Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
Converting monsters from Dragon magazine
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cleon" data-source="post: 5982069" data-attributes="member: 57383"><p><strong>Super Eel Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Super Eel</strong></span></p><p><span style="font-size: 15px"></span>Gargantuan Animal (Aquatic)</p><p> <strong>Hit Dice:</strong> 13d8+65 (123 hp)</p><p> <strong>Initiative:</strong> +5</p><p> <strong>Speed:</strong> Swim 30 ft. (6 squares)</p><p> <strong>Armor Class:</strong> 17 (-4 size, +1 Dex, +10 natural), touch 7, flat-footed 15</p><p> <strong>Base Attack/Grapple:</strong> +9/+32</p><p> <strong>Attack:</strong> Bite +16 melee (2d6+16)</p><p> <strong>Full Attack:</strong> Bite +16 melee (2d6+16)</p><p> <strong>Space/Reach:</strong> 20 ft./15 ft.</p><p> <strong>Special Attacks:</strong> Constrict 2d6+16, chew, crush ship, improved grab</p><p> <strong>Special Qualities:</strong> Dire, low-light vision, scent</p><p> <strong>Saves:</strong> Fort +13, Ref +11, Will +9</p><p> <strong>Abilities:</strong> Str 32, Dex 13, Con 21, Int 1, Wis 12, Cha 2</p><p> <strong>Skills:</strong> Hide +7* (+11 in weeds), Listen 7, Move Silently +7, Spot +7, Swim +19</p><p> <strong>Feats:</strong> Alertness, Improved Initiative, Power Attack, Lightning Reflexes, Stealthy</p><p> <strong>Environment:</strong> Warm aquatic</p><p> <strong>Organization:</strong> Solitary</p><p> <strong>Challenge Rating:</strong> 7</p><p> <strong>Treasure:</strong> None</p><p> <strong>Alignment:</strong> Always neutral</p><p> <strong>Advancement:</strong> 14-23 HD (Gargantuan); 24-39 HD (Colossal) </p><p> <strong>Level Adjustment:</strong> —</p><p> </p><p><em>An enormous eel, at least ten times longer than a human is tall.</em></p><p></p><p>A super eel resembles a conger eel or moray eel of titanic size. They are secretive beasts who are so seldom seen that many surface-dwellers consider them legends or sailor's lies. Super eels prefer warmer waters and are most often found roaming open oceans, kelp forests or sargassos. Their young live in the depths of the sea and are comparatively enormous - a super eel larva is about 6 feet long, while a normal eel's is only a few inches.</p><p></p><p>A typical super eel is between 50 and 75 feet long and weighs about 8000 pounds, they can reach 180 feet in length and weigh up to 100 tons.</p><p> </p><p> <span style="font-size: 12px"><strong>COMBAT</strong></span></p><p>Super eels are generally shy and only attack if disturbed or surprised. They can strike with startling speed.</p><p> </p><p><strong>Chew (Ex):</strong> A super eel deals automatic bite damage every round it maintains a grapple against an opponent smaller than itself.</p><p></p><p> <strong>Constrict (Ex): </strong>On a successful grapple check, a super eel deals 2d6+16 points of damage.</p><p></p><p><strong>Crush Ship (Ex):</strong> A super eel can wrap its serpentine body around a ship up to half the eel's length (i.e. a 30 ft. ship for a 60 ft. eel) and squeeze with devastating pressure. This action takes 1 full round and provokes attacks of opportunity. This attack deals 2d6+16 points of damage and breaches the ship's hull if the super eel succeeds at a Strength check, which causes the ship to sink in 1d10 rounds. The break DC varies with the type of vessel crushed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. A vessel's crew can counteract a super eel's Crush Ship attack if the captain succeeds on a DC 20 Professional (sailor) check; this increases the Crush DC of their ship by +2. The ship's crew cannot make Aid Another actions to assist their captain, as they are involved in resisting the attack. (See Chapter 5 of the DMG for information about ships).</p><p></p><p><strong>Dire (Ex):</strong> A super eel is considered to be a dire animal for the purposes of saving throws.</p><p></p><p> <strong>Improved Grab (Ex):</strong> <span style="font-family: 'Arial'">To use this ability, a super eel must hit an opponent up to 1 size larger than itself with its bite attack. 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 chew or constrict its foe the following round.</span></p><p> </p><p><strong>Skills:</strong> A super eel has a +4 racial bonus on Move Silently checks. Super eels have a +8 racial bonus on Hide checks, which improves to +12 in areas of coral, rock, or heavy kelp. An eel has a +8 racial bonus on any Swim check to perform a 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.</p><p></p><p><em>Originally appeared in Dragon #190</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 5982069, member: 57383"] [b]Super Eel Working Draft[/b] [SIZE=4][B]Super Eel[/B] [/SIZE]Gargantuan Animal (Aquatic) [B]Hit Dice:[/B] 13d8+65 (123 hp) [B]Initiative:[/B] +5 [B]Speed:[/B] Swim 30 ft. (6 squares) [B]Armor Class:[/B] 17 (-4 size, +1 Dex, +10 natural), touch 7, flat-footed 15 [B]Base Attack/Grapple:[/B] +9/+32 [B]Attack:[/B] Bite +16 melee (2d6+16) [B]Full Attack:[/B] Bite +16 melee (2d6+16) [B]Space/Reach:[/B] 20 ft./15 ft. [B]Special Attacks:[/B] Constrict 2d6+16, chew, crush ship, improved grab [B]Special Qualities:[/B] Dire, low-light vision, scent [B]Saves:[/B] Fort +13, Ref +11, Will +9 [B]Abilities:[/B] Str 32, Dex 13, Con 21, Int 1, Wis 12, Cha 2 [B]Skills:[/B] Hide +7* (+11 in weeds), Listen 7, Move Silently +7, Spot +7, Swim +19 [B]Feats:[/B] Alertness, Improved Initiative, Power Attack, Lightning Reflexes, Stealthy [B]Environment:[/B] Warm aquatic [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 7 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 14-23 HD (Gargantuan); 24-39 HD (Colossal) [B]Level Adjustment:[/B] — [I]An enormous eel, at least ten times longer than a human is tall.[/I] A super eel resembles a conger eel or moray eel of titanic size. They are secretive beasts who are so seldom seen that many surface-dwellers consider them legends or sailor's lies. Super eels prefer warmer waters and are most often found roaming open oceans, kelp forests or sargassos. Their young live in the depths of the sea and are comparatively enormous - a super eel larva is about 6 feet long, while a normal eel's is only a few inches. A typical super eel is between 50 and 75 feet long and weighs about 8000 pounds, they can reach 180 feet in length and weigh up to 100 tons. [SIZE=3][B]COMBAT[/B][/SIZE] Super eels are generally shy and only attack if disturbed or surprised. They can strike with startling speed. [B]Chew (Ex):[/B] A super eel deals automatic bite damage every round it maintains a grapple against an opponent smaller than itself. [B]Constrict (Ex): [/B]On a successful grapple check, a super eel deals 2d6+16 points of damage. [B]Crush Ship (Ex):[/B] A super eel can wrap its serpentine body around a ship up to half the eel's length (i.e. a 30 ft. ship for a 60 ft. eel) and squeeze with devastating pressure. This action takes 1 full round and provokes attacks of opportunity. This attack deals 2d6+16 points of damage and breaches the ship's hull if the super eel succeeds at a Strength check, which causes the ship to sink in 1d10 rounds. The break DC varies with the type of vessel crushed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. A vessel's crew can counteract a super eel's Crush Ship attack if the captain succeeds on a DC 20 Professional (sailor) check; this increases the Crush DC of their ship by +2. The ship's crew cannot make Aid Another actions to assist their captain, as they are involved in resisting the attack. (See Chapter 5 of the DMG for information about ships). [B]Dire (Ex):[/B] A super eel is considered to be a dire animal for the purposes of saving throws. [B]Improved Grab (Ex):[/B] [FONT=Arial]To use this ability, a super eel must hit an opponent up to 1 size larger than itself with its bite attack. 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 chew or constrict its foe the following round.[/FONT] [B]Skills:[/B] A super eel has a +4 racial bonus on Move Silently checks. Super eels have a +8 racial bonus on Hide checks, which improves to +12 in areas of coral, rock, or heavy kelp. An eel has a +8 racial bonus on any Swim check to perform a 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. [I]Originally appeared in Dragon #190[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
Converting monsters from Dragon magazine
Top