Saturday, August 05, 2006

Squid Folk

Another new creature, this time inspired by the Octopus Men miniatures made by Evil Gong.

Squidfolk
Small Aberration (Aquatic)
Hit Dice:
2d8 (9 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), swim 30 ft.
Armor Class:
17 (+1 size, +2 Dex, +3 natural, +1light steel shield), touch 13, flat-footed 15
Base Attack/Grapple:
+2/-2
Attack:
Long spear +2 melee (1d6+1) or short sword +2 melee (1d4) or Tentacle +2 melee (1d2) or bite –3 melee (1d4)
Full Attack:
Spear +0 melee (1d6+1) and shortsword -4 (1d4) melee or 4 tentacles +2 melee (1d2) and bite -3 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Qualities:
Jet, dark vision,
Saves:
Fort +0, Ref +2, Will +3
Abilities:
Str 11, Dex 14, Con 10, Int 12, Wis 12, Cha 10
Skills:
Escape Artist +11, Hide +5, Listen +2, Spot +2, Swim +5
Feats:
Multiweapon Fighting
Environment:
Warm aquatic
Organization:
Solitary, squad (3-6), patrol (11-20 plus one 3rd level captain and 1-2 giant octopodes) or band (30-100, plus 50% noncombatants plus 1 3rd level captain per 10 adults plus 3 7th level champions plus 1 10th level warlord plus 2-15 giant octopodes)
Challenge Rating:
1

Treasure: Standard

Alignment: Usually lawful evil.
Advancement:
3-5 HD (Medium); 6-10 HD (Large) or by character class.
Level Adjustment: +2

This creature resembles a halfling-sized octopus, save that it walks on four tentacles and bares weapons in its remaining limbs.

SQUIDFOLK SOCIETY

Squidfolk are highly developed scavengers who make their homes around particularly large shipwrecks or submerged structures on the ocean floor. Adult squidfolk are ranked by the areas of their undersea home that they have explored and the artefacts and curios that they have recovered; when a particular adult equals the status of the bands leader, he is assigned a group of squidfolk and leaves to find a lair for them to populate. Though squidfolk have a rapacious appetite for knowledge, they are also predisposed to cruelty and fierce, often bloody competition – disputes amongst squidfolk are often settled in ritualised duels using the cultural weapon of the squidfolk, the two-bladed sword; high ranking squidfolk fighters are often proficient with this weapon.

Squidfolk are rarely seen on land, save when relocation puts them near a shoreline rich in magical treasures; as such, coastal temples are often the targets of squidfolk raiding parties. Seafarers whose ships have been destroyed in battle most often encounter Squidfolk, as the crew clamour for safety from the waves, the squidfolk move in like carrion to loot their cargo as it descends to the ocean floor. A squidfolk warlord will usually keep a spell book like tome cataloguing his or her treasure, and containing research into its origins; these tomes are prized highly by treasure hunters, pirates and adventurers.

COMBAT

Jet (Ex): Underwater, Squidfolk can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Speak with Octopodes (Ex): Squidfolk can communicate telepathically with Octopodes up to 150 feet away. The communication is limited to fairly simple concepts such as 'food,' 'danger,' and 'enemy.' Octopus men can use the Handle Animal skill to befriend and train octopodes.

Water Dependent (Ex): Squidfok can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master's Guide).

Skills: Squidfolk can change colors, giving them a +4 racial bonus on Hide checks. Squidfolk can also squeeze and contort their bodies, giving them a +10 racial bonus on Escape Artist checks. Suidfolk have a +6 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

SQUIDFOLK CHARACTERS:

Squidfolk leaders are usually fighters, though it is not unusual for them to have levels of sorcerer or wizard. Squidfolk clerics worship a mysterious deity known as the Deep Father, and have access to the domains Knowledge, Magic, Water and War (favoured weapon two-bladed sword)

SQUIDFOLK AS CHARACTERS:

Squidfolk characters have the following racial traits.

- +3 Dexterity, +1 Intelligence, +1 Wisdom.

- Small size: +1 bonus to armour class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.

- Squidfolk have a base land speed of 30 feet, and a swim speed of 30 feet.

- Darkvision out to 60 feet.

- Racial Hit Dice: Squidfolk begin with two levels of aberration, which provide 2d8 hit dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0 and Will+2

- Racial Skills: Squidfolks' aberration levels give them skill points equal to 5X(2+Int modifier, minimum one). Squidfolk's class skills are Escape Artist, Hide, Listen, Spot and Swim.

- Racial Feats: Squidfolks' aberration levels give them 1 feat.

- Weapon Proficiency: Squidfolk are proficient with all simple weapons, shields (except tower shields) as well as the shortsword.

- +3 natural armour bonus.

- Natural Weapons: 4 Tentacles (1d2) and bite (1d4).

- Special Qualities (see above): Jet, speak with octopodes, water dependent.

- Automatic Languages: Aquan, Common. Bonus Languages: Draconic, Undercommon.

- Favoured Class: Fighter.

- Level adjustment +2

Burak

Another creature via Borges and Arabic mythology; perfect for an Arabian Nights style campaign, Al Quadim or the Baklunish West of Greyhawk.


Burak
Large Outsider (Angel, Extraplanar, Good)
Hit Dice:
6d8+18 (x hp)
Initiative:
+3
Speed:
80 ft. (4 squares), fly 150 ft. (average)
Armor Class:
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+6/+13
Attack:
Hoof +9 melee (1d8+3)
Full Attack:
2 Hooves +9 melee (1d8+3)
Space/Reach:
10 ft./5 ft.
Special Attacks:

-

Special Qualities:
Darkvision 60ft, low-light vision, immunity to acid, cold and petrification, resistance to electricity and fire 10, protective aura, tongues, spell-like abilities
Saves:
Fort +8, Ref +8, Will +10
Abilities:
Str 16, Dex 16, Con 16, Int 12, Wis 20, Cha 18
Skills:
Diplomacy +13, Listen +14, Sense Motive +14, Spot +14, Knowledge (The Planes and any one other) +10
Feats:
Improved Initiative, Quicken Spell-Like Ability (time-stop)
Environment:
Any Good aligned plane.
Organization:
Solitary
Challenge Rating: 7

Treasure: No coins, double goods, standard items.

Alignment: Always good (any)
Advancement:
7-8 HD (Large)
Level Adjustment: -

This creature resembles a light horse with a gentle looking human face and the multi-coloured wings and tail of a peacock. It moves with supernatural grace.

Burak appear to particularly pious individuals in the service of good deities, usually to carry them away from harm to the courts of their supernatural patrons, where they are often rewarded or given quests to perform for their deity. Burak's are shining examples of the faith of their patron deity, and have a fondness for knowledge and lore that means many Buraks have cleric or bard levels. Burak's have been known to spirit away mortals in need without provocation from their divine masters, and can become particularly smitten with (and loyal to) such individuals.

COMBAT

Burak's rarely enter combat, preferring to use time stop followed by plane shift to save as many individuals from harm as possible. If pressed or unable to flee a Burak will retreat to a safe distance and attempt to summon aid, protecting its allies with hoof attacks until aid arrives.

A Burak's natural weapons are considered good-aligned for the purposes of overcoming damage reduction.

Spell-Like Abilities: At will – aid, detect evil, remove curse, remove disease, remove fear 3/day – plane shift, quickened time stop 1/day – summon monster V caster level 6 if applicable.

Amphisbaenae, Greater and Lesser


These two beasties were the first creatures in my attempt to convert creatures from Jose Luis Borges' "Book of Imaginary Beings" to 3.5 ed Dungeons and Dragons. I later discovered that the Amphisbaena (the type I call the Lesser Amphisbaena) was one of the OD&D creatures converted in Necromancer Games' Tome of Horrors; I'm not sure how their version compares to mine, but mine is below, and free.


Amphisbaena, Lesser
Small Magical Beast
Hit Dice:
1d10 (6 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class:
11 (+1 size, + Dex, + natural), touch 13, flat-footed 15
Base Attack/Grapple:
+4/-6
Attack:
Bite +4 melee (1d4-2 plus poison)
Full Attack:
2 Bites +4 melee (1d4-2 plus poison)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Poison, Rend, improved grab

Special Qualities:
Darkvision 60ft, low-light vision, natural illumination
Saves:
Fort +2, Ref +5, Will +1
Abilities:
Str 7, Dex 17, Con 11, Int 6, Wis 12, Cha 4
Skills:
Balance +13, Climb +9, Hide +9, Listen +11, Spot +11, Swim +6
Feats:
Weapon Finesse
Environment:
Warm or cold deserts, underground.
Organization:
Solitary
Challenge Rating: 2

Treasure: None

Alignment: Usually neutral evil.
Advancement:
HD (Medium); HD (Large)
Level Adjustment: -

This creature has a fanged head at both ends of its snake-like body; it's eyes shed a faint light as it advances, sometimes slithering on its belly, sometimes rolling like a hoop.

Amphisbaenae are a relative of snakes (and some say dragons and medusas) that live in deserts, tundra and underground. They are mostly insectivorous, but they are also quite intelligent and not above following larger predators to scavenge for carrion. Unlike most reptiles, the amphisbaena is warm blooded and not adverse to the cold. Amphisbaena lay eggs, and these eggs are highly prized by collectors, since larger, misshapen eggs may harbour a fearsome greater Amphisbaena that can be trained as a guard or mount. Amphisbaena are surprisingly placid around reptilian creatures, and are often kept as pets by kobolds or medusas.

COMBAT

Amphisbaenae tend to attack from hiding unless in total darkness; they will tend to use improved grab on opponents of small size or below, but switch to bite attacks (and the opportunity to use rend) on larger opponents. Amphisbaenae will often watch a combat from hiding in hopes of picking off wounded individuals from either side.

Posion (Ex): Amphisbaenae have a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC for this poison is 10.

Rend (Ex): An Amphisbaena that hits with two bite attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4-4 (plus poison) points of damage.

Improved Grab (Ex): To use this ability, an amphisbaena must hit a creature of medium size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Natural Illumination (Su): The eyes of an amphisbaena radiate light equivalent to a candle (5ft. shadowy illumination).

Skills: Amphisbaenae have a +8 racial bonus on Listen, Spot and Balance checks, and a +4 racial bonus to Hide and Climb checks. An amphisbaena uses its Dexterity modifier for Climb checks. Amphisbaenae have 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.


Amphisbaena, Greater
Large Dragon
Hit Dice:
6d12+12 (51 hp)
Initiative:
+2
Speed:
20 ft. (4 squares), fly 60 ft. (poor)
Armor Class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+6/+14
Attack:
Bite +10 melee (2d6+4 plus poison) or talon +8 melee
Full Attack:
2 Bites +10 melee (2d6+4 plus poison) and 2 talons +8 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Poison, rend, improved grab

Special Qualities:
Darkvision 60ft, low-light vision, natural illumination, immunity to sleep and paralysis.
Saves:
Fort +7, Ref +7, Will +6
Abilities:
Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Skills:
Hide +7, Listen +16, Move Silently +7, Spot +16
Feats:
Multiattack,
Environment:
Warm or cold deserts and hills.
Organization:
Solitary
Challenge Rating: 7

Treasure: Standard

Alignment: Usually neutral evil.
Advancement:
7-10 HD (Huge) 11-20 HD (Gargantuan)
Level Adjustment: -

This creature resembles an enormous snake with a head at both ends of its body; its eyes glow with an otherworldly flame, illuminating the area around it. The creature stands on two bird-like legs at the centre of its body, and above them beat two wide feathered wings.

The greater amphisbaena, born of its smaller, snake-like kin, reveals the true draconic ancestry of the species. A greater amphisbaena is usually around 15 feet long, with a wingspan of about 20ft. A greater amphisbaena's wings are often tattered, and their plumage usually white, grey or black. Greater amphisbaena are quite intelligent, and can be tamed and trained as mounts if hand reared; they often serve this role for kobolds, medusas, lizardfolk and other reptilian races.

COMBAT

Posion (Ex): Greater amphisbaenae have a poisonous bite that deals initial and secondary damage of 2d6 Con. The save DC for this poison is 13.

Rend (Ex): A greater amphisbaena that hits with two bite attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 4d6+8 (plus poison) points of damage.

Improved Grab (Ex): To use this ability, an amphisbaena must hit a creature of medium size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Natural Illumination (Su): The eyes of a greater amphisbaena radiate light equivalent to a torch (clear illumination in a 20ft. radius, 40ft. of shadowy illumination).

Skills: Greater amphisbaenae have a +8 racial bonus on Listen and Spot checks.