Vrey-dotalken (3.5e Creature)
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|NE Colossal Magical beast (aquatic)|
|Init/Senses||+5/Listen +15, Spot +15|
|AC||35, touch 15, flat-footed 30|
|hp||420 (20d12 HD)|
|Immune||Cold damage, suffocation, non-magical slashing and piercing, attacks that use water in some way|
|Speed||swim 100 ft.(20 squares)|
|Melee||6 tentacles + 38 (8d10 bludgeoning + 17) Beak + 35 (10d12 + 17)|
|Abilities||Str 45, Dex 21, Con 40, Int 17, Wis 21, Cha 3|
|SQ||Improved grab, swallow whole, Drag under, tentacle smash, tentacle frenzy, camouflage, ship breaker, whirlpool, Impregnable shell|
|Feats||Improved grapple, greater grapple, legendary wrestler, brute, improved unarmed strike, ability focus (whirlpool), ability focus (tentacle frenzy), awesome blow, power attack, improved bull rush, improved natural attack (tentacles) improved natural attack (beak)|
|Skills||Intimidate + 40, knowledge (nature) + 20, escape artist + 18, sense motive + 10, stealth +20|
|Improved grab||If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (8d8 + 17). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
|Swallow whole||If a creature with this special attack begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.|
|Drag under||Once per round, when the Vrey-Doltalken succeeds on a grapple check, it may make another grapple check (opposed by the target) to drag the target down into the water, where it eventually suffocates. It can do this with ships as well.|
|Tentacle smash||Once per 1d4 rounds, the Vrey-Dotalken can extend its tentacles up to 100 feet up, and bring them down with tremendous force. At this point, all targets in a 100 ft by ten ft line must make a DC 30 reflex saving throw or die from bludgeoning damage. Ships are automatically smashed it two. Think the Kraken from Pirates of the Caribbean 2.|
|Tentacle frenzy||Once per day, the Vrey-Dotalken can whirl its tentacles around with great speed. Using this ability, it makes 15 tentacle attacks, and all that are hit are automatically grappled and must make a DC 42 strength saving throw to escape, or be under the effects of swallow whole as well. The Vrey-Dotalken adds twice his strength modifier to the damage of the tentacle attacks.|
|Camouflage||The Vrey-Doltalken is impossible to see or hear as long as it is at least 20 feat under water.|
|Ship breaker||The Vrey-Dotalken deals double damage against ships, and ships are subject to all of the Vrey-Dotalkens special qualities.|
|Whirlpool||Once per day, the Vrey-Dotalken can suck in a massive amount of water, causing a whirlpool 200 feet across, and 400 feet deep. Any creature smaller than colossal size within 600 feet of the Vrey-Dotalken must make a DC 35 reflex (or strength, the creatures choice) saving throw or be sucked in and take 300d6 bludgeoning damage, and be dragged 400 feet down into the water.|
|Impregnable shell||The Vrey-Dotalken's thick shell grants it immunity to non-magical slashing and piercing, as well as spell resistance 35.|
Strategies and Tactics
The Vrey-Dotalken is an ambush predator, and usually begins its attack with tentacle smash or tentacle frenzy, and only uses whirlpool if it is at half hit points. It attacks any ship it encounters, and divides its attacks evenly between the ship and its inhabitance.
The Vrey-Dotalken eats any thing that comes its way, and usually travels with no regard for its environment.
Environment: Cold water, usually far out in the ocean, but can be found in large lakes.
Typical Physical Characteristics: Imagine a lobster with no eyes or claws, tentacles instead of legs, and a massive octopuses beak at its front. Their coloring ranges from dark red, to mottled green, to pure black.
Alignment: Neutral evil.
Each Vrey-Dotalken believes that their needs come before anything else.
A massive labyrinth of tunnels formed by lava from an undersea volcano, with the skeletons of ships littering the ground.
200,000-400,000 gold pieces, 4d6 minor magic items, 1d6 manor magic items, one epic magic item, which all can be found of the sunken ships.