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The Witch-King
2009-06-25, 07:59 PM
Fire Whales


(Magical Beast, Aquatic)


Jiodand was a mighty Drow wizard who served his community loyally and well. But the sheer extent of his might gave rise to dissent among the people. There were those who said his power was greater than that of Lolth's priestesses and that it was time that males should be treated as equals. The priestesses did not wish to kill the wizard and, in truth, would have been hard pressed to do so. In the end, as rebel factions began to form and strike openly, Jiodand volunteered to be exiled as with his powers, he could live anywhere as comfortably as here. The priestesses agreed and forged a mighty ritual to exile the wizard to another dimension.

The wizard Jiodand, his books, a few choice keepsakes and his concubines and servants arrived on the beach looking out over a purple sea. Nearby, he found a great outcropping of rock stretching out over the water and chose to turn it into his new fortress. He and his loyal minions worked long and hard and built a great fortress filled with many luxuries and the wizard and his followers were content. But stretching out across the continent, a race of batlike humanoids began to build a mighty empire. When their scouts found the wizard and his vast fortress, their emissaries demanded an alliance. Jiodand refused and the attacks began. Thousands of winged bat warrior creatures assaulted from the air, while their vast slaves armies attacked from the ground. Alone, Jiodand, even with his great power, began to be hard pressed to repel the greatest of these attacks. If he were home, he mused, he would secure the assistance of some dragons and with their might, easily repel the invaders. But his scrying had revealed no such mighty lizards on this world.

It was then one of his kobold servants came into his chambers, bearing his lunch. And Jiodand smiled.

He remembered that kobolds were distantly related to dragons. He wrought an alchemical infusion of kobold blood and applied it and his darkest magics to the nearby sea-life and thus the wizard Jiodand forged from the bottom of the purple sea--the Fire Whales!

Size/Type: Gargantuan Magical Beast (Aquatic)
Hit Dice: 35d10+248 (440)
Initiative: +1
Speed: Swim 60 ft./Fly 200 ft. (average)
Armor Class: 40 (-4 Size, +1 Dex, +33 Nat.); Touch 7, Flat-footed 39.
Base Attack/Grapple: +35/+60
Attack: Bite +43 melee (2d8+12)
Full Attack: Bite +43 melee (2d8 +12) and Tail Slap +38 melee (2d8+18) and 2 wing buffets + 38 melee (2d6+18)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath Weapon (22d8 Fire), Ram (4d6+84), Swallow Whole, Tail Sweep (2d6+18).
Special Qualities: Blindsight 120 ft., DR 5/magic , ferocity, hold breath, immunity to cold, improved grab, low-light vision
Saves: Fort +26, Ref +14, Will +18
Abilities: Str 35, Dex 13, Con 25, Int 4, Wis 13, Cha 12
Breath Weapon: 22d8 (DC 36)
Skills: Listen +15*, Spot +14*, Swim +20
Feats: Alertness, Diehard, Endurance, Flyby Attack, Great Fortitude, Hover, Toughness, Wingover.
Environment: Temperate aquatic
Organization: Solitary or pod (6-11)
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Level Adjustment: —

Mature adult fire whales vary from 80 to 100 feet in length. They are huge, aggressive creatures with red scaly hides, dragon-like wings and glowing eyes. The peaceful nature of their origins has been bred out of them entirely.

Combat

Fire whales attack primarily with their powerful breath weapons but will, if necessary, resort to physical attacks. They prefer to fight on the wing, staying out of reach until they have worn down the enemy with ranged attacks.

Ferocity (Ex)

A fire whale is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Immune to Cold

Fire whales are bred from the dwellers of the harshest and coldest sea depths and take no damage from Cold attacks.

Breath Weapon (Su)

Using a breath weapon is a standard action. Once a fire whale breathes alchemical fire, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the fire whale and extends in a direction of the fire whale’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage. A fire whale can use its breath weapon as either a line or a cone. A mature adult fire whale has a line of 120 feet and a cone of 60 feet. A line is always 5 feet high and 5 feet wide. A cone is as high and wide as its length. A fire whale's alchemical fire breath weapon even burns underwater.

Bite

Bite attacks deal 2d8 plus the fire whale’s Strength bonus.

2 Wing Buffets

The fire whale can slam opponents with its wings, even when flying. A mature adult's wing buffets deal 2d8 plus ½ the fire whale’s Strength bonus (round down) and are treated as secondary attacks.

Tail Slap

The fire whale can slap one opponent each round with its tail. A tail slap deals 2d8 plus 1½ times the fire whale’s Strength bonus (round down) and is treated as a secondary attack.

Improved Grab (Ex)

To use this ability, a fire whale must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

Swallow Whole (Ex)

A fire whale can try to swallow a grabbed opponent of up to Large size by making a successful grapple check. The swallowed creature takes 8d8 points of bludgeoning damage and 10 points of acid damage per round from the fire whale’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 75 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan fire whale’s gizzard can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller opponents.

Tail Sweep (Ex)

This special attack allows a fire whale of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal fire whale), extending from an intersection on the edge of the fire whale’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the fire whale. A tail sweep automatically deals 2d6 plus 1½ times the fire whale’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the fire whale’s breath weapon).

Ram [Powerful Charge (Ex)]

A fire whale deals 4d6+84 points of damage when it makes a charge.

Blindsight (Ex)

Fire whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the fire whale to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex)

A fire whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Damage Reduction 5/magic

Vulnerable to magic: Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters.

Skills

A fire whale 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 fire whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Fire Whales do not collect treasure of their own but they tend to congregate in and around undersea ruins which may often contain ancient relics and other items. Often they will drive off the inhabitants of such dwellings in order to take up residence themselves.

Note: Rumor has it that Jiodand is training an elite cadre of Kobold Whaleknights to ride the Fire Whales into battle. The kobolds are said to be completely uneasy about the entire project.

kopout
2009-06-25, 08:14 PM
I'd like to find out more about this setting. the bat people, the purple sea, everything

Debihuman
2009-06-26, 12:30 AM
Magical Beasts use d10 not d12. Only undead use d12. Hit points are wrong.
35d10+248 (440 hp); 35x5.5=192 plus 35x7=245 and plus 3 for a total of 440 hit points.

Initiative = Dexterity. Not +0 but +1.

AC is missing the Dex bonus and your math is wrong. Armor Class is alway 10 + all modifiers.
Armor Class: 40 (-4 Size, +1 Dex, +33 Natural); Touch 7, Flat-footed 39.

You should include the damage for the creature as it is written. Since it can make a wing attack (normally called a wing buffet), that should appear in the Full attack line as well.

Attack: Bite +43 melee (2d8+12)
Full Attack: Bite +43 melee (2d8 +12) and Tail Slap +38 melee (2d8+18) and 2 wing buffets + 38 melee (2d6+18)

Normal combat melee attack is BAB + Str Bonus + Size modifier: 35+12-4=43. Secondary attacks are at -5 so that would put both the tail slap and the wing buffets at +38 melee not at +42 melee since they are both secondary attacks. Is the Bite its primary attack? Can it bite and tail slap and wing buffet? You should correct the attack lines so they are consistent with the attacks the monster has. You always list the primary attack in the attack line and in the Full Attack line you list primary attack along with any secondary attacks.

Tail Sweep should also have damage in parentheses (2d6+18).

You left out the damage and DC in the text of the Breath Weapon. It belongs in the text not in a separate line. The Breath Weapon is 22d8 DC 36, what stat is the DC based off? What kind of damage should it do? It's fine if it just does physical damage but it sounds like it should do 22d8 points of fire damage. Normally DC is 10 +1/2 HD + ability modifier. If you use Con, the DC is 10 +17 +8 for a total of 35.


You should list all of the special attacks and special abilities in the stat block.
Special Attacks: Breath Weapon (22d8 Fire), Ram (4d6+84), Swallow Whole, Tail Sweep (2d6+18),
Special Qualities: Blindsight 120 ft., DR 5/?, ferocity, hold breath, immunity to cold, improved grab, low-light vision

DR 5 is missing what kind of DR it is. DR 5/Magic, DR 5/Adamantine, DR 5/-?

It's missing 5 feats. At 21 HD it can have epic feats as well so you can either give it 5 epic feats or 5 standard feats, whichever you prefer.

You've given a challenge rating that is much too high. I'd guesstimate the CR closer to 21 or 22.

Why does it have double standard treasure? What kind of treasure is a whale going to have? I think this should be none.

Debby

The Witch-King
2009-06-26, 06:02 AM
I'd like to find out more about this setting. the bat people, the purple sea, everything

The campaign setting is still just a few ideas I have--let me organize my notes and I'll post something come monday. Thanks for the interest!

Debihuman: Thank you very much for the detailed analysis. It was exactly those sorts of comments I was looking for--I appreciate it. I'll be away from the computer for the weekend but I'll make changes when I get back. Thanks!

The Witch-King
2009-06-29, 09:43 PM
I'd like to find out more about this setting. the bat people, the purple sea, everything


Jiodand's World

After the creation of the fire whales and the cessation (for the time being) of attacks from the Vargans, Jiodand sent out explorers to survey and investigate the nearby lands. Meanwhile, an elder of the wild elves, a old druid, made his way to Stonedagger Keep, Jiodand's fortress. It seems that Jiodand and his followers weren't the first elves to be dumped into this dimension. The descendants of these ancient elves had fallen into barbarism and lived as simple tribesmen on the surface. They had survived largely by keeping their existence a secret from the Vargans but after seeing the might of Jiodand chose to make themselves known to him.

Jiodand's patriotism to his race resurfaced and he immediately offered to place any wild elves who wish to settle around the keep under his protection. Many of the wild elves accepted his offer. Jiodand extended an invitation to all of his followers, free and slave, to leave his service and join the villagers if they wished. Several of his lieutenants, tired of being cooped up inside the castle and forever under siege, cheerfully accepted and left the keep to teach the locals agriculture, reading and writing, metalcrafting, etc. Jiodand held elven women of various types and races as slaves in concubinage and several of these took up their freedom and settled in the village. Likewise did many of his drow slaves go forth to build new homes. The kobolds, as a group, decided they were safer in Jiodand's care living and working in the keep and have elected to remain there.

Jiodand found he had much in common with the local people, their neutrality, their love of nature, as well as their not worshipping Lolth. Their neutral philosophy well suited Jiodand's personality and learning from the elder druid who came to his keep to represent the wild elves, he soon adopted many of their ways. He went into his library and burned all the books describing the history and worship of the priestesses of Lolth and took up the worship of nature as the wild elves had done. He let the locals set up a governing council of elders, as was their tradition, to run the day to day governing of the village being built around Stonedagger Keep. Jiodand himself took up the task of instructing those with the aptitude for sorcery in the sorcerer's art (Jiodand is a sorcerer/wizard) but for now, has kept the secrets of wizardry to himself and his lieutenants.

The players are free to play followers of Jiodand still in his service who receive missions from Jiodand time to time when not exploring and adventuring on their own. They may also play those who have accepted his offer to leave his service or members of the local wild elf population.

Wild Elves: These are the descendants of drow and other elves that have fallen into barbarism and interbred. Wild elves typically have the dark skin and pale hair of drow but occasionally one is born that resembles other aspects of their elven heritage. Like drow, the females are larger and more aggressive than the males. However, the wild elves have no knowledge of Lolth and instead worship a system of nature and ancestor spirits.
+2 Dexterity, –2 Constitution.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision.
Weapon Proficiency: Wild Elves receive the Martial Weapon Proficiency feats for the longspear, javelin, and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Climb, Jump, Listen and Move Silently checks.
+1 racial bonus on attack rolls with thrown weapons and slings.
Typical Alignment: Neutral (tending towards Good).
Automatic Languages: Common and Elven.
Favored Class: Barbarian (female) and Druid (male).

Drow and Kobold characters from the Keep would use those racial statistics without change.

Vargans: These are the bat-men who are building an empire on this continent.
The Vargans use Raptoran racial traits (see Races of the Wild) with the change that instead of a pact with the wind lords--they have dealings with the chthonic powers that lay under the earth and receive a +1 effective caster level with spells with the earth descriptor.
Favored class: Ranger.

The Vargans are a cruel and barbarous people, tending towards Chaotic Evil in nature, who have formed a loose empire of tribes and city-states to dominate the continent. They are typically governed by warlocks and sorcerers and alliances thereof. They build great underground fortresses and city-state dwellings in cavern systems beneath the earth and fly out from their to conquer the inhabitants of the surface and make them their slaves. They have in addition to their own forces, slave armies of lizardfolk and gnolls.

Note: I'd like to get around to doing a Chthonic Pact Warlock to better represent the Vargan's predilections.

Catfolk: There are three distinct nations of Catfolk resisting the Vargan advance, basically lion-men, tiger-men and panther-men. The leonians are closest to Stonedagger Keep and the other two nations are much further away. The leonian culture most closely resembles a Western European medieval style society and is a feudal kingdom. The Catfolk tend towards Neutral Good in general, though the Leonians tend more towards Lawful Good.

Aquatic Elves/Aventi: There is an ancient race of seadwellers who are responsible for all the ruins beneath the waves of the purple sea. They too have fallen into barbarism. Use Aventi stats although they more resemble aquatic elves than a race of humanity.

Lizardfolk and Gnolls: There are small pockets of free lizardfolk and gnolls who seek to fight against the Vargans and free their people.

Prestige Classes: At this time, I only have plans for two Prestige classes, both for the kobolds. The Whaleknight is trained to ride and guide the fire whales into combat. They aren't there so much to fight themselves as to direct the fire whales who aren't very smart themselves. Also, being aware of Jiodand's experiments involving donated kobold blood, the kobolds have developed a form of blood magic themselves as a prestige class for kobold wizards and sorcerers.

More later...