Creatures of the Abarat [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

07-14-05, 10:58 PM
There is a mysterious place in a strange ocean, a ring of islands for each hour of the day, filled with all manner of bird, beast, men, objects, and numerous in-betweens that populate it. These are some of the creatures dwelling there.

Tairry cat
Small Magical Beast
HD:2d8+5(14hp)
Initiative:+2
Speed: 30ft
AC:14(+2dex,+1size, +1 natural)
Attacks: 2 claws+3 melee, bite-1 melee
Damage: Claw 1d4+1, bite 1d6
Special Attacks: Yowlering
Special Qualities: See invisibility, low-light vision, darkvision 60ft, SR13, Nine Lives
Saves: Fort+4, Ref+5, Will+2
Abilities:Strength13,Dex15,Con13,Int4,Wi s14,Cha12
Skills: spot+3, listen+3, move silently+3, hide+7, sense motive+3
Feats: Toughness
___________________
Environment: Abarat, the island of Ninny-hammer
Organization: Solitary, pair, smatter (3-6), or swarm (7-19)
CR:1
Alignment: Usually chaotic good
Treasure: no coins, 25% items, standard goods
Advancement: 3-6hd(small), 7-10(medium)

A tairry cat looks like a large, shaggy feline with peircing intelligent eyes.

The tairry cats are intelligent wild felines on the island of yabba dib day. There a select group of them act as the wardens and guards of the infamous evil wizard Wolfwinkle.

Combat: Tairry cats emerge from the shadows and swarm their enemies, fighting fiercely and bravely.

Yowlering(ex): Once per day, as a free action, a tairry cat can begin a chorus of horrible screaming that sounds like tortured souls. Creatures within 80ft must make a will save or be shaken as long as the yowlering continues. The dc is 12, +1 for each other tairry cat participating to a maximum of +8.

See Invisibility(Su): Constantly active.

Nine Lives(su): each time a tairry cat is slain, unless reduced to -30hp or disintegrated, they rise 1d6 rounds later at 1/2 their max hp. This can happen up to eight times. The average tairry cat has lost 1d4 lives already, and most will retreat after losing one or two.
R.M.G.C.L.F.

07-15-05, 03:38 PM
Geshrat
Medium Monstrous Humanoid
HD:2d8(9hp)
Initiative:+3
Speed:30ft, Climb 40ft
AC:14(+3dex,+1natural)
Attacks: 2 claws+3 melee, gore-1 melee
Damage: Claw 1d6+1, gore 1d4
Face/Reach:5ft by 5ft/10ft
Special Attacks: Bizzare
Special Qualities: Skinkering, DR5/+1, low-light vision
Saves: Fort+0, Ref+6, Will+3
Abilities:Str13,Dex17,Con10,Int11,Wis10, Cha8
Skills: Swim+6, Hide+8, listen+2, knowledge(arcana)+2, spellcraft+2, perform(song)+1
Feats: Dodge
________________________________________ _____
Climate/Terrain: Any land
Organization: Solitary, pair, family(3-5), or tribe (6-9)
CR:1
Alignment: Any
Treasure: standard
Advancement: By class level

"I'm here," said a voice from above, and there, hanging upside-down from a roof beam, was a creature that resembled a halloween nightmare come to life. His skin was a mottled orange, the pupils in his dark-rimmed eyes dark slits. There were four knobbly horns on his head, and two leathery fans of skin spread from either side of his head where ordinary folks would have had ears.

Geshrats are just one of the many humanish races that populate the isles of Arabat. They are quite flexible, nimble, adept climbers, and their appearance can be quite frightening if they are truly angered.

combat:

Bizzare(ex): A geshrat's physical appearance can come off as markedly ugly, horrible, strange, or just unusual. Non-abarations, unless inured to the ways of the Abarat, suffer a -1 morale penalty to attack rolls against them.

Skinkering(ex): A geshrat can move about as if under a constant spider climb effect.
OamuTheMonk

07-15-05, 04:09 PM
Ponderous: (Adj) of very great weight; unweildy, clumsy; oppressively dull

This name seems ill-suited to any ability or trait a quick, nimble creature has.

From the description, it sounds like you're going for something like Unaesthetic.
MinionOfCthulhu

07-15-05, 06:11 PM
Ponderous: (Adj) of very great weight; unweildy, clumsy; oppressively dull

This name seems ill-suited to any ability or trait a quick, nimble creature has.

From the description, it sounds like you're going for something like Unaesthetic.

No matter the name, I'm not too fond of the rule. Are they really that horrible looking? There are some fugly monsters and D&D and almost all, if any, cause a pentalty like this.
R.M.G.C.L.F.

07-15-05, 06:20 PM
It's not necisirily ugly so much as strange and surreal to an almost artistic extent.

It's just a general trait I'm giving to most abaration peoples, being a whole world marked by its unusualness, especially in contrast to the otherwise mundane.

Most things in DnD are still in place. You see kobolds in mines and raiding parties, elves in forests and adademies, etc. The sort of erratic placement and juxtaposition of abaratian weirdness unnoticed by the more normal members of the crowd, without clear intent or purpose, is a key element that needs to be expressed. Adventurers would probably get used to it faster, but it still takes some adjusting to.
Great Cthulhu

07-17-05, 02:01 AM
YOU READ ABARAT?
I ONLY KNOW TWO OTHER PEOPLE ON EARTH WHO'VE EVER HEARD OF THE SERIES!!
These are terrific.
However, do you plan to add the traits for anyone who wants to use a Geshrat as a race for their character.
For example, Malingo is an example of a Geshrat War2, Sor2. (Maybe. I dunno. He can fight fairly well, and he studied a lot of magic at Kaspar's house.) Then again, pretty low Cha for a sorceror. Wizard perhaps.
Do you plan to add to this?
Some ideas: Sacbrood, The Beasts of Ifreet, the Totemix.*
Keep up the good work.

*I would figure the totemix would follow rules similar to Hordelings.
R.M.G.C.L.F.

07-17-05, 10:28 AM
Ah yes. What a wonderful series.

I haven't yet read the second book, so please no spoilers.

I'd put malingo at wizardry, although really abarat calls for a new series of spellcasting.

The low charisma is based on his lack of confidence and self-worth.
Taeldrin Laesrash

07-17-05, 10:35 AM
Remeber that Malingo was only like that because Wolfswinkel had been an abusive master for most of his life, the lack of self-worth probably isn't natural. And I'm not sure where you're getting that 'Bizarre' trait from, far wierder things populate and walk the streets of the cities. Other than that, good work. Great books, by the way.
R.M.G.C.L.F.

07-17-05, 11:13 AM
I'm kinda forced to use malingo as a base for the species, but in general geshrats sound fairly low-charisma.

Edit: Geshrats in general seem to be regarded with a lot of derogatory scorn, so that will probably factor in to a low charisma.

The trait mentioned above is going to be given to most of the people of Abarat.
Great Cthulhu

07-17-05, 06:05 PM
Ah yes. What a wonderful series.

I haven't yet read the second book, so please no spoilers.

I'd put malingo at wizardry, although really abarat calls for a new series of spellcasting.

The low charisma is based on his lack of confidence and self-worth.
Sorry, didn't know that you only read the first book.
Cosmosis

07-17-05, 06:50 PM
What's this? A poster I admire immensely has read an obscure book I admire just as much? Oh my.
You simply have to add the sea-skippers and stitchlings. Others that don't have much information but would at least be interesting would be the Fugit brothers, mantizacs, telescopic squids, that sea dragon, and whatever Shape is.
I really reccomend you pick up a hardcover copy of Abarat: Days of Magic, Nights of War as soon as possible; mine cost $24.99. Awesome book, and it's got lots more creatures to write up.
By the way, it's spelled tarrie-cat.
R.M.G.C.L.F.

07-17-05, 08:14 PM
About the spelling, I experienced it through the book on tape version, so I'm going to try to get a harcover of both. Don't want to miss out on the pictures which started it all, and there's a few fine points I want to look over.


Sea-skippers I will do, although stitchlings seem a tad ambiguous. Mendleson shape I think by the description is not so much a creature as an extreme person, probably a couple of 18's and 3s in his ability scores. An aberrant human, but a human nonetheless.
R.M.G.C.L.F.

07-29-05, 08:08 PM
Sea Skipper
Medium Monstrous Humanoid
HD:2d8+4(13hp)
Initiative:+1
Speed: 40ft, Swim 30ft
AC:13 (+2 natural,+1dex)
BAB/Grapple:+2/+3
Attacks: 2 claws+3 melee or driftwood club-1 melee
Damage: Claw 1d4+1, Driftwood club 1d8+1
Face/Reach:5ft by 5ft/5ft
Special Attacks: Bizzare
Special Qualities: Sea skipping, Cold Resistance 5
Save: Fort+2,Ref+4,Will+3
Abilities:Str13,Dex13,Con15,Int10,Wis10, Cha10
Skills: Game(waterpolo)+5, Spot+2, Listen+2, Search+1, Bluff+2, Sense Motive+2, Diplomacy+1 (+5 racial bonus to balance checks)
Feats: Run
___________________________
Climate/Terrain: Saltwater Aquatic (Isabella sea)
Organization: Solitary, pair, hangout (3-6), or tournament (8-12)
CR:1
Alignment: Any
Treasure: Half Standard
Advancement: By class level

Sea skippers resemble a fishy-looking human, or a human-shaped fish. Their facial features are very humanoid, while their limbs tend to be almost frog-like or reptilian.

Sea skippers are creatures that stride about the surface of the isabella sea looking around and playing games while living and working in cities deep beneath the surface. They are generally mild-natured helpful creatures, and never eat anybody important.

Combat:

Sea skipping(su): A sea skipper can travel over bodies of water as if by a constant water walk spell.
Vadin

07-29-05, 09:41 PM
AHHHH! I LOVE IT!!! Dude. You have no idea how happy you have made me. BUT WAIT! whats the name of the second book?
R.M.G.C.L.F.

07-29-05, 10:17 PM
Stitchling, Normal
Medium Construct
HD:2d10(11hp)
Initiative:+2
Speed: 20ft
AC:15(+1dex,+4natural)
BAB/Grapple:+1/+3
Attacks: Longsword+4 melee or rake+3 melee
Damage: Scimitar 1d8+3 crit 19-20/x2, Rake 1d4+3
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Bizzare, Vital Mud
Special Qualities: Mixed Skin, Sonic Resistance 10, Construct Traits, Darkvision 60ft
Saves: Fort+0,Ref+1,Will+0
Abilities:Str15,Dex13,Con-,Int8,Wis10,Cha6
Skills: Spot+1, Listen+1, Move Silently+2, Jump+3, Climb+3 (-3 circumstantial penalty to hide checks due to coloring)
Feats: Weapon Focus(Longsword)
________________________________________
Climate/Terrain: Gorgossium, Isle of Midnight (12:00AM)
Organization: Solitary, pair, company (3-6), or troop (4-12 plus 1-3 more intelligent gorgossians)
CR:1
Alignment: Usually Neutral Evil
Treasure: None
Advancement: 3-6HD(medium), 7-10HD(Large), or by fighter levels

Stitchlings are grotesque monsters to behold, their body humanoid in shape, their skin a hideous medly of flesh and fabric.

Stitchlings are warriors made by sewing together skins and cloth then filling them with living mud. The stitchlings are made by Grandmother Carrion and her seamstresses, and it is the old woman's perpetual sleepless labor to produce them.

The stats here represent the average stitchling warrior.

Combat: Stitchlings fearlessly march into battle and fight mercilessly at the behest of their dark masters.

Bizzare(ex): The horrific and mismatched appearance of a stitchling can be frightening to non-abarations. Any such people who are not inured to the strangeness of the islands suffers a -1 morale penalty to attack rolls against them.

Vital Mud(su): Upon its physical destruction, a stitchling's living mud is released and flails about madly attacking any within range. It acts on the stitchling's initiative for one round before drying up and dying. A stitchling destroyed by fire, cold, or electricity will yeild no mud.

Living Mud
Small Ooze(earth, water)
HD:1d10+5(10hp)
Speed:10ft, burrow10ft, swim15ft
AC:10
Attacks:Slam+1 melee
Damage: Slam 1d6+1
Special Qualities: Amorphous, Ooze Traits, Blindsight 20ft
Saves: Fort+2,Ref-1,Will-3
Abilities:Str13,Dex9,Con11,Int-,Wis4,Cha1


Mixed Skin(ex): Any given stitchling is made from a variety of different skins. Roll a d12 twice on this table to determine the special nature of its compoent skins and what benefits they grant.
1-White-Furred Skin, Cold Resistance 5
2-Fire-breather skin, Fire Resistance 5
3-Rubbery Skin, Electricity Resistance 5
4-Slimy Skin, Acid Resistance 10
5-Tough Scaly Hide, Increase natural armor bonus by 1
6-Slippery Maleable Skin, +5 to escape artist checks
7-Chameleon Skin, +4 bonus to hide checks
8-Carapace or Stone Skin, DR1/-
9-Fish Skin, +3 bonus to swim checks
10-Bumpy Skin, +3 bonus to climb checks
11-Wurm Skin, SR8
12-Muscular Skin, +2 strength



Stitchling, Mire
Large Construct
HD:8d10(44hp)
Initiative:-1
AC:17(+7 natural, -1 size, -1dex, +2 armor)
BAB/Grapple:+6/+16
Attacks: 2 slams+10 melee
Damage: Slam 1d10+6
Face/Reach:10ft by 10ft/10ft
Special Attacks: Vital Mud, Bizzare
Special Qualities: Pondrous Mind, Construct Traits, Darkvision 60ft, Helmet Leak, Mixed Skins
Saves:Fort+2,Ref+1,Will-1
Abilities:Str23,Dex9,Con-,Int6,Wis4,Cha2
Skills: None
Feats: None
___________________________
Climate/Terrain: Gorgossum, Island of Midnight
Organization: Solitary, pair, company (3-6), or troop (4-12 plus 1-3 more intelligent gorgossians)
CR:5?
Alignment: Usually Lawful Evil
Treasure: None
Advancement: 9-16hd(Huge), 17-20HD(Gargantuan)

Mires are far more massive and ugly than ordinary stitchlings, and beneath their helmets they were a demented and cruel grin.

Mires are the largest and stupidest of stitchlings. They work best under close instruction due to their pitiful mental capacity.

Combat:

Vital Mud(su): Upon its physical destruction, a stitchling's living mud is released and flails about madly attacking any within range. It acts on the stitchling's initiative for one round before drying up and dying. A stitchling destroyed by fire, cold, or electricity will yeild no mud.
The mire produces one medium living mud or two small living muds (equal chance).

Living Mud
Medium Ooze(earth,water)
HD:2d10+12(23hp)
Speed:20ft, burrow10ft, swim30ft
AC:8
BAB/Grapple:+1/+4
Attacks:Slam+4 melee
Damage: Slam 1d8+3
Special Qualities: Amorphous, Ooze Traits, Blindsight 40ft
Saves: Fort+4,Ref-1,Will-3
Abilities:Str17,Dex7,Con13,Int-,Wis4,Cha1

Mixed Skin(ex): Any given stitchling is made from a variety of different skins. Roll a d12 three times on this table ( a mire requires more different skins duee to its greater size) to determine the special nature of its compoent skins and what benefits they grant.
1-White-Furred Skin, Cold Resistance 5
2-Fire-breather skin, Fire Resistance 5
3-Rubbery Skin, Electricity Resistance 5
4-Slimy Skin, Acid Resistance 10
5-Tough Scaly Hide, Increase natural armor bonus by 1
6-Slippery Maleable Skin, +5 to escape artist checks
7-Chameleon Skin, +4 bonus to hide checks
8-Carapace or Stone Skin, DR1/-
9-Fish Skin, +3 bonus to swim checks
10-Bumpy Skin, +3 bonus to climb checks
11-Wurm Skin, SR13
12-Muscular Skin, +2 strength

Pondrous Mind: Every minute spent not under direct command a mire has a cumulative 11% chance of forgetting what it was doing. When that happens, they must make a will save dc:15 or become confused until a gorgossian authority figure gives them some command or instruction. If not confused they will usually wander aimlessly or attempt to somehow continue whatever it seems like they were doing.

Helmet Leak(ex): A mire that loses its helmet begins deflating rapidly, taking 1d12 damage and suffering a cumulative -4 penalty to strength each round until it can be replaced. Removing a helmet requires climbing or grappling onto the monster's top and making an opposed strength check at a -3 penalty if noticed (otherwise it takes a strength check dc:16).



I-can't-remember-this-character's-name-somebody-help-me-out
Small Construct
HD:4d10+4(26hp)
Init:+2
Speed: 20ft
AC:16(+1size,+2dex,+3natural)
BAB/Grapple:+3/+0
Attacks: Scimitar+7 melee or bite+6 melee
Damage: Scimitar 1d6+2 crit 18-20/x2, bite 1d4+3
Face/Reach: 5ft by 5ft/5ft
Special Attack: Bizzare
Special Qualities: Mixed Skin, Construct Traits, Darkvision 60ft, Living Construct, SR13
Saves:Fort+2,Ref+3,Will+2
Abilities:Str14,Dex15,Con13,Int13,Wis12, Cha8
Skills: Hide+10, Listen+3, Spot+3, Move Silently+3, Search+2, Jump+2, Climb+2, Swim+2, Bluff+1, Diplomacy+1, Sense Motive+2 (-3 racial penalty to hide checks)
Feats: Weapon Focus(scimitar), Combat expertise
____________________________________
Climate/Terrain: Gorgossium, Island of Midnight
Organization: Solitary, company ( plus 2-4 standard stitchlings), or conspiracy (plus 1-3 seamstresses and 2-5 other stitchlings)
CR:2?
Alignment: Neutral Evil
Treasure: Half Standard
Advancement: By character class (favored class fighter)

___ is small for a stitchling, with narrow keen eyes and an unusually life-like texture to his skins.

____ is one of the few stitchlings gifted with functioning vital organs and consequently the capacity to enjoy pleasures such as eating and sleeping. ___ is also quite bright for a member of his kind.

Combat:

Bizzare(ex): The horrific and mismatched appearance of a stitchling can be frightening to non-abarations. Any such people who are not inured to the strangeness of the islands suffers a -1 morale penalty to attack rolls against them.

Mixed Skin(ex): ___ has muscular skin and rubbery skin.
R.M.G.C.L.F.

07-29-05, 10:18 PM
AHHHH! I LOVE IT!!! Dude. You have no idea how happy you have made me. BUT WAIT! whats the name of the second book?
Abarat: Days of Magic, Nights of War.

Thank you. ^_^
Great Cthulhu

07-29-05, 11:26 PM
Terrific conversion of the Sea Skippers and the Stitchlings! :D
I hope you put these in the archives for future reference.
R.M.G.C.L.F.

07-30-05, 12:31 AM
Zethekaratchia
Medium Beast (I am aware that the creature type "beast" does not exist in 3.5, so if you feel compelled to inform me of this fact, please simply smack your face against the moniter until either such compulsions vanish or your screen goes black.)
HD:5d10-4(23hp)
Initiative:+2
Speed: 30ft, Fly 50ft (poor)
AC:15(+3 natural, +2dex)
BAB/Grapple:+3/+5
Attacks: 2 wings+6 mellee
Damage: Wing 1d8+2
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Decapitating Bite, Inhale, Bizzare, improved grab
Special Qualities: Eternal Hunger, Thaumaphobia, Fire and Acid Resistance 10, Low-Light Vision, Darkvision 90ft
Saves:Fort+3,Ref+6,Will+2
Abilities:Str17(19 if sated),Dex15 (17 if sated),Con8,Int4,Wis13,Cha8
Skills: Spot+3, Listen+3, Search+1
Feats: Ability Focus(Decapitating Bite), Weapon Focus(Wing)
___________________________________
Climate/Terrrain: Gorgossium, Island of Midnight
Organization: Solitary, Pair, or flock (3-5)
CR:2?
Alignment: Usually Neutral Evil
Treasure: None
Advancement: 6-9HD(Medium), 10-18HD(Large)

Zethekaratchias are truly strange to look upon. Their thin bodies bear flapping wings, matted hair, and wide hungry toothy mouths. The most remarkable thing about them however is their transparent flesh and glowing bones, which become particularly bright when they are frightened or angered.

Zethekaratchias are also called "The Ever Hungering Ones", because they are utterly incapable of being sated no matter how much they devour. Most people simply call them zetheks for short.
In addition to being murderously ravenous, the zethekaratchias are also very cruel, spiteful, and childish monsters. When it comes to food, if they can't have it, nobody can, and will frequently deficate upon stores of eatables found innacessable to them. For some reason the simple-minded Zethekaratchias are terrified of magical incantations.

Combat: Zethekaratchias attack with ravenous intent, seeking any food living or dead. At the presence of frightening magic they flee in terror, often leaving a soiling blast as a parting gift out of spitefulness.

Bizzare(ex): A Zethekaratchia's physical appearance can come off as markedly ugly, horrible, strange, or just unusual. Non-abarations, unless inured to the ways of the Abarat, suffer a -1 morale penalty to attack rolls against them.

Decapitating bite(ex): A zethekaratchia can engulf the head of a creature equal size classed or smaller as a full-round action by making a touch attack at a -3 penalty (this provokes an attack of opportunity), or with a grapple check on a grappled creature at -2 penalty. In order to break free one must either make a successful opposed strength check at -2 penalty, or it must be attacked (whereupon it reflexively spits the person out). If it begins the round with a head engulfed, it can chomp down on it. The person must make a foritude save dc:17 (strength-based dc) or be killed instantly (where applicable), and even those succeed take 1d12 damage and gain a bleeding wound that deals 1 damage per round.

Inhale(ex): As a move-equivalent action a zethekaratchia can suck air toward it, forcing the target creature to make a strength-based reflex save or be drawn 1d4x5ft closer. If a creature is brought into its reach this way, it may attempt to engulf their head in lue of the normal attack of opportunity.

Eternal Hunger(ex): A zethek constantly suffers the penalties of starvation, except it suffers no subdual damage (though it is fatigued by hunger as if it had). A single ring of sustenance or clear spindle ion stone will only remove this permanent starvation and reduce it to normal metabolism. It takes two such items to negate its hunger.

Thaumaphobia: Zethek's suffer a tremendous fear of certain forms of incantation. Casting any Enchantment, Divination, Conjuration, Transmutation, or sonic spell forces the Zethek's within hearing range to make a save against the spell dc or be frightened for 1 minute.
R.M.G.C.L.F.

07-31-05, 01:28 AM
bump
Great Cthulhu

07-31-05, 07:28 PM
Zetheks? Weren't they in the second book? Have you started reading it? Either way, yet another great representation of Abaratian monsters. :D
R.M.G.C.L.F.

07-31-05, 10:40 PM
I have just recently started it.
R.M.G.C.L.F.

08-06-05, 11:33 PM
Added in the nine lives for tarrie cats
R.M.G.C.L.F.

08-22-05, 07:20 PM
Deep Sea Creatures





Scalpel Fish
Diminutive Beast(Aquatic)
HD:4d10(22hp)
Initiative:+3
Speed: swim 15ft
AC:18(+4size,+3dex,+1natural)
Attacks: Inscicion(spelling?)+10 melee or puncture+10 melee
Damage: Inscision 4 (crit18-20/x3), puncture 4 peircing (crit 18-20/x3)
Face/Reach:1ft by 1ft/0ft
Special Attacks: instinctive surgery, bizzare
Special Qualities: light sensitivity, precision(sp?) cutting, darkvision 60ft
Saves: Fort+4,Ref+4,Will+1
Abilities:Str1,Dex17,Con11,Int2,Wis14,Ch a4
Skills: Heal+16, knowledge(anatomy)+1, spot+5, listen+3, hide+16 (recieves skill points as animal)
Feats: Skill focus(heal), weapon finesse
_________________________
Environment: Deep ocean (the Isabella Sea)
Organization: Solitary, mated pair, or medical team (3-6)
CR:4?
Treasure: None
Alignment: Always Neutral
Advancement:5-8(diminutive), 9-10(tiny)

A scalpel fish appears as a tiny fish with a sharp, glistening cutting instrument on the end of its head.

Scalpel fish are some of the most extreme examples of life-forms so mind-bogglingly quirky and well-adapted to a single task it makes it impossible to believe their was no higher purpose in their design. These creatures have an inborn knack for surgery at such an advanced level that it baffles the leading specialists in the field. They perform various operations on those unfortunate enough to sink into their dark sea regions, made easier by the fact that such people are usually unconcious or dead.

combat: Scalpel fish respond to hostile and non-hostile creatures in kind, by performing operations on them with rutheless precision and purpose.

Light Sensetivity(ex): Like most creatures of the depths, scalpel fish are unacustomed to bright light and will flee from it when not already in the process of an operation. Bright light (such as that of a daylight spell) causes them to suffer a -1 penalty to attack rolls.

Precision Cutting(ex): A scalpel fish uses its dexterity modifier for damage rolls.

Instinctive surgery(ex): A scalpel fish is capable of incredible surgical feats through some instinctive skill surpassing the greatest knowledge aquired through learning among sentient creatures. They use their dexterity modifier for heal checks, and gain a +6 racial bonus to them. They also secrete various medicinal substances, with smaller biological aparati that serve in lue of stitches, difibulators, and everything in between, so they never require a healing kit. A scalpel fish usually favors the following kind of operations, and can afterwords, as a move-equivalent action, convert all damage dealt by its incision and puncture attacks to subdual damage. It can begin an operation with a successful critical hit, taking 1d6+1 rounds and provoking an attack of opportunity each round. The heal check it makes at the end suffers a -3 penalty if the subject is concious, and the creature cannot take ten on it. A failed check usually results in opening a bleeding wound (3 points of damage per round, heal check dc:17) and doubling the physical damage or ability damage and dealing 1d12 peircing damage.
Frontal Lobotomy: This operation deals 1d4 permanent int damage and 1d6 temporary wisdom damage, but frees the subject from any form of charm, mind control, or insanity. DC 24
Vitatransotomy: This operation uses incomprehensibly difficult rerouting of vital fluids to correct damage dealt to a creature's life force. This removes 1d4 negative levels and converts any ability drain dealt by an undead creature to temporary ability damage. Upon failure it deals 1d8 temporary charisma damage and 1d4 temporary constitution damage. DC27
Messy Lacerations: This involves a systematic cutting up of the target. It deals 1d6 con damage, 1d4 strength damage, leaves a bleeding wound that deals 2 damage each round and takes a heal check dc:18 to treat, and deals 1d12 slashing damage.
Implant Removal: This operation takes out any larva or egg that has been implanted in the subject. This deals 1d8 slashing damage instead of the damage listed by the implant ability, but still uses the listed heal dc.
Revival: This operation revives any once-living creature killed by asphyxiation, drowning, fear, or electric shock, provided that they died no less than 4 minutes ago and were not reduced to -30hp. They are restored with 1d6-2 hp, minimum of 0hp. Even if successful, the subject has to deal with being underwater, and must make a foritude save dc:17 or die from shock. Failure deals 1d12 electric damage to the body. DC:30
Anaerobic Augmentation: This operation deals 1d4 temporary constitution damage, and changes the subject's breathing organs from lungs to gills, granting them the aquatic subtype. Heal check dc:32.
Others: A scalpel fish is so skilled at routine surgical procedures that it can do a standard appendix removal, kindey transplant, blood transfusion, spleen removal, lung transplant, etc. in a mere 1d4 rounds without a heal check, and only causing the patient 1 temporary constitution damage and 1d6 subdual damage. They usually avoid these unless the subject has an advanced affliction requiring those attentions, due to the boredom and lack of challenge.

Furnace Fish(aquatic,fire)
Huge Beast
HD:8d10+24(68hp)
Init:-3dex
Speed: swim 40ft
AC:16(-2size,-1dex,+9 natural)
BAB/Grapple:+6/+22
Attacks: Bite+13 melee, Tail+10 melee
Damage: Bite 1d10+8, tail 1d8+4
Face/Reach: 20ft by 5ft/10ft
Special Attacks: Improved Grab, Swallow Whole, steam cloud, bizzare
Special Qualities: Light Sensetivity, fire subtype, darkvision 60ft Saves:Fort+9,Ref+7,Will+3
Abilities:Str27,Dex8,Con17,Int1,Wis12,Ch a2
Skills: spot+6, Listen+6 (recieves skill points as animal)
Feats: weapon focus(tail), lightning reflexes, improved intiative
_______________________
Environment: Deep ocean (The Isabella Sea)
Organization: Solitary, pair, or school (3-5)
CR:5?
Treasure: None
Alignment: Always Neutral
Advancement:9-16HD(huge),17-20HD(gargantuan)

Furnace fish are long, bulky aquatic behemoths with green skin, vast but narrow mouths, and a dull glow from their midsection.

A furnace fish, by some gastronomical miracle, manages to keep fires burning in the first five of its six stomachs so its food is cooked by the time it reaches conventional digestion.

Combat: A furnace fish usually seeks to swallow one or two opponents before slinking off to digest its meal. If attacked first, it retaliates with harsh biting and tail-slamming.

Swallow Whole(ex): a creature swallowed by a furnace fish takes 1d12 fire damage in each furnace stomach, passing through one such stomach each round. When it reaches the final stomach, it stays there taking 1d8 bludgeoning damage and 1d10+6 acid damage each round. A light peircing or slashing weapon can be used to cut one's way out, with a gullet AC of 12 and 9 hit points. Cutting one's way out is a tricky buisness however because after a single round the victim is shunted on to a fresh and uninjured stomach. The final stomach is extremely vulnerable, requiring no attack roll to hit and having a scant 4 hit points, but few creatures live long enough to take advantage of this weak point. Although a muscular action closes the hole afterwards, the fires within that stomach are instantly extinguished as it floods with water, and it takes 5 rounds to expell the fluid and restart the flames.
A furnace fish's stomachs can hold up to 3 medium creatures or 5 small creatures. It does not consider tiny and smaller creatures worth eating.

Steam Cloud(ex): once per round, a furnace fish can open its throat mingling fire and water to create a burst of steam. This deals 1d8 fire subdual to all within a 20ft cone, but the creature loses the fire damage for swallow whole for 1 round. The creature is concealed plus a 10ft radius as if by a fog cloud spell for two rounds. This ability may be used once every six rounds.


Black-backed Scorpion Crab
Large Vermin(aquatic)
HD:5d8+25(47hp)
Initiative:-2
Speed: 20ft, swim 50ft
AC:17(-1size,-2dex,+10 natural)
Attacks: 2 claws+9 melee, sting+4 melee
Damage: Claw 1d12+6(crit19-20/x2), sting 1d8+3 plus poison
Face/Reach: 5ft by 10ft/5ft
Special Attacks: Poison, Frightful Presence, bizzare
Special Qualities: DR5/bludgeoning, Electricity and fire resistance 10, SR13, blindsight 80ft, blind, light sensetivity, mindless, vermin traits
Saves: Fort+9,Ref+1,Will+4
Abilities:Str23,Dex7,Con21,Int-,Wis16,Cha14
Skills:None
Feats: Lightning Reflexes and weapon focus(claw)
_______________________________________
Climate/Terrain: Deep Aquatic (Isabella Sea)
Organization: Solitary or cluster (2-5)
CR:5?
Alignment: Always Neutral
Treasure: None
Advancement:6-9HD(large),10-15HD(huge),16-19HD(gargantuan)

Black-backed scorpion craps are terrible sights. Their body is shining black, a smooth disc marked by a haphazard nest of quivering antennae, a long curved stinger-tail, two long razor-sharp pinscir-claws reminiscent of the twin blades used for cutting sheet metal, a grotesque, mish-mash assortment of far too many three-jointed legs (eleven at the least), and a hanging down from the center bottom three miserable tendrils of different lengths around a three-inch-wide whole that serves as a cumbersomely small mouth.

Black-backed scorpion crabs are deep-sea terrors. While mindless, they bear in them sparks of outward will manifest in keen insight and a powerful presence. Because their mouths are so inadequately tiny, they literally shred their victims to ribbons before devouring them.

Poison(ex): Initial damage 1d4 con, secondary 1d6 con, save dc:17.

Light Senetivity(ex): Black-backed scorpion crabs suffer a -1 penalty to attack rolls in bright light.

Frightful Pressence(ex): 80ft range, dc:16(+2racial). Creatures with 5 or less hit dice are frightened, those with 2 or less hit dice are shaken.


***This ends all the deep creatures specifically described and named in the book. The following creatures are inspired by the illustration and conjured from my general feel for the abarat and imagination.***


Micklefish
Medium Beast(aquatic)
HD:3d10+3(19hp)
Init:+3
BAB/Grapple:+2/+6(a micklefish's many arms give it a +3 racial bonus to grapple checks)
Speed: swim 20ft
AC:15(+3dex,+2 natural)
Attacks: 3 claws+6 melee
Damage: Claw 1d6+1 (19-20/x3)
Face/Reach:5ft by 5ft/5ft
Special Attacks: Bizzare, frightful presence
Special Qualities: light sensitivity, darkvision 60ft, low-light vision, blindsight 20ft, scent
Saves:Fort+4,Ref+6,Will+2
Abilities:Str13,Dex17,Con12,Int1,Wis12,C ha8
Skills: Hide+6, move silently+5, Spot+4, Listen+3
Feats: Weapon Finesse(claw), improved initiative
__________________________________
Environment: Deep Aquatic (Isabella sea)
Organization: Solitary or school (2-4)
CR:2?
Alignment: Always Neutral
Treasure: no coins, 50% items, 50% goods (standard saltwater damage)
Advancement: 4-7HD(medium),8-10HD(large)

A micklefish is an ugly, pale, skeletal creature. It has one large green eye on either side of its head, three feather antenna waving in the water, and a vast array of bony arms dangling from its long body.

Micklefish are unpleasant examples of how many highly articulate limbs can be put on a vertebrate without giving it any hint of sentience or grace. They pounce and claw away at potential prey creatures, backing off only when seriously injured (1/4 max hp or less) or subjected to a strong assault and bright light. Micklefish sometimes snag treasures they see on the bottom and carry them about in their numerous arms, though the reason for this is unclear.

Combat:

Frightful Presence(ex): DC10, creature 3hd or less shaken, those of 1hd or less are frightened, 30ft range.

Light Sensetivity(ex): micklefish are dazzled(-1 penalty to attack rolls) in bright light.


Grelgamere
Large Aberration (aquatic)
HD:7d8+14(45hp)
Initiative:-1
Speed: 30ft, swim20ft
AC:14(-1dex,-1size,+6 natural)
Attacks: 2 tentacles+8 melee
Damage: Tentacle 1d6+5
Face/Reach:5ft by 10ft/5ft
Special Attacks: improved grab, blood drain, spell-like abilities, bizzare, frightful presence, hymn of the requiaks, claw of the requiaks
Special Qualities: DR10/+2, fast healing 3, SR17, fire and acid immunity, light vulnerability, blind, blindsight 40ft, tremorsense 80ft, fanatical devotion
Saves: Fort+4,Ref+1,Will+6
Abilities:Str21,Dex8,Con15,Int8,Wis18,Ch a17
Skills: Knowledge(religion)+5, move silently+1, sense motive+3
Feats: Weapon Focus(tentacle), ability focus(frightful presence)
________________________________________
Climate/Terrain: Ocean Floor (the Isabella sea)
Organization: Solitary, cluster(2-4), or conspiracy(5-8)
CR:6?
Alignment: Usually Lawful Evil
Treasure: No coins, standard items and goods
Advancement: 8-11HD(large),12-13HD(huge)

The Grelgameres are bloated, semi-transparent lemon-shaped creatures, bearing eight crude flipper-like legs, five in the back and three on the front. At the front of their blind body are seven small hollow fangs used to suck blood.

Grelgameres, or dark cultsists, are a race of fell beings that inhabit areas of the isabella ocean floor near the trenches. These creatures devote the better portion of their waking lives to worshipping the dreaded Requiaks by constructing crude altars and temples, calling praises to them and channelling small portions of their hideous power. When they sleep, the requiaks send them dreams of their plans for destruction of the hated upper world and the end of all light.
Even after death, they become blobs of sentient darkness, basking in the glory of the requiaks and sheilding them from what little light manages to permiate the depths before being absorbed to add to the strength of their dark masters forever.

Grelgamameres spend most of their non-worshipping time hunting for food. Even this serves some purpose in worship, for they vomit forth some of the blood from each meal onto an altar to transfer the strength to their obscene overlords.

Grelgameres speak infernal and a unique hideous gurgling tongue that only they and the requiaks understand.

Combat: Grelgameres attack when hungry, when seeking material for sacrifice, and attack all they percieve as enemies of the requiaks. Though they fear and despise light, they will brave its burning glow when source approaches their overlords's trenches.

Blood Drain(ex): By making a successful grapple check as if to pin, a grelgamere can begin draining blood, dealing 2 con damage each round the pin is maintained. As they do so, a pink hue begins to spread through their colorless bodies. The grelgamere heals 3 hit points for ever point of constitution drained, and can store up to 10 points of constitution in this way. Any excess is gained as temporary hit points. It may vomit forth up to 5 points of constitution (losing any temporary hit points gained from this) as a move-equivalent action, leaving it free to drain more.

Spell-like abilities(sp): Once per day deeper darkness, dominate deep creature(as dominate animal, but can affect beasts and magical beast and only functions on creatures that live in the depths of the isabella), melf's acid arrow, Summon Monster IV(evil aquatic creatures only), tongues, whispering winds, scrying. Caster level seven, spell dc charisma based.

Frightful Presence(Ex): Range 60ft, DC:20(+2 racial bonus to dc), creatures of 7hd or less shaken, those of 3hd or less are frightened.

Hymn of the requiaks(sp): by spending a full-round action chanting praises of the requiaks and requests for help in its obscene tongue, a deep cultists can call forth a powerful divine boon from its masters. It gains a +3 profane bonus to attack rolls and AC while its opponents suffer an equal profane penalty, all non-grelgamere's within 20ft must make a will save dc:17 or be shaken, and it gains a +7 bonus to one single skill check, attack roll, or saving throw made within the following minute.
A grelgamere can only use this ability once before making another offering to the requiaks, and loses this power if it falls out of their favor or somehow turns away from them. Making an offering requires it to vomit forth 3 points of constitution, toss in a valuable (100gp or higher) offering of gems or art or a magic item, or construct a new altar, all of which take half an hour with accompanying rituals and require a peaceful undisturbed space near the trenches.

Claw of the requiaks(sp): Upon spending a full-round action invoking the power of the requiaks, a single claw gashes out at the targeted enemy (any creature within 90ft) dealing 1d20+7 damage, requiring a normal attack roll with attack bonus +12 to hit (attack bonus for the claw is gelgamere's hit dice plus gelgamere's charisma bonus plus two.)
A grelgamere can only use this ability once before making another offering to the requiaks, and loses this power if it falls out of their favor or somehow turns away from them. Making an offering requires it to vomit forth 3 points of constitution, toss in a valuable (100gp or higher) offering of gems or art or a magic item, or construct a new altar, all of which take half an hour with accompanying rituals and require a peaceful undisturbed space near the trenches.


Light Vulnerability(ex): Gelgamere's pale bodies are seared by light. They take triple damage from any source dealing light damage (such as a lantern archon's light rays or a searing light spell), and must make a fortitude save against such a spell or be loose their blindsight for 1d4 rounds(against non-spell light damage the dc is equal to the damage dealt). A bright light source forces them to make a save or loose blindsight, and they take 1d8 damage from it each round. Even normal light incures -2 penalty to attack rolls and AC and a -1 penalty to skills and saving throws, and mere shadowy illumination dazzles them (-1 to attack rolls).
OamuTheMonk

08-23-05, 12:48 AM
...There are actually surgeonfish that actually do have folding blade-like spines on their bodies that they use to deter predation? Crazy.

I'm not familiar with this book, so I can't really comment, other than to say that the CR looks pretty good on these guys.
R.M.G.C.L.F.

08-23-05, 12:48 PM
...There are actually surgeonfish that actually do have folding blade-like spines on their bodies that they use to deter predation?

I didn't say there were. The creature type is listed as beast, not animal.
OamuTheMonk

08-23-05, 10:01 PM
I didn't say there were. The creature type is listed as beast, not animal.

There is in fact a fish (of the Paracanthurus ...er..variety) that has a folding blade-like spine on each side of its flat, pancake-like body. It is called the surgeonfish. I was merely asking if you were aware of its existance, as the author of this book undoubtably is.
R.M.G.C.L.F.

10-27-05, 12:37 AM
I think the scalpelfish are just unrelated fanciful creations, especially since they correspond directly with the nature of such a tool, performing impromptu operations on people and such.