02-15-2019, 03:30 PM
Squid Family
Blood Sucker
This squid-like creature will use their tentacles to suck the life from their foes when low or use ink cloud to escape from their opponents. The blood sucker prefers to target female opponents.
CR 3 XP 800
N Large Magical Beast (Aquatic)
Init: +5; Senses low-light vision.; Perception +7
AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural, -1 size)
hp 23 (3d10+3), fast healing 5;
Fort +4; Ref +7; Will +2
Defensive Ability Ink Cloud (10-ft. Radius); Resist Water 10
Weakness lightning
Speed swim 60 ft., jet 250 ft.
Melee Bite +6 (1d6+4), tentacles +4 (1d8+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Blood Drain, Constrict (1d8+2 plus drain), Water Gun
Str 19, Dex 15, Con 13, Int 2, Wis 12, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 20
Feats Improved Initiative, Lightning Reflexes, Multiattack*
[color=#000000][font=Times New Roman, serif]Skills Perception +7, Swim +12[/font][/color]
Blood Drain(Su)
[color=#000000][font=Times New Roman, serif]3/day, a blood sucker can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 12) or take 1d8 points of shadow damage and the bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).[/font][/color]
[color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the blood sucker can heal half of the damage done from constrict.[/font][/color]
Ink Cloud (Ex)
A blood sucker can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A blood sucker can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
Devourer
The devourer will drain the life from their prey and will consume them after. They tend to favor chocobos enough that they know their own technique!
CR 6 XP 2,400
N Large Magical Beast (Aquatic)
Init: +7; Senses low-light vision.; Perception +11
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 58 (7d10+14), fast healing 7;
Fort +9; Ref +8; Will +3
Defensive Ability Ink Cloud (10-ft. Radius); Resist Water 15
Weakness lightning
Speed swim 60 ft., jet 250 ft.
Melee Bite +11 (1d8+5), tentacles +9 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Choco Water, Constrict (2d6+2 plus drain), HP Absorb
Str 21, Dex 16, Con 15, Int 2, Wis 12, Cha 2
Base Atk +7; CMB +13 (+17 grapple); CMD 26
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack*
[color=#000000][font=Times New Roman, serif]Skills[/font][/color][color=#000000][font=Times New Roman, serif] Perception +11, Swim +16[/font][/color]
[color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the devourer can heal half of the damage done from constrict.[/font][/color]
HP Absorb (Su)
[color=#000000][font=Times New Roman, serif]1/day, a devourer can absorb life from a single target that heals itself. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 17 to negate) and is healed by that much. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25). [/font][/color]
Ink Cloud (Ex)
A devourer can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A devourer can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
Sea Devil
Immense in size, this great squid’s tentacles writhe and flash with almost nauseating speed. The beast’s eyes are as big as shields and stare at you with great hunger.
CR 10 XP 9,600
N Huge Magical Beast (Aquatic)
Init: +7; Senses low-light vision.; Perception +20
AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, -2 size)
hp 117 (12d10+48), fast healing 10;
Fort +14; Ref +13; Will +5
Defensive Ability Ink Cloud (20-ft. Radius); Immune Water
Weakness lightning
Speed swim 60 ft., jet 260 ft.
Melee Bite +17 (2d6+7), 2 arms +17 (1d6+7), tentacles +15 (3d6+3/19-20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tentacles)
Special Attacks Constrict (3d6+3 plus drain), HP Absorb, Whirlpool
Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
Base Atk +12; CMB +21 (+25 grapple); CMD 34
Feats Combat Reflexes, Great Fortitude, Improved Critical (Tectacle), Improved Initiative, Lightning Reflexes, Multiattack*, Skill Focus (Perception)
[color=#000000][font=Times New Roman, serif]Skills[/font][/color][color=#000000][font=Times New Roman, serif] Perception +20, Swim +21[/font][/color]
[color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the sea devil can heal half of the damage done from constrict.[/font][/color]
HP Absorb (Su)
[color=#000000][font=Times New Roman, serif]3/day, a sea devil can absorb life from a single target that heals itself. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 19 to negate) and is healed by that much. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25). [/font][/color]
Ink Cloud (Ex)
A sea devil can emit a 20-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A sea devil can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
Blood Sucker
This squid-like creature will use their tentacles to suck the life from their foes when low or use ink cloud to escape from their opponents. The blood sucker prefers to target female opponents.
CR 3 XP 800
N Large Magical Beast (Aquatic)
Init: +5; Senses low-light vision.; Perception +7
AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural, -1 size)
hp 23 (3d10+3), fast healing 5;
Fort +4; Ref +7; Will +2
Defensive Ability Ink Cloud (10-ft. Radius); Resist Water 10
Weakness lightning
Speed swim 60 ft., jet 250 ft.
Melee Bite +6 (1d6+4), tentacles +4 (1d8+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Blood Drain, Constrict (1d8+2 plus drain), Water Gun
Str 19, Dex 15, Con 13, Int 2, Wis 12, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 20
Feats Improved Initiative, Lightning Reflexes, Multiattack*
[color=#000000][font=Times New Roman, serif]Skills Perception +7, Swim +12[/font][/color]
Blood Drain(Su)
[color=#000000][font=Times New Roman, serif]3/day, a blood sucker can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 12) or take 1d8 points of shadow damage and the bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).[/font][/color]
[color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the blood sucker can heal half of the damage done from constrict.[/font][/color]
Ink Cloud (Ex)
A blood sucker can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A blood sucker can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
[color=#000000][font=Times New Roman, serif]Water Gun(Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]A blood sucker can shoot water out of its mouth towards a single target with an water projectile. The blood sucker must make a ranged touch attack (+5), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 12) or be inflicted with the Drenched status effect. Blue mages may learn this ability as a 1[/font][/color][color=#000000][font=Times New Roman, serif]st[/font][/color][color=#000000][font=Times New Roman, serif] level sp[/font][/color]ell (Knowledge: Nature DC 17). Devourer
The devourer will drain the life from their prey and will consume them after. They tend to favor chocobos enough that they know their own technique!
CR 6 XP 2,400
N Large Magical Beast (Aquatic)
Init: +7; Senses low-light vision.; Perception +11
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 58 (7d10+14), fast healing 7;
Fort +9; Ref +8; Will +3
Defensive Ability Ink Cloud (10-ft. Radius); Resist Water 15
Weakness lightning
Speed swim 60 ft., jet 250 ft.
Melee Bite +11 (1d8+5), tentacles +9 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Choco Water, Constrict (2d6+2 plus drain), HP Absorb
Str 21, Dex 16, Con 15, Int 2, Wis 12, Cha 2
Base Atk +7; CMB +13 (+17 grapple); CMD 26
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack*
[color=#000000][font=Times New Roman, serif]Skills[/font][/color][color=#000000][font=Times New Roman, serif] Perception +11, Swim +16[/font][/color]
[color=#000000][font=Times New Roman, serif]Choco Water (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]A devourer can blast an opponent with pressured water within 30 ft. The devourer must make a ranged touch attack (+9), if it hits, the attack deals 3d6+5 water damage and inflicts the Drenched status effect for 1d4 rounds (Fortitude save DC 13 to negate). Blue mage may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19). [/font][/color][color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the devourer can heal half of the damage done from constrict.[/font][/color]
HP Absorb (Su)
[color=#000000][font=Times New Roman, serif]1/day, a devourer can absorb life from a single target that heals itself. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 17 to negate) and is healed by that much. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25). [/font][/color]
Ink Cloud (Ex)
A devourer can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A devourer can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
Sea Devil
Immense in size, this great squid’s tentacles writhe and flash with almost nauseating speed. The beast’s eyes are as big as shields and stare at you with great hunger.
CR 10 XP 9,600
N Huge Magical Beast (Aquatic)
Init: +7; Senses low-light vision.; Perception +20
AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, -2 size)
hp 117 (12d10+48), fast healing 10;
Fort +14; Ref +13; Will +5
Defensive Ability Ink Cloud (20-ft. Radius); Immune Water
Weakness lightning
Speed swim 60 ft., jet 260 ft.
Melee Bite +17 (2d6+7), 2 arms +17 (1d6+7), tentacles +15 (3d6+3/19-20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tentacles)
Special Attacks Constrict (3d6+3 plus drain), HP Absorb, Whirlpool
Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
Base Atk +12; CMB +21 (+25 grapple); CMD 34
Feats Combat Reflexes, Great Fortitude, Improved Critical (Tectacle), Improved Initiative, Lightning Reflexes, Multiattack*, Skill Focus (Perception)
[color=#000000][font=Times New Roman, serif]Skills[/font][/color][color=#000000][font=Times New Roman, serif] Perception +20, Swim +21[/font][/color]
[color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the sea devil can heal half of the damage done from constrict.[/font][/color]
HP Absorb (Su)
[color=#000000][font=Times New Roman, serif]3/day, a sea devil can absorb life from a single target that heals itself. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 19 to negate) and is healed by that much. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25). [/font][/color]
Ink Cloud (Ex)
A sea devil can emit a 20-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A sea devil can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
[color=#000000][font=Times New Roman, serif]Whirlpool (Su)[/font][/color]
1/day, a sea devil awakens a pool of water that roots its target in place within 50 ft. Any creatures within 15 feet-radius of the target take 10d6 points of water damage and are inflicted with Immobilize status effect. All creatures within the area of effect must make a Will save (DC 20) to half the damage and negate the status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.