Dampstrider: 2nd place Uncon Monster [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

12-01-05, 11:27 PM
Dampstrider

A high-pitched cry of eerie lonliness sounds from within the moss-draped branches of the nearby trees and you begin to sink in the suddenly swamped mud beneath you...

Huge Magical Beast (water)
Hit Dice: 7d10+21 (61 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 dex, +4 natural, -2 size), touch 10, flat-footed 12
Base Attack/Grapple: +7/+19
Attack: Gore +10 melee (2d6+4) or Claw +10 melee (2d4+4 plus mudflesh)
Full attack: Gore +10 melee (2d6+4) or Claw +10 melee (2d4+4 plus mudflesh)
Space/Reach: 15 ft./20 ft.
Special Attacks: Mudflesh, spell-like abilities
Special Qualities: Bog musk, camouflaged, dampstride, darkvision 60 ft., immune to disease, low-light vision, scent, swampbond, tremorsense 20 ft., vulnerability to dessication
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 19, Dex 15, Con 17, Int 6, Wis 17, Cha 5
Skills: Balance +12*, Hide +10, Knowledge (nature) +2, Spot +4, Survival +9*
Feats: Blindfight, Endurance(B), Improved Bull Rush, Power Attack
Environment: Any marsh
Organization: Solitary or Mates
Challenge Rating: 7
Treasure: None
Alignment: Often lawful neutral
Advancement: 8-26 HD (Huge), 27+ HD (Gargantuan)
Level Adjustment: -

Dampstriders bear a passing resemblance to a massive heron covered in murky, dark grey feathers that are constantly moist and slick with algae. Its scaled legs are long and thin and end in vast splayed feet. Its wings, though not atrophied, are far too small to allow it flight, causing it to remain earth bound all its life. Its brown-flecked black eyes are large even for its size and look down a massive black beak, normally streaked with mud, that comes to a point.

Dampstriders seem to have an almost mystical tie to the wetlands, which is often of their own creation. They tend to pick a certain area and continue to hike about it until entire valleys are flooded. Once it has its own area, or has found a real swamp devoid of other dampstriders, it lets out long, eerie calls that can echo for miles around, calling for a mate.

They normally lay a batch of four eggs once a year (twice if in warm marshes), within a floating mass of woven reeds which the female and male take turns setting, the other prowling about and guarding. The eggs themselves are extremely boyant and will float even with considerable weight upon them. When the dampstrider's eggs hatch they overflow with water and out comes the chick. They can stride upon the water within moments of hatching, though do not have the ability to cause areas to swamp until they mature, a process taking nearly six years.

A dampstrider eats nigh anything that grows within the swamp, from waterplants and snakes to skimming algae off the tops of the bog.

They stand some 20 feet high, able to stretch out their necks surprising distances, and weigh about 500 lbs, being extremely light for their size. They speak aquan and their own native language.

Combat:
Dampstriders, though watchful, tend to ignore anything that doesn't pose an immediate threat. They don't tolerate creatures that give them in trouble however, and tend to rush at them and knock them into the water. They then kick and peck powerfully until it flees. They are territorial as well and don't take kindly to other dampstriders unless it is a potential mate. Dampstrider's will more often than not continue chasing until their opponent outruns it or leaves the swamp.

Bog Musk (Ex):
A dampstrider would be extremely difficult to track normally with its constant walking atop the waters, but even flying and aquatic creatures are unable to use their scent ability to detect it within the marshes it inhabits. For it smells exactly like that of its home, which is often quite strong and reminescent of stagnant water and rotting reeds.

Camouflaged (Ex):
A dampstrider's coloring and perfectly still stance gives it a +8 bonus to hide checks while in its swamp, which is already included in the statistics above.

Dampstride (Su):
With each step of a dampstrider's foot all land within a 20 foot radius becomes flooded with stagnant water to a depth of 1d6 feet. This ability only works in locations that were originally forest, hills, or plains, and the dampstrider will not often venture into any other terrain. This can cause those nearby to sink and homes to swamp, though the dampstrider itself never sinks more than a few inches below the surface as if continuously under the affects of the Water Walk spell. Reeds, vines and other swamp flora begin to grow within its area after about a week. This is not a controllable ability of the dampstrider.

Mudflesh (Su):
The blow of a dampstrider's foot does strange, painful things when it comes in contact with flesh. Every time the dampstrider makes a claw attack its opponent must make a DC 16 fortitude save or the flesh all around the wound bloats and turns a muddy hue. This causes a -1 penalty to the opponent's natural armor class if it has one for 1d4 minutes. Multiple blows stack. The kick also causes the blood in that area of the body to thin and take on the properties of swamp water. This causes 1d6 constitution damage (DC 16 fortitude save halves). The dampstrider is immune to its own mudflesh ability. The save DC is constitution based.

With each blow the opponent also has a chance of contacting Blinding Sickness (see p. 292 of the Dungeon Master's Guide)

Murksight (Ex):
A dampstrider can see out to twenty feet in hazy surroundings, including the areas of such spells as fog cloud and obscuring mist.

Spell-like abilities:
At will/Create Water, Soften Earth and Stone; 3/day Control Water, Obscuring Mist. Caster level 10th. Save DC's are wisdom based.

Swampbond (Su):
When in contact with the waters of a swamp the dampstrider gains fast healing 2. Also, a vial of swamp water acts as a potion of cure light wounds to a dampstrider.

Vulnerability to Dessication:
A dampstrider takes half again as much (+50%) damage as normal from dessication spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: *A dampstrider gains a +6 racial bonus on balance and survival checks.
Olly

12-02-05, 07:09 AM
I like these guys. Can they be trained as mounts?
savant_warlord13

12-02-05, 12:34 PM
shouldn't it be vulnerable to dehydration spells like horrid wilting and a bunch of the spells in sandstorm?
The Vorpal Tribble

12-03-05, 09:05 AM
I like these guys. Can they be trained as mounts?
I'd find it pretty unlikely. They don't coem across to me as a creature that'd care much for it, though maybe it could be bullied into it, dunno.


shouldn't it be vulnerable to dehydration spells like horrid wilting and a bunch of the spells in sandstorm?
Sandstorm is one of the books I don't have *murmers*, but it'd be likely I'd think. They'd probably REALLY hate the caster though ;)
savant_warlord13

12-03-05, 09:41 AM
well, just put double damage from dessication under the special qualities