New Creatures in the Duchy of Clearwater

 

Fey/Forest Lands:

Atomie

Booka

Cooshe

Fearie Dragon

Nereid

Swamps/Bogs:

Giant Frog

Flumph

Monastic Flumph

Mudman

Hills/Underground:

Bowlers

Jermlaine

Myconoid

Osquip

Grasslands:

Axebeak

Elemental Creatures:

Aerial Servant

Black Water

Large Elemental (Water)


Hit Dice: 8d8+32 (hp's 68)
Initive: +0
Speed: Swim 90 ft.
AC: 20 [-1 Size, +2 Dex, +9 Natural]
Attacks:8 Psuedopods +8
Damage: Psudeopod 2d6+7
Face/Reach: 15'x15'/10 ft.
Special Attacks:Overturn, Drench, Imroved Grapple
Special Qualities: Elemental, Damage Reduction 10/+1
Saves: Fortitude: +10 Reflex: +4 Will: +2
Statistics: Str: 20 Dex: 15 Con: 18 Int: 2 Wis: 11 Chr: 6
Skills: Listen +9, Spot +9
Feats: Multiattack, Combat Reflexes

Climate/Terrain: Any Water
Orginization Solitary, Pack (1-3), or Swarm (4-9)
Challenge Rating 6
Treasure: None
Alignment: Always Netrual Evil
Advancement: 10-15 Large, 16-20 Huge

(Note: This was heavily inspired by the Pirates of Dark Water. This is a good example of modifying a basic monster into something a little more specific to a vision.)

     Black Water comes from the Elemental Plane of Water, near the edge leading to the Negative Energy Plane. It craves the energy of the living, and seeks it out with an uncaring vengeance. They appear as dark oily blobs in the middle of a large body of water. A closer look will see a swirling yellow energy deep inside the oily blob before it attacks.

Combat

     Black Water will rush forward towards it's intended victem (And anything that moves is considered a victem). If it is in a vessal that it can't reach it's psuedopods up to, it will attempt to flip over the vessal, and pick off the survivors.

Overturn (EX): A Black Water can be a serious threat to a ship that crosses its path. The Black Water can easily overturn small craft (5 ft. of Length per HD). Even large ships (20 ft. long per HD) Can be slowed to half speed.

Drench (Ex): The Black Water's touch puts out torches, exposed lanterns, and other open flames of nonmagical origin if there are Large Size or smaller. Black Water can dispel magical fire it touches as dispel magic cast by a sorcerer who's level equals the Dark Water's HD.

Improved Grapple: If the Black Water successfully hits with two Pseudopod, or someone jumps into it, it makes an immediate Grapple Check. If failed, they are grappled, and next turn the Black Water will attempt to pin. Those Pinned start to fall subject to drowning rules, as in the DMG.

Elemental (Su): Immune to Poison, sleep, Paralysis, and stunning. Not subject to critical hits.

 

Fire Lanterns

Tiny Elemental [Fire]


Hit Dice: 1d8 [hps 4]
Initive: +4 (+4 Dex )
Speed: Fly 60'
AC: 16 [ +2 Size, +4 Dex]
Attacks:Bite +0
Damage: 1d4 -2
Face/Reach: 2.5'x2.5'/0 ft.
Special Attacks:
Special Qualities: Flames, Elemental, Fire Subtype
Saves: Fortitude: +0 Reflex: +6 Will: +2
Statistics: Str: 7 Dex: 19 Con: 10 Int: 1 Wis: 14 Chr: 6
Skills: +4 Spot
Feats:

Climate/Terrain: Any Land or Underground
Orginization Solitary, Flock (2-8), or Colony (10-100)
Challenge Rating 1
Treasure: None
Alignment: Always Netrual
Advancement: None

     Fire Lanterns come from the Elemental Plane of Fire. They are considered really the equivlent of birds on their home plane. Wizards and Elementals alike like to capture them, and place them in cages, where their warm glow tends to bring a slight joy for them. Wild Fire Lanterns can become a hazard to travellers, and even a small number can be deadly.

     Fire Lanterns look like glowing balls of fire. They dart this way and that, and cast the equivalent of a torch's light all around. They come in a vast amount of colors.

Combat

     When they feel threatened, they attack without hesitation, moving close enough to 'brush' their opponent. If a signifigant show of force is given, they do tend to scatter off, being easily intimidated.

Flames : A Fire Lantern's body is covered in very hot flames. It's mere touch deals 1d2 fire damage. This is in addition to it's normal damage.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Fire Subtype: Fire Immunity. Takes double damage from cold except on a successful save.

 

 

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