Boat monsters [Archive] - Wizards Community

Post/Author/DateTimePost
Damned slayer

12-07-07, 12:49 PM
Anyone got suggestion on what monsters I could send to PC while they're on a boat (a caravel) I'm using stormwrack tho most of the monsters are intended to be fought underwater or on the shores, I want them to fight on the boat
I send monsters that climbed on the boat already but I would like some new ones

If you got some could you tell me the book they're from plz
RAGNAROKISCOMING2007

12-07-07, 01:10 PM
how about flying monters like killer birds? or creatures tha can fly and walk on land?
Damned slayer

12-07-07, 02:16 PM
funny that I never thought of it before lol
CrimsonDeath

12-07-07, 02:49 PM
My party got attacked by water elementals on a boat once.

Scrags (aquatic trolls) might not be a bad idea. Just remember they don't regenerate when they're not in the water.

You could also create a Lycanthrope of pretty much any aquatic animal.
1 ton ghost

12-07-07, 03:06 PM
i don't blame you for wanting a boarding party or a fight on the deck. aerial and aquatic combat (x, y, and z axis) is a pain in the ass. this is much easier, allows for bullrushing over rails (+4 resist w/ rail i think, Cityscape or DMGII), swinging from rigging (charge), balance checks all around, concentration for wave tossing, etc. even a boring ship fight is still fairly spiced up in this manner.

monsters: skraggs, merrow (ogres), lacedons (ghouls), sea devils, kuo-toa, kuo-toa leviathan, aquatic gargoyles (forget nomenclature), sea elves, etc.

just have them Disable Device/Sunder on the ship's rudder and/or oars, wait for right tides, climb aboard (trickier than it sounds); probably need lashes and hooks.
setekh

12-07-07, 03:27 PM
A good old Kraken is always fun.
Aqua

12-07-07, 03:27 PM
You could put them up against a Kraken or a dragon.If i knew what lvl your party was i could help some more but most of the ideas people are saying are good.
Finarin Panjoro

12-07-07, 03:47 PM
I'm running a sea faring campaign right now as well. I've been having a lot of fun with were-sharks. The Sahuagin are an upcoming villain that the PCs haven't faced yet. Were-crabs could be interesting as well.
Damned slayer

12-07-07, 04:36 PM
problem with shuaguin is light blindness
on the 1st ship they were lvl 3-4
now they'll be around 6 i guess
they're around 6 PC +2 NPC tagging along for a while

I play a low magic with no dragon/outsiders/aberrations/undead or at least they're rare
never do a 500people boat if you want your PCs to fight lol I hate too many NPCs
now the caravel will have a smaller crew
Insanity

12-07-07, 06:04 PM
I've made a dire snapping turtle. Here's the stats. Its large, so it could be anywhere from 8ft to 16ft long, and weigh 500lbs to 4,000lbs. If you choose to advance it larger, do so. I only made it advance in HD, not size, but made it bigger if you like. I got inspiration from watching actual turtles stalking prey, and originally envision using it in a swamp encounter with the PCs on a canoe or such.

Dire Snapping Turtle
Large Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: -2
Speed: 20 ft, swim 30 ft
AC: 21 (-1 size, -2 dex, +14 natural)
Base Attack/Grapple: +7/+17
Attack: Bite +12 melee (2d8+6)
Full Attack: Bite +12 melee (2d8+6)
Space/Reach: 10 ft/5 ft (10 ft with bite)
Special Attacks: Improved Grab, Rake 2d8+6
Special Qualities: Hold Breath, Low-light Vision
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 22, Dex 7, Con 18, Int 2, Wis 13, Cha 10
Skills: Hide +4*, Spot +6, Listen +6, Swim +14
Feats: Alertness, Endurance, Great Fortitude, Skill Focus (Hide)
Climate/Terrain: Temperate to warm aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large)
Level Adjustment: -
This massive reptile has an enormous head and a large, wickedly hooked beak. Its shell has rows of large spiked plates along the top and sharp spines on the edges. Large, thick scales cover its hide.

These massive turtles are aggressive, stubborn, and tough. They are omnivorous, and will attempt to eat anything they think is edible. When attacking prey, they typically strike from below, and then drag the prey underneath the water. They are typically ambush predators but are known to hunt as well.

Combat
Dire snapping turtles attack any creature that they perceive as food, which is about anything smaller then them. They typically lie submerged in water and ambush prey from below. Once the prey is secure in their jaws, they will tear it apart with their claws. Their neck is considerably longer then what it would appear, giving them a further reach with their bite. Unlike other turtles, the dire snapping turtle cannot withdraw into its shell.

Hold Breath (Ex): A dire snapping turtle can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a dire snapping turtle must hit with its bite 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 can rake.

Rake (Ex): Attack bonus +12, damage 2d8+6

Skills: A dire snapping turtle 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.
*A dire snapping turtle gains a +4 racial bonus on Hide checks when in the water. Further, a dire snapping turtle can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Rechan

12-07-07, 08:16 PM
Was it MMII that had sea wolves? Basically, they're like aquatic werewolves; they climb aboard ships and infiltrate the boat, then sabotage it, and attack.

Sea hag and her merrow minions.
Japan_the_cougar

12-08-07, 03:52 AM
Nah, seawolves are in stormwrack.

At first, I was going to suggest a siege crab (MMIII), but once you said the level, I knew that was out of the picture.

I could possibly see a wild seyrullin(sp)(MMIII again) latching onto the ship in passing and crawling aboard after detecting food (aka the PCs)

For those who don't know, the seyrullin is a giant sea slug used mostly by shauagin(sp) as mounts with a contact poison and tranquilizer.

Or you could always use a good old chuul.
mvincent

12-10-07, 08:05 PM
Dragon turtle
Roc
Giant octopus
Kraken
Elasmosaurus
Pirates
Skeletal pirates
Ghost pirates
Old man Withers in a ghost pirate mask
Gnomish submarine
rats
Harpies
Nixies
M1kh43l_P4r4d1s0

12-10-07, 08:22 PM
Pyro-Hydras have a swim speed for a reason.
Omnirahk, half-Rahkshi

12-10-07, 08:22 PM
Personally, I think a group of werecrocs and weresharks (lycanthrope pirates?) would be awesome. Harpies would also be quite fitting. Maybe a chimeric shark (black dragon head). Chimeric crocodile if you can't envision something with the hindquarters of a goat and front of a shark (must be awkward as hell. But then again, it ought to only fly or swim. You could also just swap which animal grants the front and back. Shark tail sounds much more useful). Sure, it's not a good border, but I'll be damned if pirates having that thing on call isn't a surefire way to get people to surrender.
RAGNAROKISCOMING2007

12-11-07, 01:07 PM
Personally, I think a group of werecrocs and weresharks (lycanthrope pirates?) would be awesome. Harpies would also be quite fitting. Maybe a chimeric shark (black dragon head). Chimeric crocodile if you can't envision something with the hindquarters of a goat and front of a shark (must be awkward as hell. But then again, it ought to only fly or swim. You could also just swap which animal grants the front and back. Shark tale sounds much more useful). Sure, it's not a good border, but I'll be damned if pirates having that thing on call isn't a surefire way to get people to surrender.

I agree, were-pirates would be awesome. I don't know why I didn't think of that before.
Omnirahk, half-Rahkshi

12-13-07, 11:24 AM
I agree, were-pirates would be awesome. I don't know why I didn't think of that before.

Hah! Were-pirates. "Oh no! The moon is coming out! [transformation sounds]. Aar, matey. Yo ho. Rum. Depp."*

But thanks, I'll probably use the idea myself in some campaign.

*I do hope somebody gets the reference.
Damned slayer

12-13-07, 12:58 PM
pirates of the Carrabeins? but with undead crew instead of were tho
RAGNAROKISCOMING2007

12-13-07, 01:30 PM
pirates of the Carrabeins? but with undead crew instead of were tho

or they can be ghost pirates.

or maybe your crew sails, unknowingly, into an ancient sea of dire sea creatures.

or maybe your crew sails into a part of the sea at night and encounter lots of will-o-wisps.

maybe your crew sails into sahuagin territory. the sahuagin seek to sink your crew's ship and add it to their collection of broken ships just below them. maybe these other ships contain piles upon piles of treasure?
CryoSilver

12-13-07, 02:15 PM
Wereghost pirates!
Toki_Wartooth

12-13-07, 02:26 PM
Wereghost pirates!Old Man Withers in a Wereghost pirate mask!
Velcro Zipper

12-13-07, 02:59 PM
You should have them fight off scurvy and seasickness. Sailing through a powerful enough storm might actually be worth a good share of XP if you're looking for something completely atypical. I don't know if you've ever been underway, but the ocean itself can be a bit of a monster.

If I remember right, Kopru from MM3 (I think) are about CR6. They're like vaguely anthropomorphic sea slugs with mind-controlling powers.

A crap-ton (or should I say crab-ton) of Yurians from the Fiend Folio might be fun too. Crab people, crab people, taste like crabs, talk like people!

I just remembered a ship-based adventure I ran where a doppelganger had stowed away and was murdering the crew and passengers. It turned out to be a pretty good mystery. Maybe you could have a doppelganger disguised as Old Man Withers disguised as a wereghost pirate?
Omnirahk, half-Rahkshi

12-13-07, 03:11 PM
All very correct. I did realize the were pirates are so much like Pirates of the Caribbean. I was talking about my impression, and a certain Tempts Fate adventure (http://goblinscomic.com/tf8.html). (By the way, if you love that, check out the main comic. Tempts Fate is just a glorified donation meter.)
CryoSilver

12-13-07, 03:23 PM
Scurvy would be much less of an issue for a D&D world, ecause food can be kept fresh mch longer and more easily with Gentle Repose or Purify Food and Drink.

Seasickness... Well, I guess some people get seasick, but it usually passes in a few hours.
Velcro Zipper

12-13-07, 03:32 PM
The scurvy and seasickness suggestion was a bit of a joke, but having to fight a battle while seasick could make for an interesting fight. Besides, those few hours while your sick can feel like days.
CryoSilver

12-13-07, 03:38 PM
I know. I spent several days on a boat at sea last year, and got to watch half my friends retching for the entire first day.
Damned slayer

12-13-07, 04:08 PM
they've already been through a dead calm (within a dead magic zone:) otherwise too easy to get out with gust of wind or any other ****)

They are not the ones that are sailing they are only passengers so I already did the storm, the dead calm, the diseases, a plot with thief/assassin on board, and I'm searching for like 2 or 3 encounters, got 1 with a pirate ship
CryoSilver

12-13-07, 04:10 PM
The boat springs a leak. A big leak. Doesn't matter how, could be a whale, could be a giant turtle, could be a reef, whatever.
LivingShadow

12-13-07, 04:10 PM
I would have to recommend Vorpral's Drippitch (http://forums.gleemax.com/wotc_archive/index.php/t-705973)
teamfireyleader

12-13-07, 04:34 PM
Ok here is my idea.
-Doppleganger aboard. Keeps killing people, goes fishing every day (disguised ofcause)
-While fishing accidentally catches saughain (sp) prince.
-they retaliate and trie to kill all aboard because they think pcs are protecting doppleganger.
-They send waves of boarders 1 per day.
-They finally let slip about the doppleganger mid battle.
-pcs realise.
-Give him away
-peace treatie.