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Spineshark Skyship (3.5 monster/vehicle)
Size and Type Colossal Magical Beast
Hit Dice: 24d10+178 (310 HP)
Speed: 0ft (0 squares) fly 100 ft (Average), swim 100 feet
Armor Class: 23 (Dexterity +1, Natural Armour +20, Size -8), touch 3, flat-footed 22
Base Attack/Grapple: +24/+54
Attack: Bite +38 melee (6d8+21) or tail slap +33 melee (4d6+21) or Spinestorm +25 ranged (2d6+14)
Full Attack: Bite +38 melee (4d8+21) and tail slap +33 melee (4d6+21) and Spinestorm +25 ranged (2d6+14)
Space/Reach: See text/20 ft
Special Attacks: Spinestorm
Special Qualities: Darkvision 60 feet, Living Vehicle, Low-light Vision, Steady Skies
Saves: Fort +20, Ref +16, Will +8
Abilities: Str 38, Dex 12, Con 22, Int 14, Wis 10, Cha 10
Skills: Intimidate +27, Listen +27, Sense Motive +27, Spot +27,
Feats: Flyby Attack, Endurance, Epic EnduranceE Hover, Improved Initiative, Improved Natural Attack (Bite), Penetrate Damage Reduction (Adamantine)E, Snatch, Wingover,
Organization: Solitary or used as vehicle
Challenge Rating: 14
Alignment: Usually True Neutral
Level Adjustment: -
This shark is largely flat, allowing creatures to ride it, but an array of spines, frills and the liks juts out, which makes it an ideal hiding place.
A spineshark is normally impossible to ride, but these variants are used as giant sky-vehicles to rival any other. Their speed and power is unmatched. Spinesharks speak the languages of the culture in which they are raised, usually Common, Elven and Dwarven. They can speak 3 languages, one of which is always common.
Spineshark young (which are still far larger than humans) can generally be bought for a mere 10,000 GP. However, the process of training a spineshark into a spineshark skyship takes 6 months of work (Though only about two hours a day are needed to tend to the spineshark), magical reagants worth 40,000 GP, and at least 10 ranks in Handle Animal and Craft Alchemy (though two creatures, one meeting each requirement, can collaborate). Buying a finished spineshark skyship costs 100,000 GP.
If for some reason no creatures are directing the spineshark skyship, it generally avoids combat if the foe poses a danger to it, or else unloads with a volley of spines.
A spinestorm is a natural weapon, but not a normal one. Whenever the spineshark makes an attack with the spinestorm, it launches 2d6 showers of spines. If it makes a full attack, it launches 4d6 instead.
Spinestorms are ranged splash weapons, meaning that their low accuracy (comparative to the other natural weapons) is less relevant. They also deal splash damage to creatures within 10 feet, not just those within 5 feet.
To resolve the spinestorm, choose targets within 1000 feet of the spineshark skyship, but such that no two of the splash areas overlap (so no two spines are launched within 20 feet of one another). You needn't choose all the targets you're entitled to. Then resolve each splash weapon attack (it doesn't matter if the resulting splashes overlap). Creatures take the normal damage from a splash weapon, and vehicles are hit on each section that the splash even partially overlaps.
The spineshark skyship is a vehicle, as well as a creature. It has ninety spaces that can all be stood on in a 6*15 square arrangement on its back. Its wings are triangular, and extend from the 15 square side to 13 squares out from the side, making its wings equilateral and meaning that it spans 32 spaces from end to end. Its wings are rigid, and so every full space on the wings can also be stood on. Its head is semicircular and extends 3 squares forwards from the front of its back (as it were), but those intending to stand thereupon would be bold or foolish. Its tail, which extends off the end of its back a further 10 squares, flails around during flight and especially combat, and therefore to stand on that would be impossible.
No check is required to use the skyship as it is more intelligent than most humans and perfectly capable of understanding your instructions. The skyship does not have sections and uses its overall hit points and armour class. It has no rigging and cannot make ram attacks, and it requires no crew. It can hold as many siege weapons as it can lift, and because it carries as though quadrupedal, it can carry 38400 lbs.
Steady Skies (Ex)
Spineshark skyships are resistant to magical influence. A spineshark skyship can always take a move or double-move on its turn, and can deliberately waste any action of any kind, irrespective of whether or not it is magically prohibited from acting, or under another creature's control. For example, a spineshark skyship which is affected by dominate monster can still move of its own accord, not that of the creature attempting to control it. Similarly, if a creature tries to stop it moving using hold monster, then it can move anyway, but not attack.
Further, a spineshark skyship that fails its saving throw against an effect that allows one and has a duration longer than instantaneous can save again each round to end the effect. Effects which allow this anyway are unaffected.