Originally Posted by
Bhu
Fish Bastards
Large Monstrous Humanoid (Aquatic, Amphibious)
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 27 (-1 Size, +10 Natural, +8 Armor), touch 9, flat-footed 27
Base Attack/Grapple: +10/+19
Attack: Claw +14 melee (1d6+5)
Full Attack: 2 Claws +14 melee (1d6+5) and 1 Bite +9 melee (1d8+2) or by Longsword +14/+9 melee (2d6+5/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful Presence, Spellcasting
Special Qualities: Dark Vision 60', Immortality, Spell Resistance 20
Saves: Fort +10, Ref +7, Will +9
Abilities: Str 20, Dex 10, Con 20, Int 15, Wis 15, Cha 15
Skills: Concentrate, Intimidate, Knowledge (Arcane), Spellcraft
Feats: Combat Casting, Greater Spell Penetration, Great Fortitude, Spell Penetration
Environment: Any Aquatic
Organization: Solitary, Group (3-8), or City (potentially hundreds)
Challenge Rating: 10
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: By Character Class
Level Adjustment: ---
Frightful Presence (Ex): When the Fish Bastard charges or performs a Critical Hit successfully all living opponents within 60' whose Hit Dice equal his or less must make a DC 17 Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the encounter. Any opponents rolling a Natural 1 on their Willpower Save must
Spellcasting (Ex): Fish Bastards can cast spells as a Sorcerer, Their caster Level is effectively their (Hit Dice-2). So the basic Fish Bastard casts spells as an 8th Level Sorcerer.
Immortality (Ex): Fish bastards so not age (and are immune to aging effects), and are immune to non magical disease. They do not die unless purposefully killed. Or unless big things fall on them.
Combat:
Okay twilight standard deepones dont really seem to be as powerful as you need them to be so I'm making these guys. I just need to tweak them to make them CR 10.