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  • File :1211600746.jpg-(530 KB, 786x490, 1207272681219.jpg)
    530 KB Anonymous 05/23/08(Fri)23:45 No.1804769  
    >> Anonymous 05/23/08(Fri)23:47 No.1804780
    >>1804769
    We'll were pretty much fucked
    >> Anonymous 05/23/08(Fri)23:47 No.1804782
    CERBERUS DOG DOES NOT WORK THAT WAY!!!
    >> Anonymous 05/23/08(Fri)23:47 No.1804784
    >>1804769
    FUCK the ocean.

    Seriously.
    >> Anonymous 05/23/08(Fri)23:48 No.1804787
         File :1211600923.jpg-(28 KB, 429x474, cat not be serious.jpg)
    28 KB
    >> Anonymous 05/23/08(Fri)23:48 No.1804788
    I came.
    >> Anonymous 05/23/08(Fri)23:49 No.1804790
    >>1804769
    Like sharks needed extra heads to scare the shit out of me.
    >> Anonymous 05/23/08(Fri)23:52 No.1804812
    >>1804769
    SUCK MY DICKS
    >> Anonymous 05/23/08(Fri)23:53 No.1804814
    Funny, one of my friend's fondest campaign stories was about a homebrew where they were crossing a sea where a gigantic three-headed god-shark that fired lasers off it's mouths lived.
    >> Anonymous 05/23/08(Fri)23:55 No.1804826
    JAWESOME
    >> Anonymous 05/23/08(Fri)23:56 No.1804832
         File :1211601377.jpg-(14 KB, 278x340, 319_Sharpedo.jpg)
    14 KB
    >>1804769
    Dad?
    >> Anonymous 05/23/08(Fri)23:56 No.1804837
         File :1211601408.jpg-(110 KB, 464x650, 1206385695887.jpg)
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    >>1804826
    >> Anonymous 05/24/08(Sat)00:02 No.1804875
         File :1211601756.jpg-(11 KB, 350x250, sharkopath.jpg)
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    I statted the Sharkopath's from Discovery's "The Future is Wild" series... this looks like a good thread to post em.
    Sharkopath
    Large Magical Beast (Aquatic)
    Hit Dice: 10d10+10 (60hp)
    Iniative: +8
    Speed: Swim 80ft
    AC: 23 (+4 Dex, -1 Size, +10 natural)
    Base Attack Bonus/Grapple: +10 / +22
    Attack: Bite +18 Melee (1d8+12 / 19-20 plus wounding)
    Face/Reach: 10ft / 5ft
    Special Attacks: Serrated Bite
    Special Qualities: Blood-Frenzy(Alpha Only), Darkvision 60ft, Hivemind, Keen Scent, Lowlight Vision
    Saves: +8 Fort, +11 Ref, +5 Wil
    Abilities: 27 Str, 19 Dex, 13 Con, 8 Int, 14 Wis, 12 Cha
    Skills: +4* Hide, +10 Listen, +10 Spot
    Feats: Weapon Focus (Bite), Improved Critical (Bite), Power Attack
    Environment: Any Aquatic
    Organization: Solitary, Pack (3-5), Shoal (1 Alpha Sharkopath, 10-15 regular sharkopath, and half that many non-combatants)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 11-20HD Large, 21-30HD Huge

    Sharkopaths are vicious and malicious aquatic beasts that use superior tactics and numbers to capture prey. They hunt all the time, often killing prey and taking it to caverns to store it for later consumption if they're not hungry. They move quickly, and even a small party of them can destroy nearly any aquatic animal or beast, short of sea-going dragons.

    Sharkopaths are blue/black in colouration, with long stripes of bio-luminesant material down thier sides that change colouration to help the sharkopath blend in. Otherwise, they are nearly identical to regular sharks except for thier unusually expressive faces, and triple row of wide, serrated teeth.

    Sharkopaths don't have a spoken language, but communicate telepathically amoung themselves. If they can understand any other languages they give no indication.
    >> Anonymous 05/24/08(Sat)00:03 No.1804884
    Combat

    Sharkopaths are rarely, if ever, encountered solo. A solitary sharkopath is usually either a sentry, or bait to lure opponents into a trap. Usually, they hunt in packs, each family shoal sending out two or more packs in a radial spiral pattern from thier home, the Alpha sharkopath co-ordinating the effort from thier home. An attack on a sharkopath home will result in the entire shoal being called back in to attack, usually under Bloodfrenzy. Sharkopaths that set up near human areas will often shadow smaller boats, waiting for sailors to lean over the edge(fishing, disposing of refuse, being sea-sick, etc), then leaping from the water to bite them and drag them under.

    Alpha sharkopaths are almost always advanced sharkopaths(usually 20HD+) that rule the family unit with an iron will. Sharkopaths are unusually egalitarian, and female and male alphas are encountered in about even numbers.

    Serrated Bite(Ex): A Sharkopath's three rows of serrated teeth shred flesh whenever they score a successful bite attack. Any bite they deliver continues to bleed for 2 points of damage each round thereafter for one minute. Multiple bites result in extra blood loss(4 points for two bites, 6 for three bites, etc.) This bleeding can be stopped with a successful heal check(DC 15) or be applying at least one point of magical healing.

    Blood Frenzy(Ex): In order to defend thier homes and young, or if they are attacking a particuarlly dangerous enemy, an Alpha sharkopath can cause itself and all of its subordinates to fly into an unquenchable rage once per day. This rage causes all sharkopaths within their Hivemind radius to gain +4 Strength and +4 Constitution, but -2 AC. This rage lasts until every single enemy is slain, or every every sharkopath is dead. Afterward, Sharkopaths are exhausted for 1d4 hours.
    >> Anonymous 05/24/08(Sat)00:03 No.1804886
    Hivemind(Su): All Sharkopaths within 25 miles of thier Alpha are always in telepathic contact with each other, and can see and experience what every other sharkopath does. No sharkopath in a particular group is flatfooted unless they all are, and no sharkopath in a particular group is considered flanked unless they all are.

    Keen Scent(Ex): A sharkopath can notice creatures by scent in a 180ft radius, and can detect the presence of blood in the water for up to a mile.

    Skills: Sharkopaths get a +10 racial bonus to hide checks against rocky surfaces and sea bottoms as long as they're stationary.
    >> TSEG 05/24/08(Sat)01:12 No.1805267
    >>1804875
    You. Stat This:
    >>1804769
    >> TSEG 05/24/08(Sat)01:15 No.1805284
    >>1804769 Also: source of this damn monster. There has to be more epic monsters where this one came from.
    >> Anonymous 05/24/08(Sat)01:24 No.1805330
    >>1805267
    Actually... I think I have before... the artist that drew that posts on the WoTC boards(as do I, occasionally)... Lemme take a look for it and make sure... If not, i can throw something nice and nasty together right quick.
    >> Stygian Rimefin 1 Anonymous 05/24/08(Sat)01:31 No.1805357
    Hell yeah, I did stat these guys... shit, I gotta go through the Monsters board and get all my shit into my Beastiary file on my computer...

    Stygian Rimefin
    Huge Outsider (Aquatic, Cold, Evil, Lawful)
    Hit Dice: 18d8+180 (261hp)
    Initiative: +8
    Speed: Swim 60ft
    AC: 27(-2 Size, +4 Dex, +15 natural), Flatfooted 23, Touch 12
    Base Attack/Grapple: +18 / +40
    Attack: Bite +30 Melee (2d6+14; 18-20, x2)
    Full Attack: 3 Bite +30 Melee (2d6+14; 18-20, x2)
    Face/Reach: 15ft / 10ft
    Special Attacks: Breath Weapons, Fear Aura, Rend (2d6+14)
    Special Qualities: Blindsense, Keen Scent, Damage Reduction 10/Good and Silver, Cold Immunity, Fire Vulnerability, Gnashing Bite, Rime-wake
    Saves: Fort +21, Ref +15, Wil +14
    Abilities: Str 38, Dex 19, Con 30, Int 5, Wis 17, Cha 27
    Skills: Listen +25, Spot +15, Survival +25(+35 when tracking by scent), Swim +36
    Feats: Improved Iniative, Power Attack, Cleave, Great Cleave, Improved Bullrush, Snatch, Track
    Environment: Any Lawful, evil-aligned plane with water
    Organization: Solitary, Pair, Pack (3-5 plus 1 advanced 25HD Alpha Male), Entourage (2-4 plus 5 10th level sahuagin Fighters, and 1-2 15th level half-fiend sahuagin priests of Sekolah)
    Challenge Rating: 20?
    Treasure: Standard
    Alignment: Lawful Evil
    Advancement: 19-36HD Gargantuan, 37-54HD Gargantuan

    You can see what looks to be a blood-red shadow looming under the ice as you traverse the frozen hoarfrost of Tantlin's harbor. Without warning a massive sharklike beast with three heads rises from the rime ahead of you, it's massive jaws tearing your guide assunder as it drags its meal below the ice.

    Stygian Rimefins are vicious and bloodthirsty aquatic devils native to the semi-frozen seas of Stygia, the 5th level of the 9 Hells of Baator.
    >> Stygian Rimefin 2 Anonymous 05/24/08(Sat)01:31 No.1805359
    Rimefins look like spinned and vicious sharks with a vivid red skin, and three large heads, each with a toothy maw. This crimson colour is said to be related to thier creation, as the first Rimefins are alledged to have been born from drops of the blood of Sekolah, the sahuagin Shark-diety. Thier keen tracking abilities, vicious demeanor, and savage strength make them amoung the most dangerous creatures encountered in Stygia.

    Stygian Rimefins understand Infernal and Celestial, but cannot speak.

    Combat
    Rimefins like to use thier Rimewake ability to sneak up on unsuspecting opponents on the icy floes of Stygia, attacking them from below the frozen line. If encountered in the water alone, they will snatch any small or smaller creature they encounter first and drag it off to feed, weaking thier enemies numbers and will to fight before comeing back. When hunting in packs, they work in waves, the outer Rimefins weaking and confusing thier opponents with spell-like abilities and breath weapons while one or two dart in and savagely attack the most likely target.

    Rimefins are favoured emessaries of Sekolah, who may dole them out to clerics who show a particularly fervent devotion.
    >> Stygian Rimefin 3 Anonymous 05/24/08(Sat)01:32 No.1805361
    Breath Weapons(Su): Rimefins have three different breath weapons they can call on at any given time: A 120ft Line of Lightning, 60ft cone of Cold, or a 60ft Cone of Acid. As a standard action they breath any one of these abilities with one or more of thier three heads creating multiple areas of effect. Creatures caught in squares where these abilities overlap must save against each seperately. A head must wait 1d6 rounds after it uses a breath weapon to use any weapon again. All of these weapons function normally underwater.

    Fear Aura(Su): A Stygian Rimefin can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same rimefin's aura for 24 hours. Other rimefin's are immune to the aura. The save DC is Charisma-based.

    Rend(Ex): A stygian rimefin that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+14 points of damage.

    Blindsense(Ex): A stygian Rimefin can locate creatures underwater within a 30-foot radius. This ability works only when the stygian rimefin is underwater.

    Keen Scent(Ex): A stygian rimefin can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
    >> Stygian Rimefin 4 Anonymous 05/24/08(Sat)01:32 No.1805366
    Gnashing Bite(Ex): A stygian rimefin's bite is especially dangerous and can easily tear flesh and snap bone. A stygian rimefin's bite threatens a critical hit on a natural roll of 18, 19, or 20. A successful critical hit deals double damage.

    Rimewake(Su): A stygian rimefin can swim freely in cold and icy waters. A rimefin may pass through snow and ice at their swim speed with no ill effects. They can breath normally within ice and snow and may treat it as water for all effects. A rimefin suffers no penalties to attack creatures through ice, but gain cover against attacks from creatures who are attempting to attack them while they are within ice. A stygian rimefin who is grappling a creature may drag them into the ice, in which case the creature must hold thier breath or immediately begin suffocateing. If they break free from the rimefin, they are entombed in the ice where they lost contact, unable to move or breath unless rescued.

    A Stygian Rimefin 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.

    Stygian Rimefins have a +10 racial bonus on Survival checks to track by scent.
    >> TSEG 05/24/08(Sat)01:33 No.1805367
    >>1805357

    ...dude, seriously? I didn't even ask nicely. You rock anon, thanks.
    >> Anonymous 05/24/08(Sat)01:43 No.1805399
         File :1211607788.jpg-(609 KB, 496x786, Hellish-Sahuagin 00.jpg)
    609 KB
    >>1805284
    The Artist(who's site I'm trying to remember) has posted some stuff before in the WoTC boards... I'll post what I have of his stuff. I've even statted some of them as well. :D
    >> Anonymous 05/24/08(Sat)01:43 No.1805400
         File :1211607822.jpg-(522 KB, 770x429, hell-squid-shark_00.jpg)
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    >> Anonymous 05/24/08(Sat)01:44 No.1805402
         File :1211607855.jpg-(636 KB, 989x432, Hellish-Aspect_of_Sekolah_00.jpg)
    636 KB
    >> Anonymous 05/24/08(Sat)01:44 No.1805404
         File :1211607897.jpg-(1.02 MB, 994x786, Hellish-Deep_Cursed_00.jpg)
    1.02 MB
    >> Anonymous 05/24/08(Sat)01:45 No.1805405
    >>1805399

    Is sharks the only thing he draws?
    >> Anonymous 05/24/08(Sat)01:45 No.1805406
         File :1211607923.jpg-(480 KB, 992x798, Hellish-Hord_of_Sekolah_00.jpg)
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    >> Anonymous 05/24/08(Sat)01:45 No.1805408
         File :1211607944.jpg-(247 KB, 800x788, 1211350805963.jpg)
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    There's only one man who can save us now...
    >> Anonymous 05/24/08(Sat)01:46 No.1805409
    I do not want to swim in the oceans of OP's pic. Ever.
    >> Anonymous 05/24/08(Sat)01:47 No.1805415
    >>1805406

    WHY DOES THE ONE ON THE RIGHT HAVE A VAGINA
    >> TSEG 05/24/08(Sat)01:47 No.1805416
    >>1805399
    Have I mentioned that you rock-- yes, I have. Oh well.
    >> Sahaugin Mutant: Adaro 1 Anonymous 05/24/08(Sat)01:55 No.1805446
         File :1211608502.jpg-(519 KB, 473x737, Hellish-Anguiliian_00.jpg)
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    Sahuagin Mutant: Adaro
    Medium Monsterous Humanoid (Aquatic)
    Hit Dice: 4d8+12 (30hp)
    Initiative: +5
    Speed: 20ft, Swim 60ft
    AC: 18 (+1 Dex, +7 Natural), Flatfooted 17, Touch 11
    Base Attack/Grapple: +4 / +12
    Attack: Bite +7 Melee (1d8+3)
    Full Attack: Bite +7 Melee (1d8+3), 2 Claws +5 melee(1d6+1), Tailslap +5 Melee (1d6+1)
    Face/Reach: 5ft / 5ft *15ft with Claws
    Special Attacks: Improved Grab, Blood Drain, Rake 1d6+1
    Special Qualities: Blindsense 30 ft., Keen Scent, darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent
    Saves: Fort +4, Ref +5, Wil +4
    Abilities: Str 16, Dex 12, Con 16, Int 10, Wis 11, Cha 7
    Skills: Handle Animal +1*, Hide +4*, Listen +2*, Ride +5*, Spot +2*, Survival +2*
    Feats: Multiattack(B), Improved Iniative, Track
    Environment: Warm Aquatic
    Organization: Solitary, pair, team (1 plus 5-8 Sahuagin), or patrol (1 plus 11-20 Sahuagin plus 1 3rd-level lieutenant and 1-2 sharks) Any larger group of Sahuagin has a 50% chance to have 1 additional Adaro Mutant per 100 regular Sahuagin.
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 5-8HD Medium, 9-12HD Large; or by character class
    Level Adjustment: +6

    Adaro are a unique mutation of the Sahuagin with a somewhat more pronounced sharklike features and two exceptionally long tentacle like arms tipped with a clawed sucker. They usually range in darker colours than the Sahuagin, with violets and blue dominating over green.

    The Adaro Mutants are much more primal than thier more common Sahuagin counterparts, and they have a love for the hunt. Most Adaro prefer to become Rangers if they take any class, often choosing various Aquatic humanoids as thier favoured prey.

    Adaro speak Sahuagin. Those with greather than average intellect will also often chose common or aquan as bonus languages.
    >> Anonymous 05/24/08(Sat)01:55 No.1805448
    Combat

    Adaro are proficient hunters and stalkers, and they love to chase prey. If a Sahuagin encampment needs someone hunted down, they send an Adaro after it. In combat they are as wild and bloodthirsty as any Sahuagin, lashing out with bites, claws, rakes, and tail lashes. Adaro almost universally eschew manufactured weapons in favour of thier natural weapons.

    Improved Grab(Ex): To use this ability, an Adaro must hit with both of it's claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Drain Blood.

    Drain Blood(Ex): The suckered pad on an Adaro's claw is actually a small, lamprey-like mouth that secrets an anti-coagulant that they can use to drain blood from a victim. An Adaro deals claw damage and one point of constitution damage from bloodloss on a successful grapple check. Creatures with a racial immunity to critical hits(such as Constructs and Undead) are immune to this ability.

    Blindsense (Ex): An Adaro can locate creatures underwater within a 30-foot radius. This ability works only when the Adaro is underwater.

    Keen Scent(Ex): An Adaro can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
    >> Sahaugin Mutant: Adaro 3 Anonymous 05/24/08(Sat)01:55 No.1805451
    Blood Frenzy: Once per day a Adaro that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a -2 penalty to Armor Class until the end of the encounter. An Adaro cannot end its frenzy voluntarily.

    Rake (Ex): Attack bonus +5 melee, damage 1d6+1. An Adaro also gains two rake attacks when it attacks while swimming.

    Freshwater Sensitivity (Ex): An Adaro fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

    Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an Adaro for 1 round. On subsequent rounds, they are dazzled while operating in bright light.

    Speak with Sharks (Ex): Adaro can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Adaro can use the Handle Animal skill to befriend and domesticate sharks.

    Water Dependent (Ex): Adaro can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).

    Skills
    An Adaro 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.

    *Underwater, an Adaro has a +4 racial bonus on Hide, Listen, and Spot checks.

    *An Adaro has a +4 racial bonus on Survival checks within 50 miles of its home. An Adaro has a +4 Racial Bonus on Survival checks to track by scent. These bonuses stack.

    *An Adaro has a +4 racial bonus on Handle Animal checks when working with sharks.
    >> Anonymous 05/24/08(Sat)01:58 No.1805472
    >>1805405
    No, he draws other stuff(did an awesome shot of Venger, from the D&D cartoon, that I can't post cause it's been posted in another thread) but he was working on monsters for a campaign that centered on Sekolah, the Demon Queen of the Sahaugin Race, so these are all shark themed.
    >> TSEG 05/24/08(Sat)02:06 No.1805526
    >>1805472

    And apparently did some sea-crocodiles, according to this WOTC thread.

    http://forums.gleemax.com/showthread.php?t=733941&

    Only thing is, I can't seem to find a link to his art page on there, nor the mentioned supra-croc. You, anon-statter?
    >> Anonymous 05/24/08(Sat)02:15 No.1805567
         File :1211609747.jpg-(580 KB, 786x994, An-Unlikely-Alliance_00.jpg)
    580 KB
    >>1805526
    I actually tracked down the link he had for his artpage, but it's dead appearently... following the image link for the stuff in the thread turned up, in addition to a bunch of rendered Star Trek stuff, this one random pic of pretty damn awesome.
    >> TSEG 05/24/08(Sat)02:17 No.1805578
    >>1805526

    He-- the artist, Azel/Atolm-- has some pictures at

    http://outalance.battleclinic.com/tus/images2

    but I can't find anything else.
    >> TSEG 05/24/08(Sat)02:23 No.1805606
    >>1805567

    Oh holyhell. Let's make that the fleshwarper graftophile Illithid, eh? Mounted on a damn gold dragon... or a gold dracolich. Somebody get on that.

    In other news: thanks for uploading that anon.
    >> Anonymous 05/24/08(Sat)02:29 No.1805633
    >>1805406

    One on the left looks like Shark-Jenova. That's really cool. Except for the vagoo.
    >> Undying Frenzy 1 Anonymous 05/24/08(Sat)02:31 No.1805639
    Must as I hate to beat the deat horse of more shark-themed stuff, I just found my stats for this, so I felt like sharing.

    Undying Frenzy
    Tiny Undead (Swarm)
    Hit Dice: 14d12 (91hp)
    Initiative: +3
    Speed: Swim 30ft
    AC: 19 (+3 Dex, +4 natural, +2 Size), Touch 15, flatfooted 17
    Base Attack/Grapple: +7 / -
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Face/Reach: 10ft / 0ft
    Special Attacks: Distraction, Frenzy, Wounding
    Special Qualities: Blindsense 30ft, , Darkvision 60ft, Damage Reduction
    10/magic and bludgeoning, Half damage from Piercing and Slashing, Keen Scent,
    Swarm Traits, Undead Traits
    Saves: Fort +4, Ref +7, Wil +10
    Abilities: Str 5, Dex 17, Con -, Int -, Wis 13, Cha 13
    Skills: -
    Feats: -
    Environment: Aquatic
    Organization: Solitary
    Challenge Rating: 9?
    Treasure: None
    Alignment: Neutral
    Advancement: 15-30HD

    The disturbance in the water grows clearer as you approach and you are
    shocked to see a cloud of hundreds of bony jaws, long separated from their
    living masters, snapping and gnashing in front of you, tearing fish and even
    coral to pieces as it approaches.

    Undying Frenzies are horrific undead swarms composed of the gnashing jaws
    of hundreds of sharks, eels, sea-snakes, and other such beasts. They viciously
    attack anything that gets near them unless they under the control of a cleric.
    They are favoured by evil aquatic clerics of creatures such as the Sahuagin
    and Kuo-toa.
    >> Undying Frenzy 2 Anonymous 05/24/08(Sat)02:31 No.1805640
    Combat
    Undying Frenzies lack anything that could be compared to subtlety. When
    directed by their masters (or if encountered uncontrolled) they surge forward
    and engulf as many creatures as possible. Their keen scent ability makes
    them particularly effective watchdogs for undersea lairs.

    Distraction (Ex):Any living creature that begins its turn with an
    Undying Frenzy in its space must succeed on a DC 17 Fortitude save or be
    nauseated for 1 round. The save DC is Constitution-based.

    Frenzy(Ex): Undying Frenzy attack with an exceptional speed and ferocity.
    Any creature who enters a square occupied by an Undying Frenzy takes 1d6
    points of swarm damage. They take this damage only once per turn, even if
    they travel through more than one space occupied by the same Undying Frenzy. A
    creature who begins thier turn with a an undying frenzy in thier square is not
    subject to thier ability.

    Wounding (Su): The bites of an Undying Frenzy are magically enhanced
    to bleed with terrible excess. Any creature who takes swarm damage from
    an Undying Frenzy also takes one point of constitution damage due to blood
    loss. Creatures with a racial immunity to critical hits such as Constructs,
    Elementals, Plants, and Undead do not suffer this damage.
    >> Undying Frenzy 3 Anonymous 05/24/08(Sat)02:31 No.1805645
    Swarm(Ex): An Undying Frenzy deals 3d6 damage to any creature who's space
    it occupies at the end of its movement.

    Blindsense (Ex) An Undying Fury can locate creatures underwater within
    a 30-foot radius. This ability works only when the undying fury is underwater.


    Keen Scent (Ex) An Undying Fury can notice creatures by scent in
    a 180-foot radius and detect blood in the water at ranges of up to a mile.


    Creating an Undying Frenzy

    Creating an Undying Frenzy requires the Create Greater Undead spell, and
    must be performed by a spellcaster of at least 18th level.
    >> Anonymous 05/24/08(Sat)02:36 No.1805669
    Now I want to play an underwater campaign where it's ALL SHARKS, ALL THE TIME. Anyone got plot suggestions? I want to use all these monsters.
    >> Anonymous 05/24/08(Sat)02:46 No.1805715
    >>1805669
    The part is shipwrecked by an attacking force of Sahaugin, but are rescued by a group of "Aqueus" Gnomes(they're normal gnomes, but they've invented steam-punk esque submursibles and live in a bubblecity below the surface.

    They're caught in the middle of a war between the Sahaugin(under the leadership of a Cleric of Sekolah) and the Ixitxachitl(MMII, they're being lead by a half-water elemental Gnoll Warlock who worships Demogorgon). The two are no great stretch of time away from open, bloody war that will threaten not only the Gnomish encampment, but large swaths of the undersea world, not to mention spillling over into the surface world, like the attack that stranded the party.

    The party has several options here including: Questing for an artifact that can protect the gnomes, spying on the various camps and thier folowers, rallying the other Aquatic humanoids, monsterous humanoids, and fey into a unified army, (if evil, they can even join on of the warring sides, if they prove themselves worthy).
    >> TSEG 05/24/08(Sat)02:59 No.1805781
    >>1805715

    ...you know, I think there might be the inkling potential for epic in that. Or at least the first part of it.
    >> Anonymous 05/24/08(Sat)08:41 No.1807200
    bump for amazing win
    >> Anonymous 05/24/08(Sat)09:26 No.1807385
    This thread is the conceptual manifestation of my nightmares
    >> TSEG 05/24/08(Sat)13:43 No.1808704
    >>1807385

    You nightmare about sharks?
    >> Anonymous 05/24/08(Sat)14:42 No.1808980
    >>1808704
    I assume it's more along the lines of nightmares about setting foot in the water and be messily devoured by the hellish denizens who dwel just below the surface, shielded from sight by the rippling, stygian depths of the murky vast beneath him.

    That sort of thing.
    >> Anonymous 05/24/08(Sat)15:01 No.1809057
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    crocs > sharks
    >> TSEG 05/24/08(Sat)15:11 No.1809093
    >>1808980

    ...point taken.
    >> Anonymous 05/24/08(Sat)15:15 No.1809108
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    >>1809057

    And then, SHARKODILES!
    >> Anonymous 05/24/08(Sat)15:16 No.1809113
    Normal Sharks have two penises
    >> Anonymous 05/24/08(Sat)15:24 No.1809145
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    Where is your god now?
    >> Anonymous 05/24/08(Sat)15:32 No.1809178
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    Needs more Captain White the Great
    >> TSEG 05/24/08(Sat)16:33 No.1809370
    >>1809145
    My God is here
    |
    v
    >>1805402
    >> Anonymous 05/24/08(Sat)17:21 No.1809551
    >>1809178
    this is not Jawesome this is fury

    yiff in hell !!! oh well....sharks don't yiff

    so are sharks are fury shit or what ?
    >> Anonymous 05/24/08(Sat)17:29 No.1809593
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    >>1809551
    UNLEASH THE FUCKING FURRIES!
    >> Anonymous 05/24/08(Sat)17:30 No.1809595
    >>1805361
    What's the damage on the breath weapons?
    >> Anonymous 05/24/08(Sat)18:53 No.1809904
    >>1809595
    Pardon me for a moment while bang my head repeatedly on a lampost....


    That was refreshing.

    The damage for each breath weapon should be 10d6, sorry.

    >>1809370
    You know, funny story, in the Hellshark thread where we were statting these things out, That is the Aspect of Sekolah, basically the incarnate Avatar of the Demon-prince of the Sahaugin...

    My plan was to have it large enough that it could swallow whole ships, intact, which would then be trapped, Pinocciolike, inside it's stomach slowly being devoured by acidic juices. Even if they survided, the infusion of negative energy whould create half-melted zombies of damned sailors who were mad with pain and grief and would scale the rigging of shipps and attack thier denizens even as the thick acidic vapor threatened to overwhelm the party with poisons. Built high up on the cavernous walls of the creature's gullet is a city of rotten wood and rusted metal desperately tyring to survive a scant few more days trapped in a literal living hell.


    Yeah, this is for a high-level to epic campaign but still.
    >> Anonymous 05/24/08(Sat)19:01 No.1809945
    >>1809551
    depends on how he acts, if he's a pirate who happens to be a shark then furry, if he's a shark who happens to be a pirate then not.
    >> Anonymous 05/24/08(Sat)21:23 No.1810509
    good lord its Atolm's work...damn that guy has done some kick ass star trek art. These sharks are just so creepy.
    >> TSEG 05/25/08(Sun)03:18 No.1812200
    >>1809904

    Yep, I know. That's why I said it-- went and looked through that thread, still waiting on fiendodile monster.

    Sidenote-- Atolm needs to re-emerge if he hasn't already in the WOTC boards. This really is kickass.
    >> Anonymous 05/25/08(Sun)03:24 No.1812222
    >>1804769 A more accurate depiction of a Dwarf Fortress carp
    >> That Damn Mouse 05/25/08(Sun)07:25 No.1813127
    That's it. I'm making a fucking Seaborn RPG based entirely around people playing in an underwater setting.
    >> Anonymous 05/25/08(Sun)08:21 No.1813269
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    >> Anonymous 05/25/08(Sun)12:22 No.1814155
    >>1813127
    Well then, let's branch this stat thread out some...

    Everybody, post what seagoing or oceanic monsters you've made and lets see what all we can come up with.

    This is one I put togther based on the Pistol Shrimp, or Snapping Shrimp.
    http://www.youtube.com/watch?v=ONQlTMUYCW4&feature=related

    Whiplash Prawn
    Huge Vermin
    Hit Dice: 10d8+30
    Initiative: +0
    Speed: 40ft, Swim 60ft
    AC: 20(-2 Size, +12 natural), Touch +8, Flatfooted 20
    Base Attack/Grapple: +7/+21
    Attack: Claw +11 melee (2d6+9)
    Full Attack: Claw +11 melee (2d6+9)
    Face/Reach: 15ft/10ft
    Special Attacks: Sonic Whiplash
    Special Qualities: Darkvision 60ft, Tremorsense 60ft, Vermin Traits
    Saves: Fort +10, Ref +3, Wil +3
    Abilities: Str 23, Dex 10, Con 16 , Int -, Wis 10, Cha 2
    Skills: Hide -4, Swim +14
    Feats: -
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Neutral
    Advancement: -

    Whiplash Prawns are exceptionally large monsterous crustacians to inhabit temperate to warm coastals waters near coral reefs. Their exoskeletons generally mottled white and pink with irregular striping across thier claws and antena. Thier claws are asymetrical, with one being exceptionally larger than the other(the smaller of the two being thin and generally useless in combat but can still grip and hold prey).

    Thier most unusual feature is thier ability to snap thier claw with such force that it creates a sonic shockwave(who's snapping sound can be heard miles away and gives the creature it's name) that can stun and damage foes. While they are not agressive per se, if hungry they will generally attempt to stun smaller creatures, even those traveling in packs, then select a morsel and take it back to thier burrow to feed. When you're the size of a elephant, however, most things you encounter in the ocean look like small, tasty morsels.
    >> Anonymous 05/25/08(Sun)12:23 No.1814158
    Combat

    Sonic Whiplash(Ex): By setting thier claw into position(a move action, they can keep this position for a number of rounds equal to thier constitution modifier before they have to either use the snap or let thier claw relax) they can unleash a powerful sonic attack as a standard action. By snapping thier claw closed they create an underwater shockwave.

    This shockwave is a 30ft cone which deals 2d4 points of sonic damage to each creature within it. Any creature who takes damage from this attack must succeed a fortitude save(DC 18) or be stuned for 1d4+1 rounds. Creatures within the cone must also succeed a fortitude save (DC 18) or be deafened permenantly.

    A whiplash prawn may only use this ability in water.

    Skills: A whiplash prawn has a +8 racial bonus on hide checks. This bonus increases to +12 in tropical coral reefs. A whiplash prawn 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.
    >> Anonymous 05/25/08(Sun)16:52 No.1815671
    >>1809904
    there is an anime with a similar bit in it. Ushu and Tora I think its name was. THE SEA MONSTER WAS BEYOND HUGE!!!
    >> TSEG 05/25/08(Sun)19:13 No.1816587
    >>1814155

    Ugh, nasty little bastards those things are. At least they'd make up for it in OH SHI- when they're big.

    Also-- this thread is still alive and that's awesome.
    >> Anonymous 05/25/08(Sun)19:16 No.1816612
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    >>1813269
    Also, CLAW SHIRRRRRRRRIMP!


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