adanedhel9
2007-06-16, 07:29 PM
(My first attempt at actually posting something. I've got a whole list of somewhat interesting monsters written for various campaigns that I'll be cleaning up and posting. I figured I'd start with the most 'normal' one.)
EDIT: Reworded a few things. Also, this is a MitP submission, so please vote.
EDIT2: Changed the primary attack to the sting to better reflect the fluff.
STORM RAY
Large Magical Beast (Aquatic)
Hit Dice: 3d10+6 (22 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Sting +5 melee (1d6+3)
Full Attack: Sting +5 melee (1d6+3) and bite +0 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stunning sting
Special Qualities: Darkvision 60 ft., hold breath
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 16, Dex 12, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Survival +3, Swim +11
Feats: Altertness, Fly-By Attack
Environment: Warm aquatic
Organization: Solitary, pair, or school (9-20)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Large); 7-10 HD (Huge)
Level Adjustment: -
Wide, sea-colored forms gracefully rise out of the water and begin flapping their wings towards the shore. Their long tails end with clear stinger that occasionally glows bright yellow.
These blue-grey creatures look like very large manta rays, but they have the ability to leave the water and fly through the air to hunt land-bound prey. Despite this ability, storm rays cannot breathe air, and so rarely venture overland and spend most of their time over water.
COMBAT
Storm rays will generally hunt just about any creature smaller than them, using teamwork and their adaptability to ambush their prey. When hunting land-based creatures or those on the surface of the water, they make diving attacks with their stingers until the prey is incapacitated, then they drag it underwater to consume.
Despite their natural habitat, they are more a danger to land-based adventurers than sea-based: they generally only attack ships if they are in a large pack and are very hungry, but they will readily attack individuals along a shoreline or in the water.
Hold Breath (Ex): A storm ray can hold its breath for a number of rounds equal to 8 X its Constitution score before it risks suffocation.
Stunning Sting (Su): The storm ray’s sting attack stuns the target. Any creature hit by a sting must make a fortitude save (DC 13) or be stunned for 1 round. The save DC is Constitution based.
Skills: A storm ray 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.
EDIT: Reworded a few things. Also, this is a MitP submission, so please vote.
EDIT2: Changed the primary attack to the sting to better reflect the fluff.
STORM RAY
Large Magical Beast (Aquatic)
Hit Dice: 3d10+6 (22 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Sting +5 melee (1d6+3)
Full Attack: Sting +5 melee (1d6+3) and bite +0 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stunning sting
Special Qualities: Darkvision 60 ft., hold breath
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 16, Dex 12, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Survival +3, Swim +11
Feats: Altertness, Fly-By Attack
Environment: Warm aquatic
Organization: Solitary, pair, or school (9-20)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Large); 7-10 HD (Huge)
Level Adjustment: -
Wide, sea-colored forms gracefully rise out of the water and begin flapping their wings towards the shore. Their long tails end with clear stinger that occasionally glows bright yellow.
These blue-grey creatures look like very large manta rays, but they have the ability to leave the water and fly through the air to hunt land-bound prey. Despite this ability, storm rays cannot breathe air, and so rarely venture overland and spend most of their time over water.
COMBAT
Storm rays will generally hunt just about any creature smaller than them, using teamwork and their adaptability to ambush their prey. When hunting land-based creatures or those on the surface of the water, they make diving attacks with their stingers until the prey is incapacitated, then they drag it underwater to consume.
Despite their natural habitat, they are more a danger to land-based adventurers than sea-based: they generally only attack ships if they are in a large pack and are very hungry, but they will readily attack individuals along a shoreline or in the water.
Hold Breath (Ex): A storm ray can hold its breath for a number of rounds equal to 8 X its Constitution score before it risks suffocation.
Stunning Sting (Su): The storm ray’s sting attack stuns the target. Any creature hit by a sting must make a fortitude save (DC 13) or be stunned for 1 round. The save DC is Constitution based.
Skills: A storm ray 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.