Drinking & Dragons

Wild:Custom/Carpofthedeep

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Revision as of 22:17, 16 September 2010 by >Askewnotion (Created page with 'Uses a generic carp and combines it with an Eye of the Deep (LoM p138) {| border="1px" |- | Size/Type: | Small Aberration (Aquatic) |- | Hit Dice: | 1d8+1 (5 HP) |- | Initiativ…')
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Uses a generic carp and combines it with an Eye of the Deep (LoM p138)


Size/Type: Small Aberration (Aquatic)
Hit Dice: 1d8+1 (5 HP)
Initiative: +1
Speed: 5, Fly 20 (good), swim 30
AC: 14 (+2 natural, +1 dex, +1 size), touch 13, flat-footed 13)
BAB/Grp: +0/-5
Attack: Slam +0 (1d2-1)
Eye ray +2 (1d6 cold)
Full Atk: Slam +0 (1d2-1)
Eye ray +2 (1d6 cold)
Space/Reach: 5/5
SA: Baleful flash, eye ray
SQ: Darkvision 60'
Saves: +0/+0/+2
Abilities: Str 8, Dex 13, Con 12, Int 9, Wis 10, Cha 13
Skills: Spot +4
Feats: Point Blank Shot
Environment: Aquatic, Shorelines
Organization: Singular
CR: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
LA: +2

Flight (Ex): A Carp of the Deep’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Baleful Flash (Su): As a standard action a Carp of the Deep can release a flash from its eyes. This flash dazzles creatures in a 30' cone for 1d6 rounds unless they make a Fortitude save with a DC equal to 10 + 1/2 HD + Con modifier [11]. This ability is ineffective against creatures without sight.

Eye Ray (Su): A Carp of the Deep has the ability to shoot a ray of cold for it's eyes with a range of 60'. The ray does 1d6 cold damage and an additonal 1d6 cold damage for every 3 HD the Carp of the Deep possesses.