Ursus the Grim
2011-10-06, 10:43 PM
FuryOfMetal, Circle of Life, Sallera, Rossebay, and GuyFawkes would do me a favor by leaving now. Edit: Keld Denar, you too!
Lhazaar Deeptide
Medium Elemental (Water)
Hit Dice: 20d8+160 (190 hp)
Speed 40 ft. (8 squares); Swim 80 feet
Initiative: +10
Armor Class 25 (+6 dex, +9 natural); touch 16; flat-footed 19
Base Attack Bonus +15; Grapple +16
Attack Slam +21 (1d4+2 and 2d4 Str)
Full-Attack 2 Slams +21 (1d4+2 and 2d4 Str)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath Weapon, Strength Damage, Rogue Wave
Special Qualities Immune to Cold, Regeneration 5, Resist Fire and Acid 10, Part of the Sea
Saves Fort +20 Ref +12 Will +13
Abilities Str 15, Dex 22, Con 27, Int 10, Wis 21, Cha 16
Skills Escape Artist +15, Gather Information +8, Knowledge (Nature) +5, Listen +8, Search +5, Spot +8, Swim +15, Use Magic Device +8
Feats Ability Focus (Breath Weapon), Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse (Slam)
Environment Any Aquatic
Organization Solitary, Expedition (2-4)
Challenge Rating 13
Treasure Double Gold and Gems
Alignment Chaotic Neutral
Advancement 21-40 HD (Large)
Level Adjustment -
She turns to you, a vague female form composed of deep blue-greens that remind you of the stillest surface of the deepest water. The light reflecting from your torches serve only to illuminate the simple, yet ascetic shape of her appearance. A pair of lights, the color of seafoam, peer at you from her face, intelligent and curious.
The deep sea holds many secrets. To the deep sea, though, the surface is the mystery. Occasionally, the secrets of the deep come to investigate the mystery of the surface. Most see nothing but the open ocean and the monotonous sky, and, their curiosity satisfied, return to the deeps. Some, however, find reason to remain above. These are the Lhazaar Deeptides, named after the Principalities where the first sighting was confirmed.
A Lhazaar Deeptide normally manifests itself into the general shape of the first air-breather it sets eyes on, which, more often than not, is a humanoid of some sort. They are generally unafraid of what they find on the surface, and often strike deals that allow them to see and experience more of the world above. They do not seek conflict, but their curiosity often leads them into it. Their speed and agility helps them to escape, but when necessary they can leech the strength from an enemy to incapacitate them.
Lhazaar Deeptides are generally somewhat perceptive, and have a knack for understanding how the natural world of the surface works, perhaps because it is fundamentally similar to the world of the ocean. They also have an innate ability to tinker with and operate magical devices that stymie many. Certain studies have shown that Lhazaar Deeptides are even more effective at powering ships than their kindred. Lhazaar Deeptides speak Aquan and the language that they have been exposed to longest.
Combat
A Lhazaar Deeptide generally avoids combat. If forced to fight, it relies on its resilience and speed to gradually wear down aggressors. A Lhazaar Deeptide will use hit and run tactics to sap a target of its strength before moving onto the next. If its foes cluster together, it uses its breath weapon as a lethal deterrent. Once a Lhazaar Deeptide has incapacitated its foes, it does not normally kill them, unless it has been angered to an extreme.
Breath Weapon (Su): As a standard action, a Lhazaar Deeptide may produce a cone of frigid water 30 feet long, dealing 7d6 cold damage. This damage may be halved with a successful Reflex save against DC 30. After using its Breath Weapon, a Lhazaar Deeptide must wait 1d4 rounds before it may use it again. The DC is Constitution-based.
Regeneration (Ex): While partially or completely submerged in salt water of any source, a Lhazaar Deeptide receives regeneration 5. Electricity is required to deal lethal damage to a Lhazaar Deeptide when in such an environment.
Strength Damage (Ex): The bone-chilling touch of a Lhazaar Deeptide deals 2d4 points of Strength damage to a living foe. A creature reduced to Strength 0 is rendered immobile and helpless until its Strength is raised above 0.
Rogue Wave (Su): As a standard action, an enraged Lhazaar Deeptide can summon a giant wave to smash into a vessel. It has a 95% chance to capsize a vessel less than 30 feet long, a 50% chance to capsize a vessel from 30 to 90 feet long, and a 20% chance to capsize one longer than 90 feet. The Lhazaar Deeptide may attempt this once every d4 rounds.
Part of the Sea (Su): A Lhazaar Deeptide is considered to have total concealment when under water, as the difference between it and mundane water are imperceptible to most creatures reliant on sight.
Skills:
Lhazaar Deeptide have a +4 racial bonus to Escape Artist.
Lhazaar Deeptide
Medium Elemental (Water)
Hit Dice: 20d8+160 (190 hp)
Speed 40 ft. (8 squares); Swim 80 feet
Initiative: +10
Armor Class 25 (+6 dex, +9 natural); touch 16; flat-footed 19
Base Attack Bonus +15; Grapple +16
Attack Slam +21 (1d4+2 and 2d4 Str)
Full-Attack 2 Slams +21 (1d4+2 and 2d4 Str)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath Weapon, Strength Damage, Rogue Wave
Special Qualities Immune to Cold, Regeneration 5, Resist Fire and Acid 10, Part of the Sea
Saves Fort +20 Ref +12 Will +13
Abilities Str 15, Dex 22, Con 27, Int 10, Wis 21, Cha 16
Skills Escape Artist +15, Gather Information +8, Knowledge (Nature) +5, Listen +8, Search +5, Spot +8, Swim +15, Use Magic Device +8
Feats Ability Focus (Breath Weapon), Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse (Slam)
Environment Any Aquatic
Organization Solitary, Expedition (2-4)
Challenge Rating 13
Treasure Double Gold and Gems
Alignment Chaotic Neutral
Advancement 21-40 HD (Large)
Level Adjustment -
She turns to you, a vague female form composed of deep blue-greens that remind you of the stillest surface of the deepest water. The light reflecting from your torches serve only to illuminate the simple, yet ascetic shape of her appearance. A pair of lights, the color of seafoam, peer at you from her face, intelligent and curious.
The deep sea holds many secrets. To the deep sea, though, the surface is the mystery. Occasionally, the secrets of the deep come to investigate the mystery of the surface. Most see nothing but the open ocean and the monotonous sky, and, their curiosity satisfied, return to the deeps. Some, however, find reason to remain above. These are the Lhazaar Deeptides, named after the Principalities where the first sighting was confirmed.
A Lhazaar Deeptide normally manifests itself into the general shape of the first air-breather it sets eyes on, which, more often than not, is a humanoid of some sort. They are generally unafraid of what they find on the surface, and often strike deals that allow them to see and experience more of the world above. They do not seek conflict, but their curiosity often leads them into it. Their speed and agility helps them to escape, but when necessary they can leech the strength from an enemy to incapacitate them.
Lhazaar Deeptides are generally somewhat perceptive, and have a knack for understanding how the natural world of the surface works, perhaps because it is fundamentally similar to the world of the ocean. They also have an innate ability to tinker with and operate magical devices that stymie many. Certain studies have shown that Lhazaar Deeptides are even more effective at powering ships than their kindred. Lhazaar Deeptides speak Aquan and the language that they have been exposed to longest.
Combat
A Lhazaar Deeptide generally avoids combat. If forced to fight, it relies on its resilience and speed to gradually wear down aggressors. A Lhazaar Deeptide will use hit and run tactics to sap a target of its strength before moving onto the next. If its foes cluster together, it uses its breath weapon as a lethal deterrent. Once a Lhazaar Deeptide has incapacitated its foes, it does not normally kill them, unless it has been angered to an extreme.
Breath Weapon (Su): As a standard action, a Lhazaar Deeptide may produce a cone of frigid water 30 feet long, dealing 7d6 cold damage. This damage may be halved with a successful Reflex save against DC 30. After using its Breath Weapon, a Lhazaar Deeptide must wait 1d4 rounds before it may use it again. The DC is Constitution-based.
Regeneration (Ex): While partially or completely submerged in salt water of any source, a Lhazaar Deeptide receives regeneration 5. Electricity is required to deal lethal damage to a Lhazaar Deeptide when in such an environment.
Strength Damage (Ex): The bone-chilling touch of a Lhazaar Deeptide deals 2d4 points of Strength damage to a living foe. A creature reduced to Strength 0 is rendered immobile and helpless until its Strength is raised above 0.
Rogue Wave (Su): As a standard action, an enraged Lhazaar Deeptide can summon a giant wave to smash into a vessel. It has a 95% chance to capsize a vessel less than 30 feet long, a 50% chance to capsize a vessel from 30 to 90 feet long, and a 20% chance to capsize one longer than 90 feet. The Lhazaar Deeptide may attempt this once every d4 rounds.
Part of the Sea (Su): A Lhazaar Deeptide is considered to have total concealment when under water, as the difference between it and mundane water are imperceptible to most creatures reliant on sight.
Skills:
Lhazaar Deeptide have a +4 racial bonus to Escape Artist.