Once a month the wizards here at The Flying Pincushion are
going to theme an entire week on a classic work of fiction. Be it Alice in
Wonderland by Lewis Carol or as is the case this week with Moby Dick
by Herman Melville.
Why?
Aside from appreciating the classics, I’m also a big fan of
De-Tolkeinizing fantasy and gaming a little. If you’re new to the hobby and
haven’t gotten sick of Lord of the Rings tropes yet, by all means carry
on. For the rest of us I think there’s plenty in classical literature to farm
for our games and look for a full feature on what I think we can glean from Moby
Dick on Wednesday.
Normally on Monday, the monster I make is entirely mine. The ideas are drawn from various sources but the crunch is usually original. This week when I was looking at the whales in the srd I couldn't help but notice I got beaten to the punch on making a meaner varient of the whale based on Moby Dick. So I took it a step further and applied the awakened and fiendish templates making you a trult worthy foe, enjoy.
Image from http://www.hoodedutilitarian.com/2012/05/moby-vs-hill/ will delete on request.
This immense whale has an enormous, box-shaped head over a massive,
toothy maw. Its rough white hide is laced with scars and demonic features. It
has red eyes, immense batlike wings extend from its back, and perhaps most
disturbingly, claws extending from its fins .
Awakened Fiendish
White Whale CR 18
XP 153,600
NE Colossal outsider(native)
Init -2 ; Senses blind sight 120’, darkvision 60’, lowlight vision,; Perception +15
XP 153,600
NE Colossal outsider(native)
Init -2 ; Senses blind sight 120’, darkvision 60’, lowlight vision,; Perception +15
----- Defense -----
AC 31/21, touch 0, flat-footed 28 (+29 natural, -8 size, +10 when in water)
hp 294 (20d8+200);
Fort +21, Ref +11, Will +10
DR 10/magic; Immune poison; Resist acid, cold, electricity, and fire 10; SR 35
AC 31/21, touch 0, flat-footed 28 (+29 natural, -8 size, +10 when in water)
hp 294 (20d8+200);
Fort +21, Ref +11, Will +10
DR 10/magic; Immune poison; Resist acid, cold, electricity, and fire 10; SR 35
----- Offense -----
Speed swim 40 ft., fly 80 ft. (good)
Melee bite +26 (6d6+21/19-20), 2 claws +26 (4d6+21), tail slap +21 (3d6+10)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, smashing breach, smite good
Spell-Like Abilities (CL 20th; concentration +20)
1/day—desecrate, unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster IX, Destruction
Speed swim 40 ft., fly 80 ft. (good)
Melee bite +26 (6d6+21/19-20), 2 claws +26 (4d6+21), tail slap +21 (3d6+10)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, smashing breach, smite good
Spell-Like Abilities (CL 20th; concentration +20)
1/day—desecrate, unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster IX, Destruction
3/day—darkness,
poison, unholy aura
----- Statistics
-----
Str 52, Dex 10, Con 31, Int 13, Wis 15, Cha 8
Base Atk +13; CMB +41; CMD 49 (can’t be tripped)
Feats Critical Focus, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Staggering Critical
Skills Acrobatics +23, Fly +31, Knowledge (local) +21, knowledge (nature) +21, Perception +25, Sense Motive +22, Swim +52 Racial Modifiers +8 to swim and fly
Languages Aquan
SQ hold breath
Str 52, Dex 10, Con 31, Int 13, Wis 15, Cha 8
Base Atk +13; CMB +41; CMD 49 (can’t be tripped)
Feats Critical Focus, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Staggering Critical
Skills Acrobatics +23, Fly +31, Knowledge (local) +21, knowledge (nature) +21, Perception +25, Sense Motive +22, Swim +52 Racial Modifiers +8 to swim and fly
Languages Aquan
SQ hold breath
----- Ecology -----
Environment any ocean
Organization solitary, pair, or pod (3-16)
Treasure none
Environment any ocean
Organization solitary, pair, or pod (3-16)
Treasure none
-----
Special Abilities -----
Smash Breech (Ex) As a full-round action, a great white whale can make a special charge attack against creatures on the surface of the water. At the end of its charge, the whale breaches, then slams down onto the target with incredible force. Any Huge or smaller creatures in the whale’s space must make a DC 27 Reflex save or take 4d8+30 points of bludgeoning damage and be forced into the nearest square that is adjacent to the whale. This breach automatically attempts to capsize any boats caught wholly or partially in this area. The save DC is Constitution-based.
Smash Breech (Ex) As a full-round action, a great white whale can make a special charge attack against creatures on the surface of the water. At the end of its charge, the whale breaches, then slams down onto the target with incredible force. Any Huge or smaller creatures in the whale’s space must make a DC 27 Reflex save or take 4d8+30 points of bludgeoning damage and be forced into the nearest square that is adjacent to the whale. This breach automatically attempts to capsize any boats caught wholly or partially in this area. The save DC is Constitution-based.
Smite
Good (Su) Once per day, as a swift action, the half-fiend can
smite good as the smite evil ability of a 20th level paladin, except
affecting a good target. The smite persists until target is dead or the
half-fiend rests.
A Demon Lord
attempting to create worship from fear awakened dozens of white whales and
spread his seed in the waters. The resulting monsters had terrorized the oceans
ever since.
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