Post by andywmason on Jul 3, 2015 15:14:15 GMT
Here is a mock up of one of my favourite "Drakes" that I designed for my world, this is more of an upgrade to the crocodile than an entirely new encounter but the fog cloud ability and just the flavour of the creature can make it a terrifying concept, especially when working in groups against the players.
I find it's best to give the players an inkling of this creature before entering the marsh, but not enough to actually give away it's abilities, just enough to strike fear into their hearts. Personally, I like the ol' whispered tales in the tavern next to the marsh.
To clarify the "Drakes", they are dragon descended, similarly to how dinosaurs and wyverns are described in the 3.5e MM. I usually take a creature that I already like and then add a "what would make this sooo much worse" element to it. Like the Blood Seeker, that relies on a combo of wolves and life stealing. I'll probably pop that one up at some point as well.
3.5e Swamp Lurker
Large Dragon
Hit Dice: 7d12+21 (66Hp)
Initiative: +1
Speed: 20ft. (4 squares), swim 60ft.
Armour Class: 19 (-1 size, +1 Dex, +9 natural)
Base Attack/Grapple: +6/+15
Attack: Claw +11(1d8+5) or bite +11(2d6+2) or tail +11(1d12+2)
Full Attack: 2 claws +11(1d8+5) and +6 bite(2d6+2) or 2 claws +11(1d8+5) and +6 tail(1d12+2)
Space/Reach: 10ft./5ft.
Special Attacks: Improved grab
Special Qualities: Blindsight, scent, hold breath
, spell like abilities
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 20, Dex 12, Con 16, Int 5, Wis 14, Cha 5
Skills: Hide +11*, Listen +7, Spot +7, Swim +15
Feats: Alertness, improved Grab, skill focus (hide)
Environment: Warm marshes
Organisation: Solitary, group (3-6) or nest (12-24)
Challenge Rating: 6
Treasure: 1/10th coins, 50% goods, standard items
Alignment: Usually neutral
Advancement: 8-10 HD (Large) 11-14 HD (Huge)
Level Adjustment: -
Spell-like abilities: Fog Cloud-Caster Level 3, 4/day
*Swamp Lurkers get a +10 concealment bonus to Hide when submerged.
Combat: It's blindsight and scent ability allow it to target someone in complete darkness or dense mists without the need to role a spot or listen check as well as removing the need to roll for miss chance on concealment.
With a large crocodillian like body this creature has long, reed like, spines upon its back it uses to detect subtle movements in the surface of the water. It's scales a mottled grey and green concoction designed to blend with the marshes that these beasts call home. With mist issuing from its nostrils and a mouth wide and filled with needle like teeth. It's amber eyes glinting in the torchlight from unwary travellers.
The preferred method of assault is by ambush. A swamp lurker will swim silently up to the point where it detects movement and will then follow its intended target until they are close enough to the water to be grabbed and dragged down. Preferring to go for lone prey rather than groups. A large enough group of swamp lurkers will work together to simultaneously drag several individuals off of a causeway with terrifying precision and coordination.
By far the most terrifying aspect of the swamp lurker is its fog cloud ability, capable of issuing forth a cloud of near impenetrable fog, the swamp lurker specialises in confusing and separating its prey, usually striking when the target is enshrouded in fog.
A quick note, not all my creatures, indeed, not all the drakes, are terrifying monsters. I'm personally a fan of the Grunkan, a giant turtle like creature that are farmed to use their enormous shells for housing. There's also the Sea Snapper, which is basically an aquatic parrot, who are adorable and favoured companions by some sailors.
I find it's best to give the players an inkling of this creature before entering the marsh, but not enough to actually give away it's abilities, just enough to strike fear into their hearts. Personally, I like the ol' whispered tales in the tavern next to the marsh.
To clarify the "Drakes", they are dragon descended, similarly to how dinosaurs and wyverns are described in the 3.5e MM. I usually take a creature that I already like and then add a "what would make this sooo much worse" element to it. Like the Blood Seeker, that relies on a combo of wolves and life stealing. I'll probably pop that one up at some point as well.
3.5e Swamp Lurker
Large Dragon
Hit Dice: 7d12+21 (66Hp)
Initiative: +1
Speed: 20ft. (4 squares), swim 60ft.
Armour Class: 19 (-1 size, +1 Dex, +9 natural)
Base Attack/Grapple: +6/+15
Attack: Claw +11(1d8+5) or bite +11(2d6+2) or tail +11(1d12+2)
Full Attack: 2 claws +11(1d8+5) and +6 bite(2d6+2) or 2 claws +11(1d8+5) and +6 tail(1d12+2)
Space/Reach: 10ft./5ft.
Special Attacks: Improved grab
Special Qualities: Blindsight, scent, hold breath
, spell like abilities
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 20, Dex 12, Con 16, Int 5, Wis 14, Cha 5
Skills: Hide +11*, Listen +7, Spot +7, Swim +15
Feats: Alertness, improved Grab, skill focus (hide)
Environment: Warm marshes
Organisation: Solitary, group (3-6) or nest (12-24)
Challenge Rating: 6
Treasure: 1/10th coins, 50% goods, standard items
Alignment: Usually neutral
Advancement: 8-10 HD (Large) 11-14 HD (Huge)
Level Adjustment: -
Spell-like abilities: Fog Cloud-Caster Level 3, 4/day
*Swamp Lurkers get a +10 concealment bonus to Hide when submerged.
Combat: It's blindsight and scent ability allow it to target someone in complete darkness or dense mists without the need to role a spot or listen check as well as removing the need to roll for miss chance on concealment.
With a large crocodillian like body this creature has long, reed like, spines upon its back it uses to detect subtle movements in the surface of the water. It's scales a mottled grey and green concoction designed to blend with the marshes that these beasts call home. With mist issuing from its nostrils and a mouth wide and filled with needle like teeth. It's amber eyes glinting in the torchlight from unwary travellers.
The preferred method of assault is by ambush. A swamp lurker will swim silently up to the point where it detects movement and will then follow its intended target until they are close enough to the water to be grabbed and dragged down. Preferring to go for lone prey rather than groups. A large enough group of swamp lurkers will work together to simultaneously drag several individuals off of a causeway with terrifying precision and coordination.
By far the most terrifying aspect of the swamp lurker is its fog cloud ability, capable of issuing forth a cloud of near impenetrable fog, the swamp lurker specialises in confusing and separating its prey, usually striking when the target is enshrouded in fog.
A quick note, not all my creatures, indeed, not all the drakes, are terrifying monsters. I'm personally a fan of the Grunkan, a giant turtle like creature that are farmed to use their enormous shells for housing. There's also the Sea Snapper, which is basically an aquatic parrot, who are adorable and favoured companions by some sailors.