View Full Version : Community Monster Class Competition VI: Beneath the Waves

Mystic Muse
2012-02-02, 12:53 AM
Beneath the Waves

Picture will be up tomorrow when it starts working and I don't have to be in bed.

The contest begins with the posting of this thread and will continue until the midnight, February 20th (EST) deadline.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.


1) You will create any monster that you think fits.

The creature itself does not have to be unique, though it can be; we encourage you to create a monster class for official WotC monsters or races, preexisting homebrewed monsters or races, or creatures you make up for this contest.

2) Entries must follow the monster class guidelines as spoilered below:

Community Based Monster Classes VI

For the player that wants to play D&D and be a monster, there's often a bitter pill to swallow. Maybe you're expected to deal with a kludgy level adjustment? Or perhaps the monster class they've already put out there has less-than-full HD per level? Or maybe there's just no LA or monster class option for that obscure monster you're so keen on, and you're forced to throw something together and beg your DM for its acceptance. Whatever the case, you're inevitably imbalanced one way or another. The session ends and people will often find themselves thinking things would have worked more smoothly if that monster hadn't been there to muck up the works.

No more!

In this thread, you will be able to play as any monster you want by entering these monster classes as though they were regular classes. Huge stat bonuses and screwy HD have been done away with, monsters with abilities that would throw campaigns into disarray (24/7 petrifying gaze! Woo!) have been rebalanced and made suitable for play. Monsters have been tweaked for your playing enjoyment.

If you love these monster classes, like so many do, there are two ways you can help out. You can critique or you can submit new monster classes.

l FAQ[/B][spoiler]
Q) What monsters am I allowed to make into a monster class?
A) We encourage Homebrewers to build any monster as a playable character class. We prefer that Homebrewers build Monster Classes for monsters from published material that have not already been submitted. Before starting a new monster class, check the 'called' list (where people have called dibs on a particular monster or indicated they have started such a monster already) and the finished monster list. New homebrewers are encouraged to pick low-CR monsters, and not to attempt to tackle epic tier (20+ level) classes from the outset. Monsters from homebrew monsters should go in our homebrew section (http://www.giantitp.com/forums/showthread.php?t=180510).

Q) Help! I'm taking a 1 or 2 level monster class and can't tell if it's BAB 1/2 or 3/4! (For the purposes of fractional BAB).
A) Unless otherwise noted, an undead has 1/2 BAB, while all other classes/templates have 3/4 BAB.

Q) When I increase in size does my strength increase and my dexterity decrease? If so, by how much?
A) Size increases, or decreases, do not alter ability scores in this project.

Q) What's the Caster Level for the SLAs?
A) Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.

Q) What’s the Save DC for this ability?
A) Unless otherwise specified the Save DC is (10+ 1/2 HD + Charisma Modifier).

The rest of the rules are split into three parts. Use Guidelines will teach you all the general rules for using these Monster Classes in a game, with specifics on changing size or multiclassing several monster classes (unintended by the project, but people are liable to try it anyways). Critique Guidelines will explain how you can help the project by commenting on other people's monsters. The Homebrew Guidelines state how you can help us by making your own Monster Class.

Use Guidelines

You take these Monster Classes just like you would any other class, such as wizard or rogue. Each level of the class develops your abilities as that particular monster. Normally you should take the first level of a Monster Class at level 1, but in some cases you might wish for your character to transform into a monster, in which case you can take it at a later level. After that, you may multiclass freely; for example one might take 1 level of troll, then 3 of barbarian, then a second level of troll, then another level of barbarian.

Upon taking the first level of a monster class, you lose all other racial traits: what this means is that while you may select a race in character creation, you lose that race when you take your first level in a monster class. You do not gain any traits or bonuses from being a race, as the first level of a Monster Class replaces both class and race. That said, the monster classes are typically a step more powerful than a standard class to make up for the lack of racial bonuses.

Growth Table
{table=head]Base Size|New Size| AC & Attack Bonuses*|Space*|Reach (Tall/Long)*|Ave. Size Incr.|Ave. Weight Incr.|Grapple Mod.|Hide Mod.
Fine|Diminutive|-4 (size)|+½’|+0’/+0’|+6”|+1/2 lb.|+4 (size)|-4 (size)
Diminutive|Tiny|-2 (size)|+1½’|+0’/+0’|+9”|+5 lbs.|+4 (size)|-4 (size)
Tiny|Small| -1 (size)|+2½’|+5’/+5’|+18”|+36 lbs.|+4 (size)|-4 (size)
Small|Medium| -1 (size)|+0’|+0’/+0’|+3’|+240 lbs.|+4 (size)|-4 (size)
Medium|Large|-1 (size)|+5’|+5’/+0’|+6’|+2000 lbs.|+4 (size)|-4 (size)
Large|Huge|-1 (size)|+5’|+5’/+5’|+12’|+8 tons|+4 (size)|-4 (size)
Huge|Gargantuan|-2 (size)|+5’|+5’/+5’|+24’|+80 tons|+4 (size)|-4 (size)
Gargantuan|Colossal|-4 (size)|+10’|+10’/+5’|+48’|+200 tons|+4 (size)|-4 (size)[/table]
Natural weapons damage increases one die size for each size increase.

Thanks to Zeta Kai for the Table.

Under normal circumstances you may not multiclass two Base Monster Classes. Below are some suggested rules should you decide to go against the grain and attempt such:

Multiple Natural Armor Bonuses
If a creature gains natural armor bonuses from multiple sources treat them according to the following chart.
{table=head]Base Natural Armor|Extra Natural Armor|Results

1/2 Con Mod|1/2 Con Mod|Full Con Mod as Natural armor Bonus

Anything higher than 1/2 Con Mod|1/2 Con Mod|+1 Nat. AC

Full Con Mod|Full Con Mod|1.5 Con Mod

Anything Higher than Full Con Mod|Full Con Mod|+2 Nat. AC

1.5 Con Mod|Anything higher than Full Con Mod|+3 Nat. AC[/table]
Creatures that gain Natural Armor from more than one monster class, that specify different Ability Scores as the base for their Natural Armor Class use whichever Ability Score is higher to derive both Natural Armor Classes, and uses the chart above.
Thanks to ChumpLump for the Table.

Multiclassing Monsters
In some cases, your DM may disregard the above rule and allow you to multiclass two base monster classes. This will likely represent some sort of hybrid character, which could be interesting. In this case, how you should play this is: For the monster class which you do not take at level one, remove the “Body of X” class feature, and use the “Body of X” for your first monster class. If you somehow take them at the same time using a variant rule like gestalt, keep the “Body of X” from the class with more levels. If they both have the same number of levels, you may choose which “Body of X” you keep.

Critique Guidelines

Critiquing Rules
1. Respect
Respect is tantamount if you are working on this project. If you are disrespectful of a class or a homebrewer, you will face consequences. At all times we must all treat each other with respect. Ignore all other rules before you ignore this one. Never be disrespectful to another homebrewer.

Homebrew Guidelines
Making a Monster Class is difficult, so don't think you can whip something up in ten seconds and get it posted. It may be long and hard to perfect it, but we'll help you through it. Follow these guidelines and you'll quickly be on your way.

Submission Guidelines:

Start small. If you are new to the project, don't submit a monster with a CR (and, as a consequence, a maximum level) greater than 5. Leeway can be granted (say, a CR6-8 monster), but ask if you're really keen on doing such. Long & involved monster classes coupled with inexperienced creators make for monsters that can take two or more months to wrap up, with constant revision and critique. Not fun for anyone. Learn the ropes first.
Spellcheck, format check: Read over your finished work for errors. Ideally, you want to run it through a spellchecker (either built into your browser or copy/pasted into a word document), but if you've got a good eye for errors, that can be omitted. Similarly, check the design & format of your post against other recently finished monsters (Such as Saguaro Sentinel or Troll) to see if there's something you're doing too differently.
Be prepared to revise: Monsters that are submitted have to go through a review process to ensure we're putting quality work out there. For this reason, the council members will go over monsters and suggest changes.

3) The entry must include name, source (if not an original creature creation), complete class (including prerequisites––if any––hit dice, class skills and skill points, BAB, saves, and detailed descriptions of all class abilities). Incomplete entries will be disqualified at the deadline.

If the monster class is your own homebrewed creation, fluff text is also necessary. If it is based off of an existing official, third party or homebrewed creature, then a link to that creature's fluff text will suffice, though mentioning the source is good too. An image at the head of your entry will not only attract more attention and votes, but will also aid players and DMs in their ability to visualize your monster class.

4) Entries must be D&D 3.5 edition, using the standard format.

5) Post all entries on this thread. Do not post conversation here. Any and All Comments, questions and discussions will take place here in this separate conversation thread. (http://www.giantitp.com/forums/showthread.php?t=204860)

If you wish to receive critiques and other feedback beyond the lifespan of this contest, or wish in the future to submit your monster class to the Monster Class Hall of Fame (http://www.giantitp.com/forums/showthread.php?t=201135) project, then you must copy your monster class entry from this thread and post it in your own monster class hall of fame thread or homebrew thread, as per the moderator rules listed in the Monster Class Hall of Fame rules (don't just link your submission to that project from your entry post in this contest).

6) One entry per participant. No double-teaming.

7) The monster class itself must be your own work, though as mentioned above, it can be based off of a preexisting monster. It must, however, be created fresh for this contest––no previously made, previously posted monster classes.

8) No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

First Place Prize

I make one Monster class of your choice, CR 12 or less with the following restrictions.
1. No mind altering or changing who a person is against their will being a part/key part of their class.
2. No messing with a soul's final destination (Short of willing temptation or redemption) or destroying it.

Homebrewing Guides

3.5 Homebrew Theory by Djinn in Tonic (http://www.giantitp.com/forums/showthread.php?t=137641)

Vorpal Tribble's Monster Making for the Feebleminded (http://www.giantitp.com/forums/showthread.php?t=43009)[/QUOTE]

2012-02-05, 05:16 PM
Deep One

CoC d20


Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will |Special
+2|Body of the Deep, Forgotten Occult

+3|Terrifying Visage

+3|Forgotten Occult

+4|Aberrant Power

+4|Forgotten Occult[/table]

Class Skills: (2 + Int. Modifier) x 4 at first level. A Deep One’s class skills are Concentration, Craft, Disable Device, Disguise, Escape Artist, Heal, Knowledge (Arcana, Nature, and Religion), Search, Spellcraft, and Use Magic Device.

Body of the Deep: At 1st level, the Deep One's racial statistics become the following;

Aberration (Aquatic) type.
+2 Cha, -2 Wis. Deep Ones are terrifying, but nowhere near sane as the mortals define it.
Medium Sized.
A Deep One has a primary bite attack that deals 1d6 + Str Mod damage.
Land Speed of 30ft, Swim Speed of 60ft.
Amphibious: While a natural water-dweller, the Deep One can breath air as well as water, and may exist indefinitely on both land and water.
Eternal: Deep Ones do not age once they become an Adult, and will not die unless slain by outside influence, like violence, poison, disease etc.
Automatic Languages: Common and Deep One. Bonus Languages: Aquan and Undercommon
Favored Classes: Deep One and Sorcerer.

Forgotten Occult (Su): At 1st, 3rd and 5th level, the Deep One develops powers borne from dark worship, inbred mutations or simple study of sanity-flaying magic, gaining a power from the list below at each indicated level. The Save DC for one of these Powers is 10 + 1/2HD + Cha Modifier, and the Caster Level (used mainly for spell durations) is equal to the Deep One's Character Level. Additionally, the Deep One may attempt to Push their Aberrant Power. The Deep One must make a Save, the DC of which is listed in the power. Success brings better power, as listed in the power. Failure means a possibly weakened power and most certainly damaging penalties, as listed in the power as well.

Forogtten Occult Powers:

Madsea Spray
The Deep One can call to R'lyeh and bring down a pillar of mad-tainted water from the deep abode of Cthulhu himself to crush their enemies. The Deep One may make a ranged touch attack as a standard action out to 30ft, dealing 1d8+Cha Mod damage if it hits.
Push: The Deep One may push the dimensional summon of water to greater lengths. At 5HD, the Deep One may make a DC 16 Will Save when using this power (but before choosing a target). If they succeed, then the Deep One may use this power on any creature within 60ft OR increase the damage to 2d6+Double Cha Mod. At 10HD, the Deep One may apply both benefits to this power. If the Deep One fails the save, then the pillar of water strikes the Deep one instead (without the increased range/damage).

The Deep One can throw themselves into a psychotic rage to bolster their ferocious blows. The Deep One can use Rage as a 1/encounter SLA.
Push: The Deep One, once it has 5 or more HD, can throw itself into an even more ferocious rage at the cost of their temporary sanity. The Deep One may make a Will Save, with a DC equal to 15+X (Deep One determines the value of X at the time). The Deep One's Rage then lasts for an extra amount of rounds equal to X, but if the Deep One fails the Will Save, the Deep One becomes unable to tell friend from foe, and simply tries to kill all creatures it can perceve while it is raging, going from the closest creature it can strike.
Special: A Deep One who takes this power and then takes level(s) in Barbarian can have its Deep One levels stack with Barbarian levels to determine all aspects of its Rage ability.

Corrupting Saliva
The Deep Ones borne of mutation and inbreeding have the slightly horrible habit of being able to spread their defections and plagues to others. The Deep One with this power also deals Con Damage equal to 1/2 of the Deep One's Cha Modifier.
Push: At 5HD, the Deep One chooses one disease. When the Deep One makes a bite attack, they may Push this power by making a Fortitude Save with a DC equal to the disease when they successfully damage a creature with their Bite attack. If the Deep One succeeds, then the bitten assailant is infected with the disease, except that the disease's incubation period becomes instantaneous. If the Deep One fails the save, then the Deep One is infected by the disease instead (its incubation period is normal, instead of instantaneous).

Maddening Moan
The Deep One takes after the almighty Father Dagon, and is able to speak words of madness. As a sonic, mind affecting effect, the Deep One may speak their words of madness as a standard action once every 1d4 rounds. Any creature within 30ft that can hear the Deep One and fails a Will Save becomes Confused for one round.
Push: At 5HD, the Deep One may direct their focus with this ability, instead affecting one creature in range that can hear the Deep One. if they choose to do this, they must make a DC 15+X Will Save. If the Deep One succeeds on the save, the duration of the Confusion is increased by X rounds. If the Deep One fails the save, then the Deep One itself is itself confused for 3 rounds.

Mantle of Lies
One of the stranger occult powers, a Deep One with this power may steal the faces of their deceased enemies and give their disturbing visage to the pilfered. A Deep One may, as a melee touch attack, swap their form with that of the attacked, unless the attacked creature succeeds on a Will Save. If the creature fails the Will Save, then both the Deep One and the attacked creature are both affected by a Disguise Self spell, with both of the effected made to look like the other creature. The Deep One loses their Terrifying Visage power while under this ability, unless they steal the looks of another Aberration. This ability can, and automatically works on a form stolen from a dead corpse.
Push: At 5HD, the Deep One may steal more than just the from of their victims. When a Deep One successfully steals the form of a creature, they may choose to affect both themselves and the creature with an Alter Form spell instead, with each creature transmuted into the other's form. However, if the Deep One fails a DC 16 Will Save, then the transmutation is botched and both creatures are treated as being under a Chaos Beast's (http://www.d20srd.org/srd/monsters/chaosBeast.htm) Corporeal Instability for 5 rounds, except that they suffer 1 point of Wisdom Damage each round, not Wisdom Drain.

Gurgled Echoes
A simpler Occult than most, the Deep One with this power can whisper its intent to all that persist in it's presence. The Deep One with this power gains Telepathy out 100ft.
Push: This power can be pushed slightly, and the Deep One gain the ability to understand and speak (but not read or write) any language for 5 rounds as a swift action, but if they fail the DC 10 Will Save imposed when they use this power, the Deep One takes 1 point of Wisdom Damage.

Terrifying Visage (Ex): The sight of a Deep One can be terrifying to a mortal that has not seen a Deep One before, and it tends to erode the sanity of its enemies. When a Deep One of 2nd or higher level charges, makes a full attack, or casts a spell that either targets an enemy or includes an enemy in its area, the Deep One gains the frightful presence ability for that round. Each enemy within a 20-foot radius of the Deep One must succeed on a Will save (DC 10 + 1/2 character level + Cha modifier) or take 1d4 points of Wisdom damage. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune a Deep One's Terrifying Visage for the next 24 hours. This is an extraordinary morale effect, and all Deep Ones are immune to this ability.
At 8HD, the Wisdom Damage increases to 1d6 points.
At 14HD, this becomes 1d4 points of Wisdom and Charisma Drain instead.
At 20HD, this finally peaks at 2d6 points of Wisdom and Charisma Drain.

Aberrant Power: The Deep Ones hold magical knowledge beyond that of most mortals, and control it to such a degree that it blurs the line between magic and science. At 4th level onwards, the Deep One can spontaneously cast divine spells, with the ability to cast a number of spells per day equal to it's Cha Modifier (Minimum 1). For spells known, the Deep One has the Madness and Water domains, and can access any domain spell of a level that's no more than 1/2 it's HD. (For example, a level 6 creature could cast up to level 3 spells).
A short one for me, the Deep One is intended to be a representation of that horrible, maddening creature that slithered up from the deep. It slithers, and it maddens, and it even has magic powers. My work is done!

2012-02-10, 12:32 PM
Water Elemental
Monster Class
Source: SRD/Monster Manual I

HD: D8

+0|Water Elemental Body, Puddle, Fluid Form I

+0|Crashing Waves, Tidal Nature +1, Fluid Form I

+1|Ebb and Flow (Medium), Fluid Form II

+1|Liquidity, Tidal Nature +1, Fluid Form II

+1|Ebb and Flow (Large), Fluid Form II

+2|Fork, Tidal Nature +1 Fluid Form III

+2|Torrential Waves, Fluid Form III

+2|Ebb and Flow (Huge), Tidal Nature +1, Fluid Form III

+3|Demesnes Aquatic, Fluid Form IV

+3|Pool, Tidal Nature +1, Fluid Form IV

+3|Vortex, Liquid State, Fluid Form IV[/table]
Skill Points: (2 + Int modifier) per level, x4 at first level.
Class Skills: The Water Elemental’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Nature, The Planes, Int), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).

Proficiencies: The Water Elemental is proficient with only its own natural attacks.

Water Elemental Body: The Water Elemental loses all other racial bonuses and gains Elemental traits, granting it Darkvision 60’, immunity to poison, sleep, paralysis and stuns. They are not subject to critical hits. Water Elementals are initially small sized creatures with a base movement speed of 20', a swim speed of 90’, and a slam attack that delivers 1d6 + 1.5 times the Water Elemental’s Strength modifier in damage. It has natural armor equal to its Constitution modifier. Water Elementals cannot drown and gain a bonus on swim checks equal to their HD.

Water Elementals speak either Common or Aquan as their starting language and gain additional languages for a high intelligence score as normal.

Puddle: Water Elementals do not perish as normal creatures do, nor are they resurrected in the same manner. If a Water Elemental would be subject to a sleep, paralysis or stun effect, or if they suffer a critical hit, they must make an additional save (DC 10 + ½ attacker’s CR + relevant attribute modifier) or be treated as though they dropped to 0 hitpoints.

A Water Elemental that is reduced to 0 hitpoints or less is not slain or dying, but dissolves into a prone puddle state. It loses all other class features (Water Elemental or otherwise) and can take only move actions, with its movement speeds halved. At the end of each round spent in this state, the Water Elemental may roll a 1d4 - if it rolls a number equal to or lower than the number of rounds spent in the puddle state, the Water Elemental returns to a standing position with half its hitpoints restored. It gains a +1 bonus to the roll if in contact with a body of water.

Each time an enemy attacks the Water Elemental that is in a puddle state, it gains a -1 penalty to subsequent rolls of the 1d4, which lasts until it reforms. Only a single -1 penalty can be applied from a given enemy in a round. Should a Water Elemental remain in a puddle state for too long (more rounds than its Constitution modifier plus its Charisma modifier) it dissipates entirely, annihilated and unable to return with anything short of a Wish or Miracle spell.

At 4HD and every 4HD thereafter, the Water Elemental may eliminate one of the factors that can cause it to dissolve into puddle state (Sleep, Paralysis, Stun, Critical Hits).

Fluid Form I: The first level Water Elemental has a fluid body that can adapt and reshape as needed. This enables the Water Elemental to rapidly adjust its method and manner of attack to deter and disable enemies.

Fluid Form abilities fall into two classifications. Shape abilities redefine the Elemental’s capabilities, often with drawbacks. State abilities change the physical body of the elemental, and last until the elemental enters another state (this includes the puddle state, described under the Puddle class feature, above) or dismisses the effect. Barring the benefit of another class feature that explicitly states otherwise, the Elemental can only maintain a single Shape and State effect at one time, losing the benefits and drawbacks of a previous effect as it gains the new ones.

A Water Elemental wearing light armor requires a move action to adopt a new shape or state. A Water Elemental wearing armor heavier than light cannot use the Fluid Form class features.

Pick one at levels one and two:

Splash (Shape) - The Water Elemental can, as a swift action, adjust its limbs into spherical growths of water it can fling at enemies from afar. A splash attack is a ranged attack with 30’ range (+5’ for every HD if the Elemental after the first) that deals 1d4 + Str modifier damage and forces struck enemies to move 5’ directly away from the Water Elemental. Struck foes that are in a stance or undertaking an action that requires concentration must make a concentration check (a second one if they would already be required to) or have their stance removed and/or action fail. The DC for this check is 11 + the Water Elemental’s HD + the Water Elemental’s Str modifier. The Water Elemental can make one additional Splash attack for every 6HD it has.
In splash form, the Water Elemental’s melee attacks deal 1 + ½ Str damage.

Tentacle (Shape) - The Water Elemental can use a swift action to adjust its limbs into lashing tentacle weapons possessing either 5’ additional reach or 1.5 times its normal reach, whichever is more. Tentacle attacks suffer the standard penalties for attacking adjacent foes. Tentacle attacks do the same damage as the Water Elemental’s slam attack.

Surf (State) - As a swift action, the Water Elemental can enter the Surf state, flowing into and through its limbs and the waves of water it generates as it attacks, dramatically increasing its movement on the battlefield and its ability to flank or close in on foes. After entering this state, the Water Elemental may use a swift action to immediately move to any space adjacent to a foe struck and damaged with its natural/unarmed attacks or Water Elemental class feature.

Gush (State) - The Water Elemental may use a swift action to start gushing a stinging spray of water. Until this ability is canceled, the Water Elemental has its movement speeds halved and deals nonlethal damage equal to its HD to foes within its standard melee reach (not counting reach weapons such as tentacle, above). Foes that fall within the spray’s area can make one less attack of opportunity the following round, as they are distracted.

Crashing Waves: At level two, the Water Elemental can use a swift action to adopt the benefits of one of its shape effects for the following round. Shape effects held through Crash do not count against the Water Elemental’s limit of one per turn, and the benefits overlap, with the damage being calculated using the higher of the two shape effects. The Water Elemental can use Crashing Waves a number of times a day equal to its Constitution modifier or its HD, whichever is lower.

Tidal Nature: At level two, the Water Elemental gains +1 to its choice of Strength, Constitution or Charisma. Further, with a full-round action, the Water Elemental may redistribute any of the points gained through Tidal Nature to one of the other two attributes. This becomes a move action at 5HD, a swift action at 10HD, an immediate action at 15HD and a free action at 20HD. The Water Elemental gains a further +1 with every even numbered level in the class.

Ebb and Flow: At level three, the Water Elemental gains the ability to grow to medium size. Its reach, grapple modifiers, natural attack damage and skills change where appropriate, but it doesn't gain any ability score bonuses or penalties. It gains +5’ of movement speed for every step above small size Ebb and Flow increases its size.

At level five, the Water Elemental gains the ability to grow large in the same fashion.

At level eight, it can become huge.

The Water Elemental may, as a full-round action, adjust its size category between any sizes Ebb and Flow grants access to (For example, at level five, it could adjust from small to medium or large size, but it could not grow huge). If the Water Elemental is in contact with a body of water, this is a swift action instead. Changing size in this manner provokes attacks of opportunity from adjacent foes, but enemies and objects that occupy a space that the Water Elemental grows into are forced back and away from the Elemental until they are out of its space, provided the Water Elemental could lift or carry them as determined by encumbrance and lifting rules. If there is not enough physical room (in terms of objects, individuals or terrain that could not be moved), the Water Elemental can not grow.

Fluid Form II: The Water Elemental, at levels 3, 4 and 5, may expand its selection of options from Fluid Form. Pick one at each of the aforementioned levels:

Any option from Fluid Form I.

Bludgeon (Shape) - The Water Elemental forms a massive flail or club out of water, each strike delivering a torrential, stinging spray to surrounding foes. The club is an augmented slam natural attack that also deals its natural attack damage, sans Strength bonus, to anyone within 5’ of the struck foe with a lower or equal AC to the target. If the Water Elemental is large size or larger, this effect extends 10’ from the target instead.

Geyser (Shape) - The Water Elemental uses something approximating an oversized mouth or two joined ‘hands’ to project a devastating blast of water that can send foes flying. This is a line attack with a range of 15’, +15’ for every size category the Water Elemental is larger than small. Foes within the line must make a Reflex save (DC 10 + ½ Water Elemental’s HD + Water Elemental’s Strength modifier) or take 1d4 damage for every HD of the Water Elemental and be pushed to the end of the line effect. After a use of Geyser, the Geyser shape ends and the Water Elemental cannot re-enable that same shape for 1d4 rounds. Crashing Waves does not allow Geyser to be used alongside another shape.

Mist (State) - The Water Elemental agitates the water around it, filling the area with mist. Activating this state is a swift action, and creates a mist around the Water Elemental equal to its melee reach. Foes in the mist cannot see foes outside of the effect, and vice versa. Every individual within the mist has partial concealment against all effects except the Water Elemental’s attacks.

Drink (State) - The Water Elemental begins drawing nearby moisture into itself. It heals itself for 2d4 damage + its Constitution modifier every round it is in contact with a body of water. Further, any time it successfully strikes a foe in melee with a natural attack, it dessicates them, dealing 2 points of Constitution damage. The healing increases for every 3HD the Water Elemental has after the third.

Liquidity: At fourth level, the Water Elemental gains DR/- equal to its HD, as it flows around its enemies strikes.

Fork: As the rivers do, the Water Elemental forks at sixth level, gaining an additional limb. It may, when using a swift action to adopt a natural weapon shape, transform both or only one limb. As such, it can have two different shapes at one time, with a potential three shapes held with the use of Crashing Waves. A Water Elemental may only attack with both weapons on a full attack or a charge. It gains another limb at 12HD and 18HD.

Fluid Form III: The Water Elemental, at levels 6, 7 and 8, may expand its selection of options from Fluid Form. Pick one at each of the aforementioned levels:

Any Form from Fluid Form I or II.

Blade (Shape) - The Water Elemental can adjust its limbs into oversized blades with a swift action. Blade attacks deal damage as though the Water Elemental were one size larger. Further, on a successful hit against one foe, the Blade shape permits the Water Elemental to make a free attack, using its highest attack bonus, against another foe that is also within its reach, if this attack is successful, the Water elemental may attack another foe within reach. No foe may be struck more than once with a single blade attack.

Froth (Shape) - The Water Elemental deals a bonus 1d6 damage for every 2 HD it has, but all damage the weapon deals is nonlethal.

Dousing (State) - The Water Elemental enters a state where its Water Elemental attacks are touch attacks.

Cresting (State) - The Water Elemental rises into a high and precarious position, ready to strike with a devastating blow. This state is cancelled if the Water Elemental sustains damage from a single source that exceeds a tenth of its maximum hitpoints. After spending one round in this state, the Water Elemental deals double damage with its next Water Elemental attack or class feature used, at which time all state or shape effects on it end.

Torrential Waves: Starting at seventh level, the Water Elemental can use Crashing Waves a number of times a day equal to its HD or its Constitution modifier, whichever is higher, instead.

Demesnes Aquatic: At ninth level, the Water Elemental becomes connected with any body of water it touches. Any water in contact with the Water Elemental, up to an area of 10’ around the Water Elemental for every HD it has, cannot drown the Water Elemental’s allies, while enemies can only hold their breath for a duration of 1 round per point of Constitution modifier. Further, the Water Elemental gains +1 to attacks and +1 to AC and +1 to saves, with an additional +1 for every 3HD it has, so long as it is in contact with a body of water more than 50’ across on one axis (a river would serve, provided it was more than 50’ long).

Fluid Form IV: The Water Elemental, at levels 9, 10 and 11, may expand its selection of options from Fluid Form. Pick one at each of the aforementioned levels:

Any Fluid Form I, II or III form.

Shard (Shape) - Freeze your limbs, so that struck foes sustain 2 Dexterity damage and are fatigued each time they are hit.

Undertow (Shape) - Deals no damage unless combined with another Shape via. Crashing Waves, but a successful hit serves to trip foes, provoking no attack of opportunity.

Drowning (State) - Foes in the Water Elemental’s reach begin suffocating. This suffocation is treated as though the Demesnes Aquatic ability, described above, was in effect.

Flooding (State) - The Water Elemental creates water around it, filling 2d6 adjacent spaces each round, +1d6 for every size category it is larger than medium. If there are no available spaces, then the flooding affects spaces adjacent to those. These spaces are difficult terrain for all individuals excepting the Water Elemental and its allies. If all spaces are filled with the flooding effect (as might be the case with a room), then the effect starts to fill spaces 5’ higher than the previous. This occurs until an area is filled with water or the Water Elemental ceases to be in the Flooding state, at which point 1d6 spaces adjacent to it are returned to normal each round (and so on).

Pool: At tenth level, the Water Elemental can enter its puddle state voluntarily as it fails a save. If it does, it gains a +2 on its next roll (starting at the end of its subsequent turn) to return to its regular state. A Water Elemental that successfully leaves its Puddle State can return with all its hitpoints restored, once per hour.

Liquid State: As Crashing Waves, but makes use of Liquid State daily uses instaed, and allows the Water Elemental to hold an additional state for one round, rather than a shape. This cannot be used alongside the puddle state, but it can be used with Vortex state (see below). A Water Elemental has a number of daily uses of Liquid State equal to its Constitution Modifier or its HD, whichever is less.

Vortex: At eleventh level, the Water Elemental can enter a Vortex state as a standard action, which requires a Liquid State (see Liquid State, above) use for every round it is to be maintained. This can be used alongside Liquid state (requiring two uses, naturally) to hold two states at once. In the Vortex state, the Water Elemental triggers no attacks of opportunity, but it cannot attack, and takes half damage from all sources. Any creature that starts its turn in the Water Elemental’s space must make their choice of a contested Strength check or a Reflex save, lest they be swept up into the vortex. Swept up creatures take the Water Elemental’s slam damage each round on the Water Elemental’s turn, are moved along with the Water Elemental when it moves, can take no move actions and must make a Concentration check (or a Con check) against a DC of 11 + the Water Elemental’s HD + the Water Elemental’s Str modfier if they wish to perform a standard action. Creatures that end their turn in the Water Elemental’s space must Save as well, with foes potentially having to save twice in the same turn.

Escaping the vortex requires a standard action Strength check, contested by the Water Elemental’s own. When a creature is freed, either by their own strength or the effect ending, they move to the nearest unoccupied space adjacent to the Water Elemental.

The Water Elemental. I wanted to build a 'tank' that was flexible, dynamic and interesting to play, with lots of on the fly choices. Not much to add. Your primary choice, round to round, is how you'll use your swift actions and what Shapes & States are best to use for the immediate situation.

Mystic Muse
2012-02-11, 12:29 AM
STYX DRAGON (From Draconomicon)


HD: D12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 |+1|+2|+0|+2| Stygian Body, Styx Adaptation, Hoard, Encrusted Hide +2
2|+2|+3|+0|+3| Keen Senses, Stygian Breath, Fog Cloud
3|+3|+3|+1|+3| Blindsense 60 feet, Draconic Roar, Encrusted Hide +3
4|+4|+4|+1|+4| Curse Water, Darkness
5|+5|+4|+1|+4| Fetid Breath, Acid Resist, Encrusted Hide +4
6|+6|+5|+2|+5| Tail Blades, Deeper Darkness, Stinking Cloud, +1 Charisma
7|+7|+5|+2|+5| Constrict, Improved Grapple, Diseased Tail Blades
8|+8|+6|+2|+6| Growth, Domain, Black Tentacles, +1 Strength
9|+9|+6|+3|+6| Stygian Grab, Burrow Speed
10|+10|+7|+3|+7| Hold Monster, Blight-Blooded, +1 Constitution
11|+11|+7|+3|+7| Stygian Scales, Stygian Influence, +1 Charisma
12|+12|+8|+4|+8| Frightful Presence, Growth, Crush
13|+13|+8|+4|+8| Bonus feat, Erosion,+1 Strength
14|+14|+9|+4|+9| Stupefying Breath, Acid Fog, +1 Constitution
15|+15|+9|+5|+9| Disease Ascension, Bonus Feat, Vitriolic Acid,+1 Charisma
16|+16|+10|+5|+10| Horrid Wilting, Corrosion, +1 Strength
17|+17|+10|+5|+10| Stygian Bite, Acid Immunity
18|+18|+11|+6|+11| Bonus Feat, Domain, Contagion Breath, +1 Constitution
19|+19|+11|+6|+11|Growth, Tail Sweep, Pestilence
20|+20|+12|+6|+12 |Disease Perfection, Miasma Spray, Bonus Feat, +1 Strength, +1 Charisma, +1 Constitution

4 Skill points+int per level, quadruple at 1st level. Class skills: Appraise, Balance, Bluff, Concentration, Climb, Jump, Intimidate,Knowledge (any), Listen, Spot, Use Magic Device

Proficiencies: a Styx dragon isn't proficient with any armor or weapons, besides her own natural weapons

Stygian Body: The Styx dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8+1½ Strength modifier damage, a 40 foot base land speed which starts increasing by 10 every hit dice after her fourth hit dice and medium size. In addition, the Styx dragon gains a swim speed equal to her base land speed.

The Styx dragon's arms are vestigial and cannot be used for any purpose.

The Styx dragon also gets a natural armor bonus equal to 1+Constitution modifier. Whenever the Styx dragon grows one size category, Her natural armor increases by a further 1.

Styx Adaptation (Ex): The Styx dragon has complete immunity to poisons and diseases, magic or mundane. In addition, she can breathe in water, Is not hampered in combat by being in an aquatic environment, and is immune to the harmful effects of the river Styx. The Styx dragon remains immune to poison and diseases even when immunity would be bypassed, such as by the disease ascension or perfection abilities of other Styx dragons.

Encrusted hide (Ex):
Dragons simply love sleeping in their hoards when they have the opportunity. This tends to make things like gold and jewels stick within their hide, granting them additional armor. The Dragon gets a +2 armor bonus to armor class, and gains an additional +1 to this figure at level 3 and 5 for a total of a +4 armor bonus.

Styx dragon SLAs (Su): At 1st level Fog Cloud SLA 2/day per HD.

At 4th level Curse Water 2/day per HD and Darkness 1/day per HD

At 6th level Stinking Cloud and Deeper Darkness 1/day per 3 HD.

At 8th level Black Tentacles 1/day per 4 HD

At 10th level Hold Person 1/day per 4 HD

At 14th level, Acid Fog 1/day per 4 HD

At 16th level Horrid Wilting 1/day Per 4 HD.

Keen Senses (Ex): At second level, the Styx dragon's senses become far stronger. The Styx dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. She also has darkvision out to 120 feet

Stygian Breath (Su): At second level the Styx dragon gains a breath weapon. The breath weapon is a 60 foot line dealing 1d6 acid damage/HD, with a reflex save (DC 10+1/2 HD+Constitution modifier) for half and takes 1d4 rounds to recharge. The line increases by 10 feet for every extra hit die she gains. In addition, at 5 HD the damaging effects of the line cling to enemies. The next round the acid deals half the damage it dealt the previous round. At 10 HD it affects them again dealing one quarter the damage it originally dealt.

Blindsense (Ex): At third level the dragon gains Blindsense as the normal ability, range 60 feet.

Draconic Roar (Ex): At level 3, even a Dragon's roar is a threatening weapon. As a Swift action the Styx Dragon can emit an astounding roar. Doing so deals half her breath weapon damage in Sonic damage. A successful Fortitude save (DC 10+ Half HD+ Constitution modifier) negates the damage. Once a Styx Dragon uses her Draconic roar she can't use it again until after she uses her breath weapon. The Roar affects all creatures within 30 feet. Dragons are immune to the effects of the Draconic Roar ability.

Fetid Breath (Su): At 5th level, the Styx Dragon can modify her breath weapon to sicken her enemies. By adding 1 round to the recharge time, any enemy that fails its initial reflex save is sickened, and takes acid damage equal to the Styx Dragon's HD each round for the duration of the fight. The enemy can choose to end the effect by electing to become nauseated for one round instead.

Repeated uses of Fetid Breath do not make the Acid Damage Stack.

Acid Resist (Ex): At 5th level, the Styx dragon gains acid resistance equal to her total HD.

At 10 HD, this becomes twice her HD.

Ability Increase: .
The Styx Dragon

Level|Bonus Gained
6|+1 Charisma
8|+1 Strength
10|+1 Constitution
11|+1 Charisma
13|+1 Strength
14|+1 Constitution
15|+1 Charisma
16|+1 Strength
18|+1 Constitution
20| +1 Charisma, Strength and Constitution


Tail Blades (Ex): At 6th level the Styx Dragon's infamous Tail Blades become usable as weapons. They're Primary Natural Weapons dealing 1d8+1½ Strength Modifier damage.

Diseased Tail blades (Ex): At 7th level anybody who is hit by the tail blades must succeed on a Fortitude save equal to the Dragon's breath weapon save DC or contract a disease. The player must choose which disease this is once She gets this ability and the ability cannot be changed after this.

Improved Grapple:at 7th level the Styx dragon gains the improved grapple feat regardless of whether or not she meets the prerequisites.

Constrict (Ex): At 7th level, after the Styx dragon makes a successful grapple check, she can make a constrict attack. The constrict attack deals twice the tail blade's damage as bludgeoning damage.
Growth (Ex):At 8th level the Dragon grows to large size. At 12th she grows to huge and at 19th she grows to gargantuan. Her AC, bonus to hit, base damage, grapple and skills change accordingly, but she doesn't get any ability score bonus or penalties.

Domain (Su): At levels 8 and 18 the Styx Dragon chooses one domain from the following: Darkness, Ocean, Suffering, Water and Watery Death, and from that point onward, she can cast each spell from that domain once a day as long as she has HD equal to twice the spell's level.

Stygian Grab (Ex): At 9th level the Styx dragon gains the improved grab extraordinary ability. To use this ability a Styx dragon must hit an enemy that is at least one size category smaller than her with Her tail blades attack. She can then immediately make a Grapple check, and if it's successful can use her constrict ability in the same turn. In addition, this ability ignores freedom of movement effects.

Burrow Speed (Ex): At 9th level, the Styx Dragon gains a burrow speed, equal to one half her land speed. If the land speed increases or decreases, the burrow speed does as well.

Blight-Blooded (Ex): At Tenth level, the Styx dragon's blood grows thinner, and it obtains the same affinity for disease her Tail and Bite have. Every time the Styx dragon is dealt lethal damage by a slashing or piercing type weapon, blood gushes out of the wound (Effects depend on the weapons used. A sword would have a spray, a bite attack would have it gush into the mouth, ETC). When dealt lethal damage, the blood gushes out at her attacker. So long as the attacker has an exposed area when it attacks, blood will gush into the exposed area, potentially infecting them with whatever disease the Styx dragon chose for her tail blades to transmit.

The Styx dragon's blood can be avoided with the following precautions: Covering your mouth and nose with something thick that the blood will slide off of (No cloth), Covering your eyes with a similar material, making sure any open wounds are covered well, and just in general not leaving any exposed skin. Those who attempt to slay Styx Dragons often wear their normal armor over a smooth leather body suit, wear a mask of some sort to make sure it doesn't get on their neck or head, and cover their faces with Gas-mask-like apparatuses.

additionally, the Dragon's gums have become rather prone to breaking open and bleeding out into whatever they bite in the middle of battle. The Dragon's bite attack now transmits the disease as per her tail.

There is no static price for Styx dragon blood. The prices are set by each individual Styx dragon.

Stygian Scales (Ex): At 11th level the Styx dragon gains DR/magic and good equal to half her total HD and SR equal to her HD+11

Stygian Influence (Su): After swimming through the river Styx for centuries, the planes they swim through have affected the dragon's attacks. At 11th level The Dragon's natural weapons, as well as any weapons it might be wielding, are simultaneously treated as Lawful, Chaotic, and Evil.

Crush: At 12th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size

This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using her whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).

Frightful Presence (Ex): at 12th level the dragon gains frightful presence. The ability takes effect automatically whenever the dragon attacks or charges. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Charisma modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Bonus Feat: At levels 13, 15 and 20 the Styx Dragon gains Extraordinary disease as a bonus feat (see after this monster entry) or a fighter bonus feat for which it qualifies.

Erosion (Su): The Styx Dragon's Acid Breath improves still more. When used against enemies, for each of the three rounds they're exposed to it, their armor starts breaking down. Their armor is reduced by 1 each round they're exposed to the breath weapon, and is reduced by a further 1 every time they're hit. The Penalty is dealt to their highest AC bonus from any source. If the AC is reduced to zero, the item granting it may be destroyed (In the case of Armor or magic items) or the bonuses simply become unusable for the fight. The AC penalties to natural armor bonuses (Bonuses the creature has naturally, not only natural armor) return after an 8 hour rest.

This is a modification, but it does not add any recharge time.

Stupefying Breath (Su): At 14th level the dragon gains an additional breath weapon. The breath is a cone with a radius of 30 feet+5 feet per HD of the dragon and deals 1 intelligence damage for every 4 HD of the dragon. The damage can be halved with an appropriate fortitude save (DC10+Constitution Modifier+Half her HD). The breath weapon recharges in 1d4 rounds.

Disease Ascension (Ex): At 15th level, the dragon can now bypass immunity to disease derived from class features (Such as the Paladin's divine health) and any ability not derived from a creature's type. However, Styx dragons cannot affect each other with this ability. In addition, the damage die for the disease she chose increases one size.

Vitriolic Acid (Su): At 15th level, Any objects hit with the Breath weapon (Or Natural weapons at sixteenth level), have their hardness ignored, and the acid damage cannot be resisted except by other Styx Dragons.

Corrosion (Ex): At 16th level, the Stygian Dragon's natural weapons deal an additional 1d8 Acid Damage. This Damage increases one die step for every 4 HD gained from here.

Stygian Bite(Su): At level 17 the Styx Dragon's bite is a weapon to be feared. The Dragon can now channel her Stupefying breath weapon into her bite attack to be used along with it. This still counts as a use of the breath weapon. Channeling the breath weapon is a swift action.

Acid immunity (Ex): At 17th level, the Styx Dragon becomes immune to acid damage.

Contagion Breath (Su) Using this ability adds 2 rounds to the recharge time of the breath weapon. This effect applies regardless of which breath weapon the Styx Dragon uses. When an enemy is affected by the breath, they must make a Fortitude save. The player then rolls a D6, the result of which affects all enemies who fail their saves. Immunity to the following conditions is negated.
1. Fatigued.
2. Blinded or deafened (Player's choice)
3. Nauseated
4. Exhausted
5. Poisoned (1d10 Con damage, repeats in one minute)
6. Sickened

If a creature is already suffering from one of the above conditions, it instead suffers all applicable ones if it fails its save.

Tail Sweep:At 19th level this special attack allows a dragon of at least Gargantuan size to sweep with her tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Pestilence (Ex):At 19th level the Styx Dragon can contaminate anything she touches. As a full round action the Styx dragon can "rub" the area where She's standing or a number of objects equal to her Con modifier. The next creature stepping on that area or touching the object willingly receives a disease as if hit by the Styx's dragon natural weapons, same Fort Save to resist. The disease must be chosen when the Styx Dragon rubs. The effect is permanent but each contaminated square /object can only try to infect one creature per HD. A rogue can spot and safely "clean" an object with their trap sense, search and disable DCs are 10+HD+Constitution modifier.

Disease Perfection (Ex): At 20th level, the Styx dragon's affinity for disease has reached it's peak. From this point on, the dragon's disease based abilities* affect even those normally immune to them. The dragon now bypasses any immunity unless the being is a Styx dragon. In addition, anything that is not normally immune to disease receives no save, and the die of the disease she chose increases another size.

Miasma Spray (Su): At 20th level, the Styx Dragon gains her final Breath weapon Improvement. This is a modification, and using it adds 4 rounds to the recharge time of her breath weapon. Any enemies who are hit by the Breath weapon are subject to Doom Breath. Any enemy that dies after being affected explodes in a large radius. The Size of the explosion, along with the amount of damage it deals, depends on the size of the creatures affected. All damage dealt in this way is acid damage.

Diminuitive: 5
Fine: 10
Tiny: 20
Small: 40
Medium: 60
Large: 80
Huge: 100
Gargantuan: 150
Colossal: 200

In addition to the features described herein, there are new feats to enhance the Styx dragon's disease based abilities. (Credit to Hyudra)

Extraordinary Disease [Monstrous]

Your disease works in a manner above and beyond that of other creatures of your type.
Prerequisite: A natural weapon that can transmit disease, 13 Con and 6HD, at least one of which must be a level in a monster class.
Benefit: Choose one of the following from the list to enhance your poison:
Pathogen: Each time the victim fails a save against the disease (including the initial save to find if the disease was contracted), the DC is increased by +2.
Rapid Onset: The Disease now has an incubation period of 1d3 rounds. This may be taken a second time, reducing the incubation period to 1d3-2 rounds.
Scourge: The victim must save against the disease twice as often (ie. from every 24 hours to every 12 hours). This option may be taken multiple times, halving the amount of time the victim must save each time it is taken. (from 24 to 12, 12 to 6, 6 to 3, and so on).
Fever: Once the poison enters the victim's system, the victim displays a rapidly progressing fever. From the point the victim fails the saving throw up until the time the disease is removed, the victim is Fatigued. Once the disease is incubated, the victim must make a fortitude save on any given hour or be Exhausted, instead. (DC is 10 + ½ creature's HD + creature's Con)
Systemic Shock: When an opponent fails their save against disease, they are immediately sickened. Further, if the disease affects physical stats, the creature must make another fortitude save or be nauseated for 1d4 rounds, and if the disease affects mental stats, the creature must make a will save or be confused for 2d3 rounds. The DC for both saves is 10 + ½ creature's HD + creature's Con.
Once the disease has incubated, the victim must save or be nauseated/confused (again, as appropriate to the disease) on any given hour.
Miasma: After a disease has finished incubating, a contagious vapor begins leaking out of their nose and mouth to taint the air around them. The disease effectively becomes inhalation and contact based, transmitted with the victim themselves as the origin point. Any infections transmitted in this way have the traits of the original disease, but with only a 50% chance the new victim will also show signs of the miasma.
1d3 rounds after a victim afflicted with Miasma dies, the miasma begins consuming their body, filling all adjacent squares with the inhaled version of the disease.
Blight: The disease becomes potent enough to affect targets that are normally immune, as the individual elements in the disease produce byproducts that consume, occlude or taint even inanimate matter or energies. The Disease can now affect any creature that cannot produce the disease itself, including those creatures that are typically immune or that lack constitution scores. The effects of the poison are halved when affecting such opponents, rounding down. Diseases that would deal Constition damage to creatures with no Constitution score deal Charisma damage instead.
Special: This feat may be taken multiple times, choosing a different option each time (or choosing options that specifically allow multiple instances).]


Yep, another Dragon. Obsessed? Me? Noooooo, of course not.

Alright, more seriously, the Styx Dragon is essentially a disease and acid based sea serpent from Hell, focusing a bit on decay. With Hyudra's help, I believe I've hit that concept dead on. Not really sure what else to say about it.

I think it's been sufficiently changed from the previous version to warrant being a new class in this competition, though I wouldn't blame anybody for deciding against it because it's been done.