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Chapter 4: Augmenting

has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium in size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 15 Escape Artist check or burst the web with a DC 19 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Slashing ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. A slashing ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web. Weapon Appendages (Ex): The slashing ettercaps altered limbs grant it a 6 circumstance penalty on all Climb checks (10 if climbing ropes). A slashing ettercap takes a 6 circumstance penalty on all skills and endeavors requiring manual dexterity. Skills: Slashing ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Foul beasts of the underwater world, the deep ones are horrific, aquatic versions of the creatures they once were. Cursed for their evil deeds upon the land, these exiles are condemned to a life in the briny depths of the worlds oceans, consumed by a ravenous hunger for blood and a hopeless desire to return to their former state. Indeed, the depths are the only place such a creature can survive, for the light of day is deadly to it. Its newfound blood thirst dooms it to eventual death.

Deep One

Appearance Changes
A deep one looks like an aquatic version of the creature it once was, sporting luminous, oversized eyes, gills, gnarled and webbed hands and feet, and dull-gray, scalelike skin, among other, more horrible features. Some even have legs fused into a fishlike tail. The cursed nature of these beings is evident at a glance and the horror of their existence is made manifest through the deep ones tormented, twisted visage.

Creating a Deep One

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Deep One is an acquired template that can be added to any nonaquatic, living creature not adverse to water

(referred to hereafter as the base creature). A deep one differs from the base creature as follows. Type: Animals and vermin become magical beasts. Humanoids become monstrous humanoids. Add the aquatic subtype. Speed: A deep one gains a swim speed equal to its fastest other form of speed. It loses all other modes of movement, and its base land speed drops to 10 feet or that of the base creature, whichever is lower. Attacks: A deep one with appropriate appendages gains a claw attack. It also gains a bite attack, if the base creature doesnt already have one. Both attacks deal damage according to the base creatures original type as shown in Chapter 1 and Table 13: Creature Attributes by Size (page13). A deep one with both bite and claw attacks may use a full-attack action to make a number of claw attacks usually allowed by the based creature due to its base attack bonus or usual attack array. It may then make a bite attack as a secondary attack. If the base creature already had a bite or claws, those attacks deal damage as if the creature gained one size according to Table 15: Increased Damage by Size (page14). Few deep ones use any sort of weapon. Special Attacks: Deep ones gains the following. Improved Grab (Ex): To use this ability, a deep one must hit a creature with a claw attack (or a bite, if the creature has no claws). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Life Drain (Ex): A deep one can drain blood from a creature it pins in a grapple. If it gets a pin, it can immediately drain the victims life force and blood in the form of Constitution damage. The creature can drain a number of points per round equal to the amount of poor damage it can deal for its size according to Table 13: Creature Attributes by Size. An amount of zero () means the creature drains one point of temporary Constitution every two rounds, plus two rounds per zero result below the indicated size. Example: A Large giant deep one deals 1d4 points of Constitution damage per round. Special Qualities: Deep ones gain the following. Darkvision (Ex): Deep ones can see in nonmagical darkness up to a range of 60 feet, or the base creatures range, whichever is better. This vision is black and white. Perpetual Hunger (Ex): No matter how much life energy a deep one drains from its victims, it is always hungry for more. Deep ones never achieve satiation from their allconsuming hunger for blood. It must consume a number of Constitution points of blood per day equal to its Hit Dice or lose 1 point of Constitution permanently. Only a wish or miracle can restore Constitution points lost this way. Sunlight Vulnerability (Ex): Exposing a deep one to direct sunlight disorients it. It can take only a single move action or standard action and is shaken each round it spends in sunlight. Each round of sunlight exposure deals the deep one 1 point of Constitution damage. Water-filtered sunlight counts as direct only within 30 feet of the sunlit surface.

Chapter 4: Augmenting

Skills: A deep one 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. Environment: Aquatic. Organization: Usually solitary but sometimes in pairs or gangs (25) Challenge Rating: +1 plus 10% (maximum +2). Alignment: Always evil. Level Adjustment: +2 (+3 in an underwater campaign).

Sample Deep One


This example uses an ettin as the base creature. The ettin shows how the claw/bite attack array works as a full attack for a creature with an unusual attack array.

Foulfin Ettin
Large Giant (Aquatic) Hit Dice: 10d8+20 (65hp) Initiative:+3 Speed: 10ft. (2 squares), swim 40ft. Armor Class: 15 (1 size, 1 Dex,+7 natural), touch 8, flat-footed 15 Base Attack/Grapple:+7/+17 Attack: Claw+12 melee (1d6+6) or bite+12 melee (1d6+6) Full Attack: 2 claws+12/+7 melee (1d6+6) and bite+7 melee (1d6+3) Space/Reach: 10ft./10ft. Special Attacks: Improved grab, life drain Special Qualities: Darkvision 60ft., low-light vision, perpetual hunger, sunlight vulnerability, superior twoweapon fighting Saves: Fort+9, Ref+2, Will+5 Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11 Skills: Listen+10, Search+1, Spot+10, Swim+14 Feats: Alertness, Improved Initiative, Iron Will, Power Attack Environment: Cold aquatic Organization: Solitary or gang (24) Challenge Rating : 8 Treasure: Standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment:+7 (+8 in an underwater campaign) Foulfin ettins are vicious and unpredictable hunters that stalk the nighttime waters. A foulfin ettin is about 13 feet long and weighs 5,200 pounds.

Combat Though foulfin ettins arent very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an foulfin ettin usually fights furiously until all enemies are dead. Improved Grab (Ex): To use this ability, a foulfin ettin must hit a creature with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Life Drain (Ex): A foulfin ettin can drain blood from a creature it pins in a grapple. If it gets a pin, it can bite as a free action, dealing bite damage and draining the victims life force and blood in the form of Constitution damage. The foulfin ettin deals 1d4 points of Constitution damage per round in this manner. Superior Two-Weapon Fighting (Ex): Because each of its two heads controls an arm, the foulfin ettin does not take a penalty on attack or damage rolls for attacking with two weapons. Perpetual Hunger (Ex): No matter how much life energy a foulfin ettin drains from its victims, it is always hungry for more. Foulfin ettins never achieve satiation from their all-consuming hunger for blood. They must consume 10 Constitution points of blood per day or lose 1

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