The following post is released under the OGL.
Were-eels are lycanthropes with the ability to turn from humanoids into marine eels and eel-humanoid hybrid shapes. Natural lycanthropes are born with this ability and have perfect control over their shapechanging. Afflicted lycanthropes contract this ability like a curse or disease from another lycanthrope; they sometimes change form involuntarily.
CREATING A WERE-EEL
Were-eels follow the normal rules for lycanthropes, but gain the amphibious special quality when in hybrid form.
LYCANTHROPE, WERE-EEL
This elongated creature looks like a humanoid with the wide-mouthed head of an eel, flippery hands, and mottled, slime-slicked skin.
Were-Eel (Human Form) CR 3
XP 600
Human fighter 2
CE Medium humanoid (human, shapechanger)
Init +6; Senses low-light vision, scent; Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14; (+4 armor, +2 Dex)
hp 17 (2d10+2)
Fort +4, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+2/19-20)
Ranged dagger +4 (1d4+2/19-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Power Attack, Cleave, Combat Reflexes
Skills Climb +7, Swim +7, Perception +3
Languages Common
SQ change shape (human, hybrid, and marine eel; polymorph), lycanthropic empathy (marine eels and giant moray eels)
ECOLOGY
Environment warm oceans and coasts
Organization solitary, pair, or nest (3-6)
Treasure NPC gear (chain shirt, longsword, 3 daggers, other treasure)
Were-Eel (Hybrid Form) CR 3
CE Medium humanoid (human, shapechanger, aquatic)
Init +6; Senses low-light vision, scent; Perception +3
DEFENSE
AC 23, touch 12, flat-footed 21; (+4 armor, +7 natural armor, +2 Dex)
hp 19 (2d10+4)
Fort +5, Ref +2, Will +1
Defensive Abilities bravery +1; DR 10/silver
OFFENSE
Speed 30 ft., swim 30 ft.
Melee longsword +5 (1d8+3/19-20), bite +5 (1d8+3 plus grab and curse of lycanthropy)
Ranged dagger +4 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks gnaw
STATISTICS
Str 16, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Power Attack, Cleave, Combat Reflexes
Skills Climb +8, Swim +16, Perception +3
Languages Common
SQ change shape (human, hybrid, and marine eel; polymorph), lycanthropic empathy (marine eels and giant moray eels), amphibious
SPECIAL ABILITIES
Gnaw (Ex) If a were-eel in hybrid or animal form begins a round with a grabbed foe, it inflicts automatic bite damage (2d4+3 points of damage). A were-eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+5 attack, 1d4+3) against a foe it has already grabbed.
Natural were-eels tend to be stolid and secretive, with oily, pale skin and unnaturally wide and grim smiles.
Were-eels prefer isolated coasts, harbor towns, and busy ports, where they can blend in with a transient population and have access to both humanoid victims and salt water.
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