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.
(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.