(Ex): The waterbeast slimy protects it from fire and it's natural connection to water protects it from water. The waterbeast is immune to all fire and water attacks. Resistant to Blows(Ex): The waterbeasts skin resists bludgeoning blows. It takes only half damage from bludgeoning attacks. Apply this before Damage reduction. Alternate Form(Sp): The waterbeast can assume any humanoid form although it prefers that of human female. This works like Polymorph self exept the waterbeast can stay in another form indefinetly. Command Water creatures(Su): The waterbeast can command water creatures as evil cleric rebukes undead. The waterbeast effectife turning level is 20th. Turn fire creatures(Su): The waterbeast can turn fire creatures as good cleric turns undead. The waterbeast effectife turning level is 20th. Cold vurnerability(Ex): The waterbeast is coldblooded so it can't tolerate cold. It takes double damage from cold. Frightful Presence(Ex): Any creature with 5HD or less who see the waterbeast is automatically shaken. Creatures with more than 5HD receive a Will save 33 to avoid the effect. This effect lasts as long as character sees the beasts. Any comments? |