Sea Monster (3.5e Template)
Sea Monster
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3e Summary::Undead or other creatures without Constitution who have spent extended periods of time on the ocean floor
Sometimes a construct,undead, or another lifeless being sinks to the ocean floor and for whatever reason remains inert for large period of time. During this inertia, the creature proves it's self to be an inviting home for sea life,the creature starts to gather sea urchins on it's body, these urchins act as armor and even as weapons, it starts to adapt to under-sea life, it forgets all spoken languages it didn't use while dwelling on the ocean floor. it's grotesque appearance starts to reduce it's Charisma, but this is balanced out by an increase in wisdom, as a result of having years to contemplate the world. They adapt to the preasure, and have trouble moving on land, but they are rewarded with greater strength.
Creating a Sea Monster
"Sea Monster" is an aquired template that can be added to any corporeal creature with out a constitution score.
Size and Type
The creature's size and type remain unchanged. .
Hit Dice
The creature's Hit Dice remain unchanged.
Speed
The Base Creature's land speed is reduced by 10ft and it gains a swim speed equal to it's orignal land speed.
Armor Class
The base creature's natural armor increases by +8
Attack
The base creature retains the ability to use amanufactured weapons, it also gains a slam attack that deals damage equal to the damage delt by a Vampire of it's size, unless it already has a better one. It can also use the Sea Urchins covering it's body to attack as if using spiked armour made for a creature one size category larger than it's self, it also inflicts this damage when making a slam attack.
Full Attack
A Sea Monster using a manufactured weapon will typically use it as ir's primary weapon, it will then attack with it's slam as a secondary weapon.
Special Attacks
The Sea Monster gains Improved Grab, usable only after it deals damage using it's Sea Urchin.
Special Qualities
The creature gains no special qualities.
Abilities
+4 Str, -4 Dex, +4 Wis, -4 Cha
Skills
+ 8 racial bonus on swim checks made to avoid hazards.
Feats
The base creature looses the Run feat if it previously had it.
Environment
Any, often underwater.
Organization
Usually solitary, altough a group of mindless Sea Monsters may be found together, or an intelligent one may have mindless minions.
Challenge Rating
+3
Treasure
Standard, but nothing that can be damaged by prolonged exposure to water.
Alignment
Same as the Base creature.
Advancement
By HD or Character Class.