Sea Monk: Init +2; Atk tentacle slap +4 melee (1d6) or harmful spell (see below); Crit M/d10; AC 16; HD 4d8; MV swim 20’; Act 1d20; SP heal 2/day, harmful spell 3/day; SV Fort +4, Ref +1, Will +4; AL N
Their red scales acting as armored cassocks, these strange beings of the northern seas are sometimes found along coastlands in shallow waters, where they rise from the water to make impassioned sermons about Pelagia and other sea deities, about giving thanks for the ocean’s abundance, and about making sacrifices in blood and riches for successful voyages or bountiful fishing. A full 8 feet in height, a preaching sea monk is an awe-inspiring spectacle!
Twice per day, a sea monk may heal all creatures within a 30’ radius of 2d6 hp damage, affecting only those beings who have made a meaningful sacrifice to the sea or the oceanic gods within the last month (including the sea monk itself).
Sea monks are not generally hostile, but if pressed they can defend themselves. In addition to slapping foes with their short, but rough-scaled, tentacles, a sea monk can cast a harmful spell three times each day. When a sea monk uses this ability, roll 1d7 and consult the table below:
1. Briny water fills one target’s lungs within 30’, causing 1d6 Stamina damage (DC 12 Fort for half).
2. Red scale sprout all over all foes within 60’, impeding movement enough to cause 1d3 Agility damage. There is no save, but victims gain +1 AC from the scales until they fall away when the Agility damage is healed.
3. A trident of solidified sea water strikes at a target within 60’ (1d8 damage, DC 16 Reflex save negates).
4. 1d4 masses of phantasmal spiny starfish launch at foes within 30’, doing 1d3 damage each round until a DC 14 Will save succeeds. These masses can be used to target separate foes, but two or more can also be used against the same foe to increase damage. When more than one mass targets the same victim, a single successful save negates all masses affecting that creature.
5. A wave rises and smashes down on all foes within 30’, doing 1d3 damage and requiring a DC 12 Reflex save to avoid being knocked over. Allies are miraculously untouched.
6. As blood turns to sea water, one target within 60’ takes 1d6 damage (DC 13 Fort for half).
7. One target within 120’, to which the sea monk has line of sight, takes 1d3 damage and must succeed on a DC 7 Will save or transform into sea water, dying instantly.
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