20 November 2017

SEA DRAGON

Init +0
Melee Atk
 • tail-kick +7 (1d6)
Ranged Atk
 • electric aura +2 (1d4, 10')
AC 20
HD 3d8+3 (23 hp)
MV 30, swim 50
Act 1d20 + 1d16
SP Immune to electricity, water hearing, hide, breath weapon
Fort +3
Ref +5
Will +3
AL C

The sea dragon is a rare aquatic creature, known to 'adopt' the wrecks of ships if they bear any sort of valuable cargo.

They exude a field or web of electricity, which depending on currents and eddies, could deal deadly damage to anyone in proximity to the creatures. This attack does not consume an Action Die, but if it occurs before the Sea Dragon's action in the round, it is rolled on the d20, and if after their action in the round, it is rolled on the d16.

They are themselves immune to electric forces.

They can detect sounds underwater over great distances. They can hide in any sort of undersea formation of suitable size (including shipwrecks, kelp forests, coral reefs, etc.) and remain completely unseen and undetected on a 3-in-5.

They can 'kick' with their tails with great rapidity underwater.

If they venture onto land — a rare occurrence indeed! — they must use an Action Die to remain upright with their diminutive wings, while using their tail to hop or slither.

They can only use their breath weapon once in their lifetime, usually to protect their young or even a mate, after which they expire. They 'breathe' a beam of electricity like a lightning bolt in an 80'-long, 10'-wide cylinder for 6d8+6 damage. A DC 15 Fortitude Save reduces the damage by half.


Produced using Monster Extractor I

BONUS!

BASIC STATS!


SEA DRAGON
Move: swim 180 feet/turn, 90 feet/turn on land
Hit Dice: 4
Armor Class: 3
Treasure Type: P, Q, R
Alignment: chaotic evil
Attacks: 2
Damage: 1-6, special

Reference the above for the monster's behavior. Save vs. Poison to avoid the electrical aura damage (1-4) when in the area. Save vs. Breath Weapon as normal.




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