Aquatic Creature: Difference between revisions
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Revision as of 19:57, 13 February 2021
Aquatic Creature Pattern (+2 CR)
- Subtype: add Aquatic to subtypes
'Aquatic Creature' is a pattern that can be added to any creature that is well adapted to living and hunting in water, or other similar fluids. Swamp-dwelling ogres, deep-sea Trolls, Rot Flies that live in giant pools of blood, fire elementals that swim in lava, all these and more can be emulated with the Aquatic Creature pattern.
This greenish creature has gills and webbed fingers and toes, as if able to swim and breathe water.
General
- Init: +1 CRs greater than base creature.
- Ambush Chance: +1 (worse at ambushes)
- Senses:
- Echolocation 30 ft.
- Perception: +1 CRs greater than base creature.
- Movement Types:
- Lesser Swim 30 ft.
Defense
- AC: +2 CRs greater than base creature.
- Maneuver Defense: +1 CRs greater than base creature.
- Hit Points: +2 CRs greater than base creature.
- Fort: +2 CRs greater than base creature.
- Refl: +2 CRs greater than base creature.
- Will: +2 CRs greater than base creature.
- Special Defenses:
- (Aquatic Creature) Adapted: Can breathe normally in, and does not take ill Environmental Effects from, its 'normal' liquid environment, as defined by the GM. Takes no penalties from fighting in its normal liquid environment, is never at risk of drowning or suffocation, and generally lives and works normally while submerged. This pattern does not convey any abilities to leave the liquid, except for the base abilities of the base creature. If more adaptable creatures are desired, also apply the Intruding Creature pattern.
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +2 CRs greater than base creature.
- Damage: +2 CRs greater than base creature.
- Maneuver Offense: +1 CRs greater than base creature.
- Save DC's: +1 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- creature adds +1 CRs to all of its existing skills.
- Languages: