Aquatic Creature: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 606: Line 606:


}}
}}
------------
'Aquatic Creature' is a pattern that can be added to any creature that is well adapted to living and hunting in water, or other similar fluids.  Swamp-dwelling ogres, deep-sea Trolls, Rot Flies that live in giant pools of blood, fire elementals that swim in lava, all these and more can be emulated with the Aquatic Creature pattern.
An Aquatic Creature uses all of the base creature's statistics and abilities except as noted below.
== CR (challenge rating) ==
Same as base creature +2.
== Size and Type ==
The creature's Size does not change.  It's Type remains the same but it gains the subtype Aquatic.
== Initiative Modifier ==
The creature's initiative modifier increases +2.
== Senses ==
An Aquatic Creature gains [[Echolocation]] as a sense, which is usable both in and out of the water or other fluid it lives in. If the base creature already had Echolocation, it adds 30 feet to the range of the Echolocation. All other senses such as scent, tremorsense, keen hearing, etc are unchanged.  An Aquatic Creature gains +3 on Perception skill rolls.
== Armor Class ==
Aquatic Creatures gain +2 AC. 
== Hit Dice ==
Aquatic Creatures gain +2 hp per Hit Die of their adjusted CR.
== Defensive Ability ==
The Aquatic Creature gains the following abilities, which may be added to their Bestiary entry:
'''Aura:''' - Same as Base Creature
'''SR:''' - Same as Base Creature
'''Special Defenses:''' Same as Base Creature
*Aquatic Creatures gain a +1 untyped bonus on all Saving Throws.
*Aquatic Creatures can breathe normally underwater or similar fluids, and are never at risk of drowning or suffocation in or out of water.
'''Immunities:'''  Same as Base Creature.
'''Weaknesses:''' Same as Base Creature
==Out of Combat==
Same as Base Creature.
== Speed ==
An Aquatic Creature's gains a [[Lesser Swim]] speed equal to its Walk speed.  If the base creature already had a Swim speed, it increases by twenty feet.
== Melee Attacks ==
The Aquatic Creature retains all the base creature's attacks .  It gains a +2 untyped bonus to-hit with all attacks and is never hindered by attacking under water or similar fluids.
== Damage ==
The Aquatic Creature does the same damage and effects as the base creature.  It gains a +2 untyped bonus to all damage it inflicts, and all DC's are raised by +1.
== Space and Reach ==
No Changes.
== Offensive Ability ==
Same as Base Creature.
== Ability Scores ==
No changes.
== Maneuver Offense and Maneuver Defense ==
The Aquatic Creature gains a +2 untyped bonus to Maneuver Offense and Maneuver Defense rolls.
== Feats ==
Optionally, add one non-combat oriented feat, for flavor.  Or just wing it!  DM fiat is a wonderful thing.
== Skills ==
Optionally, add one skill at  CR+10.

Revision as of 16:11, 28 January 2021

Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Aquatic Creature Pattern (+2 CR)

Subtype: add Aquatic to subtypes


'Aquatic Creature' is a pattern that can be added to any creature that is well adapted to living and hunting in water, or other similar fluids. Swamp-dwelling ogres, deep-sea Trolls, Rot Flies that live in giant pools of blood, fire elementals that swim in lava, all these and more can be emulated with the Aquatic Creature pattern.

This greenish creature has gills and webbed fingers and toes, as if able to swim and breathe water.

General

Init: +1 CRs greater than base creature.
Ambush Chance: +1 (worse at ambushes)
Senses:
Perception: +1 CRs greater than base creature.
Movement Types:

Defense

AC: +2 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: +2 CRs greater than base creature.
Refl: +2 CRs greater than base creature.
Will: +2 CRs greater than base creature.
Special Defenses:
  • (Aquatic Creature) Adapted: Can breathe normally in, and does not take ill effects from, its 'normal' liquid environment, as defined by the GM. Takes no penalties from fighting in its normal liquid environment, is never at risk of drowning or suffocation, and generally lives and works normally while submerged.
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +1 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
  • creature adds +1 CRs to all of its existing skills.
Languages:

Special Abilities