The Vorpal Tribble
2008-01-17, 09:45 PM
Vlakwa
Huge Plant (aquatic)
Hit Dice: 10d8+40 HD (85 hp)
Initiative: -2
Speed: 5 ft. (1 square)
Armor Class: 23 (+17 natural, -2 dex, -2 size), touch 6, flat-footed 23
Base Attack/Grapple: +7/+24
Attack: Tentacle +14 melee (1d8+9)
Full Attack: 3 tentacles +14 melee (1d8+9)
Space/Reach: 15 ft./30 ft.
Special Attacks: Caustic prison, constrict, improved grab, razor water
Special Qualities: Blindsight 60 ft., plant traits
Saves: Fort +11, Ref +1, Will +0
Abilities: Str 29, Dex 6, Con 19, Int -, Wis 5, Cha 1
Skills: -
Feats: -
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-17 HD (Huge), 18-29 HD (Gargantuan), 30-51 HD (Colossal)
Level Adjustment: -
A vlakwa is a bizarre creature composed of a lumpy base appearing much as a crazed bed of coral made of everything from bone and true coral, to scales, metal and wood. Three bare sections of greenish flesh at irregular locations of the shell pucker and convulse until such time as potential prey draws near. Enormous tentacle-like protuberances then erupt with long, twitching cilia feeling the current. At the ends are rubbery orifices that expand and contract as if tasting the water.
Vlakwa are neither truly plant or animal but shares traits of both. It tends to be found in waters shallow enough for it to crawl along the seabed and still be touched by sunlight. It eats nearly anything that moves within reach, dissolving it for nutrients or self defense.
Combat
A vlakway lies in wait for a moving object to come within reach. It then grabs them and holds them while it exudes bubbles of digestive acids to dissolve the creature. Once the object is dissolved it ingests the bubbles back within. If threatened however it releases a cloud of razor-sharp particles to cause its enemy to suffocate.
Caustic Prison (Ex): A vlakwa can exude up to three bubbles of digestive acids, each one a 10-foot sphere. Anyone who begins their turn within the sphere takes 4d6 points of acid damage. These spheres form a hard skin the following round, though the acid remains liquid within. Those within can try to cut their way free by dealing 10 points of damage with any light slashing or piercing weapon. The hole rehardens the next round and another swallowed opponent must cut another way out.
A vlakwa maybe dissolve and reabsorb this bubble at any time and takes no damage from its own acids. It may even move the bubble to another within it's reach, but cannot make an attack with that particular tentacle the same round.
Constrict (Ex): A vlakwa deals 1d8+9 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a vlakwa must hit an opponent of any size with a tentacle 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 can constrict.
Razor Water (Ex): A vlakwa continuously dissolves and chews up sharp objects, which it can then store in special organs. It can spew these stored particles out in a 20 foot area once per minute as a free action. Any creature that breathes through gills, or some manner takes oxygen from the water in this area, takes 1d6 points of damage and must make a DC 19 fortitude save or become unable to breathe and lose 1 extra hit point per round from bloodloss. Each round they remain within they take another 1d6 damage and must make an additional save. Once the damage dealt to the gills is healed they may breathe again.
Huge Plant (aquatic)
Hit Dice: 10d8+40 HD (85 hp)
Initiative: -2
Speed: 5 ft. (1 square)
Armor Class: 23 (+17 natural, -2 dex, -2 size), touch 6, flat-footed 23
Base Attack/Grapple: +7/+24
Attack: Tentacle +14 melee (1d8+9)
Full Attack: 3 tentacles +14 melee (1d8+9)
Space/Reach: 15 ft./30 ft.
Special Attacks: Caustic prison, constrict, improved grab, razor water
Special Qualities: Blindsight 60 ft., plant traits
Saves: Fort +11, Ref +1, Will +0
Abilities: Str 29, Dex 6, Con 19, Int -, Wis 5, Cha 1
Skills: -
Feats: -
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-17 HD (Huge), 18-29 HD (Gargantuan), 30-51 HD (Colossal)
Level Adjustment: -
A vlakwa is a bizarre creature composed of a lumpy base appearing much as a crazed bed of coral made of everything from bone and true coral, to scales, metal and wood. Three bare sections of greenish flesh at irregular locations of the shell pucker and convulse until such time as potential prey draws near. Enormous tentacle-like protuberances then erupt with long, twitching cilia feeling the current. At the ends are rubbery orifices that expand and contract as if tasting the water.
Vlakwa are neither truly plant or animal but shares traits of both. It tends to be found in waters shallow enough for it to crawl along the seabed and still be touched by sunlight. It eats nearly anything that moves within reach, dissolving it for nutrients or self defense.
Combat
A vlakway lies in wait for a moving object to come within reach. It then grabs them and holds them while it exudes bubbles of digestive acids to dissolve the creature. Once the object is dissolved it ingests the bubbles back within. If threatened however it releases a cloud of razor-sharp particles to cause its enemy to suffocate.
Caustic Prison (Ex): A vlakwa can exude up to three bubbles of digestive acids, each one a 10-foot sphere. Anyone who begins their turn within the sphere takes 4d6 points of acid damage. These spheres form a hard skin the following round, though the acid remains liquid within. Those within can try to cut their way free by dealing 10 points of damage with any light slashing or piercing weapon. The hole rehardens the next round and another swallowed opponent must cut another way out.
A vlakwa maybe dissolve and reabsorb this bubble at any time and takes no damage from its own acids. It may even move the bubble to another within it's reach, but cannot make an attack with that particular tentacle the same round.
Constrict (Ex): A vlakwa deals 1d8+9 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a vlakwa must hit an opponent of any size with a tentacle 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 can constrict.
Razor Water (Ex): A vlakwa continuously dissolves and chews up sharp objects, which it can then store in special organs. It can spew these stored particles out in a 20 foot area once per minute as a free action. Any creature that breathes through gills, or some manner takes oxygen from the water in this area, takes 1d6 points of damage and must make a DC 19 fortitude save or become unable to breathe and lose 1 extra hit point per round from bloodloss. Each round they remain within they take another 1d6 damage and must make an additional save. Once the damage dealt to the gills is healed they may breathe again.