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Flying Squid
Topic Started: Jan 26 2009, 01:25 PM (145 Views)
RhynoD
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MOD: Mad Old Delusionist!
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In a fit of creativity and nerdiness, I have begun applying the Winged template from Savage Species to things that really shouldn't have it.

For those who don't know, I'm talking about DnD stuff.

So. I gave squid wings. And one more hit die, because I needed the stat bump at level 4 to give it a +1 con modifier, so it can hold its breath for two rounds before making checks (which is then doubled by the feat Controlled Respiration).

So. A squid with a fly speed. A fly speed of 20 ft. and perfect maneuverability.

Flying Squid
Medium Magical Beast (Aquatic)
4d10+4 (26)
Initiative: +5
Speed: Swim 60 ft. / Fly 20 ft. (Perfect)
BAB/Grapple: +4/+10
Attack: Arms +6 melee (0)
Full Attack: Arms +6 melee (0) and Bite +1 melee (1d6+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Improved Grab
Special Qualities: Ink Cloud, Jet, Low-light vision
Saves: Fort +5, Ref +9, Will +4
Abilities: Str 14, Dex 21, Con 12, Int 1, Wis 14, Cha 2
Skills: Listen +7, Spot +8, Swim +10*
Feats: Controlled Respiration, Endurance

Improved Grab (Ex)
To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex)
A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex)
A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills
A squid 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.
Former Top Poster and first President

So a horse walks into a bar, and the bartender says, "Hey, why the long face?"

I was a moose once.
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RhynoD
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Coming soon: Flying Giant Squid, Flying Orca, and Flying Baleen Whales.
Former Top Poster and first President

So a horse walks into a bar, and the bartender says, "Hey, why the long face?"

I was a moose once.
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Moleland
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*Sets thread on fire*
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Demonic Gophers
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Erazor Djinn cannot be stopped!
No doubt this would mean more to me if I played DnD, but adding flying squid has got to be a good thing.


I should mod 'em into Dwarf Fortress...
*digs tunnel under thread*
Hail the Rodent Alliance!

*Is currently in the form of a goblin.*

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Moleland
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... *Tries to pay attention*
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RhynoD
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Dire Monstrous Mutiheaded Celestial Fiendish Winged Gelatinous Shadow Draconic Pseudonatural Weasel
Outsider [fire] [cold]
Hit Dice: 5d10+25 (80 hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 16 (+5 Dex, +1 natural), touch 15, flat-footed 11
Base Attack/Grapple: +3/+6
Attack: Bite +8 melee (1d6+4)
Full Attack: 2 Bites +8 melee (1d6+4, +1d4 acid) and Slam +1 melee (1d6+1, +1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, Attach, blood drain, Breath weapon (cold), Breath weapon (fire)
Special Qualities: Alternate Form, Blindsight 60 ft., Damage Reduction 5, Darkvision 90 ft., Fast Healing 2, Low-light vision, Scent, Acid resistance 5, Electric resistance 5, Immunity to Cold, Immunity to Fire, Shadow Blend, Spell Resistance 15
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 16, Dex 20, Con 20, Int 3, Wis 10, Cha 9
Skills: Hide +12, Listen +2, Move Silently +12, Spot +6, Intimidate +1
Feats: ***, Stealthy, Weapon Finesse, Improved Initiative*, Combat Reflexes*

Alternate Form (Su):
As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain unchanged. Other creatures receive a –1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Attach (Ex)
A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 11. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex)
A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Breath Weapon (Su)
DC 16 reflex save, 2d6 cold damage, every 2d4 rounds, 30 ft. cone; Two heads
DC 15 reflex save, 6d6 fire damage, every 1d4 rounds, 20 ft. long x 10 ft. wide line; Two heads

Resilient (Ex)
Gelatinous creatures have less defined shapes than the normal creatures they resemble. As a result, it is more difficult to score crippling or killing blows against them. A gelatinous creature: Cannot be flanked; Takes 1d6 less damage from a successful sneak attack; Takes one-half the additional damage dealt by a critical hit.

Immunities (Ex)
A gelatinous creature is immune to polymorphing and stunning.

Saving Throw Bonuses (Ex)
A gelatinous creature gains a +4 racial bonus on saves against mind-affecting effects,
poison, sleep, and paralysis.

Shadow Blend (Su):
In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Smite Good (Su)
Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

True Strike (Su)
Once per day, a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.
Former Top Poster and first President

So a horse walks into a bar, and the bartender says, "Hey, why the long face?"

I was a moose once.
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Demonic Gophers
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Erazor Djinn cannot be stopped!
Something can be both celestial and fiendish?! :blink:
*digs tunnel under thread*
Hail the Rodent Alliance!

*Is currently in the form of a goblin.*

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Moleland
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Slayer of the lame Glitter Elves
*Melts*
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Nevrotic Maniacs
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Yet another humorous rank title
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Let me just add that squids actually fly.

In water, yes, but they fly.
The above statements should be handled with care, read with a fresh mind and accompanied by a good drink. Should these recommendations not be exactly followed, the author hereby declines any responsibilities for the ensuing consequences, including, amongst several others not explicitly mentioned, the growth of horns, severe constipation or eternal damnation.
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RhynoD
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Demonic Gophers,Jan 27 2009
08:43 PM
Something can be both celestial and fiendish?! :blink:

Theoretically, yes. Celestial can be applied to any good or neutral animal or magical beast, and Fiendish can be applied to any evil or neutral animal or magical beast. Mind, becoming celestial makes it good, and becoming fiendish makes it evil, but if you apply a template in between that makes the creature neutral, it's fine.
Former Top Poster and first President

So a horse walks into a bar, and the bartender says, "Hey, why the long face?"

I was a moose once.
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