Seharvepernfan
2014-12-23, 01:23 PM
Land Dreugh
http://www.imperial-library.info/sites/default/files/beast_oblivion_dreugh.png
Large Aberration (Aquatic)
Hit Dice: 11d8+44 (93hp)
Initiative: +7
Speed: 30ft
Armor Class: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +8/+17
Attack: Claw +12 (1d6+5+1d6 electricity) or Shoulder-Claw +7 (1d4+2+1d6 electricity)
Full Attack: 2 Claws +12 (1d6+5+1d6 electricity) and 2 Shoulder-Claws +7 (1d4+2+1d6 electricity)
Space/Reach: 10ft/5ft (10ft with Shoulder-Claws)
Special Attacks: Electric Jolt, Improved Grab
Special Qualities Amphibious, Darkvision 60ft, DR 5/Magic, Electric Body, Scuttle, SR 15
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 20, Dex 16, Con 18, Int 8, Wis 14, Cha 5
Skills: Listen +11, Spot +11
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Environment: Temperate and Warm Aquatic
Organization: Solitary, pair, or pack (3-5)
Challenge Rating: 8
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Usually chaotic evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment: --
Speaks Aquan
Electric Body (Ex): The dreugh's body creates electricity naturally. Anyone who touches (or attacks with a non-reach melee weapon or natural attack) the dreugh takes 1d6 electricity damage. Likewise anyone touched or attacked by the dreugh takes the damage as well. Unless otherwise specified, this damage is dealt once per round of contact.
Electric Jolt (Ex): If the dreugh hits and grabs an opponent with one claw, then successfully hits with the other claw, the second claw will deal an additional 4d6 electricity damage as electricity flows through the target's body from one claw to the other.
Improved Grab (Ex): To use this ability, the dreugh must hit an opponent with a claw 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 make a second claw attack against the held opponent at no penalty.
Amphibious (Ex): Although dreugh are aquatic, then can survive indefinitely on land.
Scuttle (Ex): A dreugh can walk along the ground underwater at it's normal speed, though it cannot charge or take the run action.
Basically, I took the Chuul and made a few changes and additions. I took a few liberties as well.
http://www.imperial-library.info/sites/default/files/beast_oblivion_dreugh.png
Large Aberration (Aquatic)
Hit Dice: 11d8+44 (93hp)
Initiative: +7
Speed: 30ft
Armor Class: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +8/+17
Attack: Claw +12 (1d6+5+1d6 electricity) or Shoulder-Claw +7 (1d4+2+1d6 electricity)
Full Attack: 2 Claws +12 (1d6+5+1d6 electricity) and 2 Shoulder-Claws +7 (1d4+2+1d6 electricity)
Space/Reach: 10ft/5ft (10ft with Shoulder-Claws)
Special Attacks: Electric Jolt, Improved Grab
Special Qualities Amphibious, Darkvision 60ft, DR 5/Magic, Electric Body, Scuttle, SR 15
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 20, Dex 16, Con 18, Int 8, Wis 14, Cha 5
Skills: Listen +11, Spot +11
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Environment: Temperate and Warm Aquatic
Organization: Solitary, pair, or pack (3-5)
Challenge Rating: 8
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Usually chaotic evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment: --
Speaks Aquan
Electric Body (Ex): The dreugh's body creates electricity naturally. Anyone who touches (or attacks with a non-reach melee weapon or natural attack) the dreugh takes 1d6 electricity damage. Likewise anyone touched or attacked by the dreugh takes the damage as well. Unless otherwise specified, this damage is dealt once per round of contact.
Electric Jolt (Ex): If the dreugh hits and grabs an opponent with one claw, then successfully hits with the other claw, the second claw will deal an additional 4d6 electricity damage as electricity flows through the target's body from one claw to the other.
Improved Grab (Ex): To use this ability, the dreugh must hit an opponent with a claw 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 make a second claw attack against the held opponent at no penalty.
Amphibious (Ex): Although dreugh are aquatic, then can survive indefinitely on land.
Scuttle (Ex): A dreugh can walk along the ground underwater at it's normal speed, though it cannot charge or take the run action.
Basically, I took the Chuul and made a few changes and additions. I took a few liberties as well.