Jergmo
2010-08-27, 01:57 AM
The Aertivocol is a creature I made up when I was trying to find a way to make dinosaurs and monstrous insects surviving in a D&D world actually work - the idea was that a bunch of aertivocols would be floating around a valley they live in (and perhaps there would be a CO2 vent nearby providing them sustenance). The 'Elemental Realm' is an extraplanar realm where all of the elements originate, via various seams in the Prime Material Plane, and the stars themselves, which act as permanent portals, although it cannot be used for travel as anything trying to pass through would naturally be incinerated. It is a combination of the Air, Earth, Fire, Water, Positive and Negative planes all jumbled together.
Aertivocol
Size/Type: Huge Aberration (Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 5 ft. (1 square), fly 20 ft. (average)
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Tendril +12 melee (1d6+8)
Full Attack: 4 tendrils +12 melee (1d6+8)
Space/Reach: 15 ft./20 ft.
Special Attacks: Expulsion
Special Qualities: Blindsight 120 ft., immunity to inhaled gas attacks, immunity to suffocation, immunity to acid, resistance to electricity 20, regeneration 3
Saves: Fort +7, Ref +3, Will +6
Abilities: Str 26, Dex 13, Con 21, Int Ø, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Huge); 13-20 HD (Gargantuan)
Adjustment: —
The Aertivocol is a large, floating creature native to the Elemental Realm, primarily areas related to Air - it combines both animal and plant, subsisting mainly on a diet of various gases. It is green in coloration and has no ocular organ, but releases a sub-sonic shriek by contracting its body; these shrieks are received by special sensory organs, allowing it to map out the surrounding terrain. The aertivocol remains afloat via large sacs that contain stored gases, mostly helium, which is in abundant supply in its home plane. It can propel itself by using its tendrils as a rudimentary rudder while taking in air and expelling it through its body as well. The aertivocol has a rapidly changing cell structure, like many of the aberrations native to the Elemental Realm, giving it regenerative abilities. It also has developed a strong resistance to electricity to help it survive being struck by lightning as it floats through the air. The aertivocol does convert carbon dioxie into oxygen, but in much denser concentrations than the air that surrounds it. Creatures with a tolerance equal to that of humans would quickly suffer from negative effects from breathing the oxygen provided by an aertivocol.*
Combat
The aertivocol is a typically docile creature, only becoming hostile if provoked. They will first choose to use their Expulsion ability to release a cloud of toxic gas, and if still threatened they will attack with their tendrils. An opponent can make a sunder attack against an aertivocol's tendrils as if they were weapons. A tendril has 20 hit points, and severing a tendril deals 10 damage to the aertivocol.
Regeneration (Ex): Fire deals normal damage to an aertivocol. If an aertivocol loses one of its tendrils, it grows back in 3d6 minutes.
Expulsion (Ex): The aertivocol contracts its body, releasing toxic gases from its storage sacs similar to a fog cloud. The gas covers a 20-ft. spread (30 ft. for a Gargantuan aertivocol), and deals 1d6/2 HD with a Reflex save for half damage (DC 10 + 1/2 the aertivocol's HD + the aertivocol's Con modifier). The gas attack has a range of 25 ft. +5 ft./2 HD and has a secondary effect, requiring a Fortitude save with the same DC to avoid becoming nauseated. The saves must be made during every round of exposure. This ability may be used once every 1d4 minutes.
*Exposure to an aertivocol converting oxygen would have no ill effects for 1d4 rounds, but thereafter, successful Fortitude saves must be made every round with a DC equal to (10 + 1/2 the aertivocol's HD + the aertivocol's Con modifier) or suffer from the effects of fatigue, as well as a -2 penalty to intelligence and wisdom for 1d10 minutes. This zone has a radius of 30 feet.
Aertivocol
Size/Type: Huge Aberration (Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 5 ft. (1 square), fly 20 ft. (average)
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Tendril +12 melee (1d6+8)
Full Attack: 4 tendrils +12 melee (1d6+8)
Space/Reach: 15 ft./20 ft.
Special Attacks: Expulsion
Special Qualities: Blindsight 120 ft., immunity to inhaled gas attacks, immunity to suffocation, immunity to acid, resistance to electricity 20, regeneration 3
Saves: Fort +7, Ref +3, Will +6
Abilities: Str 26, Dex 13, Con 21, Int Ø, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Huge); 13-20 HD (Gargantuan)
Adjustment: —
The Aertivocol is a large, floating creature native to the Elemental Realm, primarily areas related to Air - it combines both animal and plant, subsisting mainly on a diet of various gases. It is green in coloration and has no ocular organ, but releases a sub-sonic shriek by contracting its body; these shrieks are received by special sensory organs, allowing it to map out the surrounding terrain. The aertivocol remains afloat via large sacs that contain stored gases, mostly helium, which is in abundant supply in its home plane. It can propel itself by using its tendrils as a rudimentary rudder while taking in air and expelling it through its body as well. The aertivocol has a rapidly changing cell structure, like many of the aberrations native to the Elemental Realm, giving it regenerative abilities. It also has developed a strong resistance to electricity to help it survive being struck by lightning as it floats through the air. The aertivocol does convert carbon dioxie into oxygen, but in much denser concentrations than the air that surrounds it. Creatures with a tolerance equal to that of humans would quickly suffer from negative effects from breathing the oxygen provided by an aertivocol.*
Combat
The aertivocol is a typically docile creature, only becoming hostile if provoked. They will first choose to use their Expulsion ability to release a cloud of toxic gas, and if still threatened they will attack with their tendrils. An opponent can make a sunder attack against an aertivocol's tendrils as if they were weapons. A tendril has 20 hit points, and severing a tendril deals 10 damage to the aertivocol.
Regeneration (Ex): Fire deals normal damage to an aertivocol. If an aertivocol loses one of its tendrils, it grows back in 3d6 minutes.
Expulsion (Ex): The aertivocol contracts its body, releasing toxic gases from its storage sacs similar to a fog cloud. The gas covers a 20-ft. spread (30 ft. for a Gargantuan aertivocol), and deals 1d6/2 HD with a Reflex save for half damage (DC 10 + 1/2 the aertivocol's HD + the aertivocol's Con modifier). The gas attack has a range of 25 ft. +5 ft./2 HD and has a secondary effect, requiring a Fortitude save with the same DC to avoid becoming nauseated. The saves must be made during every round of exposure. This ability may be used once every 1d4 minutes.
*Exposure to an aertivocol converting oxygen would have no ill effects for 1d4 rounds, but thereafter, successful Fortitude saves must be made every round with a DC equal to (10 + 1/2 the aertivocol's HD + the aertivocol's Con modifier) or suffer from the effects of fatigue, as well as a -2 penalty to intelligence and wisdom for 1d10 minutes. This zone has a radius of 30 feet.