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.
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.
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.
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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