Ortho: The Seareivers

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eldersphinx's picture
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Ortho: The Seareivers

Cross-posting some work I did for my LJ project, since I know most of Planeswalker isn't a dedicated follower. Eye-wink If you've seen the earlier posts there, nothing new will be found here.

The defeat of the Chaos-loving Empire of Pan Thaera was one of the great triumphs of the early Harmonium, but one that did not come without a cost. The rulers of the Empire, in their fear of everything that the Harmonium stood for, took every measure imaginable to combat the crusade - including some measures that any right-thinking person would consider unspeakable. Scorched-earth tactics, contagious insanity, demon summonings, and many other atrocities were committed, leaving the Harmonium with many lifetimes' cleanup work after the conquest of Thaera was complete.

One of the most horrific and longest-lasting of the Empire's creations was the birth of the Seareivers. Huge oceangoing monsters trained to think of humans and their ships as natural prey, these killing machines were released without a care into the waters of the Ocean of Foam in order to counter the Harmonium invasion force - and if they destroyed neutral shipping, that was an acceptable loss. Even after the Empire itself was defeated, the seareivers proved to be wily opponents and cunning prey, eluding Harmonium hunting flotillas and occasionally striking at undefended ships. A small but dangerous population still survives today, in the deepest oceans of Ortho.

Each seareiver is a unique lifeform, different in likeness from any other, but they all have a same general shape and appearance. Most seareivers are serpentlike, streamlined for fast movement both inside and outside of the water, and with the reflexes needed to take full advantage of such a body type. They are also fantastically tough, with armorlike outer scales or plating covering a layer of tough fatty tissue that absorbs most shocks and blows harmlessly. Only below these defenses come the inner muscles and vital organs of the beast.

Seareivers attack either with their terrible bite, or by striking enemies with long, flexible tentacles that extrude from their bodies at random points. These tentacles are thin, but as tough and well-armored as the rest of their bodies, and strike with incredible force. The tentacles also carry some sort of poison or foul curse, that can paralyze and eventually rot skin on contact. Seareivers have almost no weak points that can be attacked - eye-equivalents and other sensory organs are often armored, and rarely necessary in any case as the beast works as much via tremorsense as sight, and the thing's mouth is coated with so much razor-sharp bone and chitin as to be near-impenetrable.

Seareivers may once have existed in many different forms, but today only two types survive - Lesser and Great. The lesser seareiver is small, comparatively, perhaps only ten feet in total length, but are incredibly fast and stealthy. They will lurk beneath the surface of a strong wavefront, aware of the passage of any ships but invisible to any observer that doesn't know exactly what to watch for - and then strike, propelling themselves from the ocean's surface to the deck of the largest galleas in one mighty leap. Once a pack of lesser seareivers has boarded a ship, they become killing machines - attacking any air-breather they come across until it stops moving, then moving onwards to strike at other enemies. If nothing remains alive, they descend to the vessel's waterline, tear holes in the sides of the ship, then exit while the ship sinks behind them.

As terrible and vicious as the lesser seareivers are, the Great seareivers are worse. As long from tip to tail as any Harmonium ship ever constructed, and almost as massive, these creatures don't bother with emerging from the water, or sweeping the decks for exposed crew. They simply lurk a hundred feet or so below the ocean's surface, then rip the bottom out of whatever they see as a target. While a great seareiver possesses tentacles that can strike at any creature foolish enough to approach it, its most terrible weapon is its bite, which is easily enough to disembowel anything it comes across - living or not.

Fortunately, both lesser and great seareivers are rare, and found only in the deepest oceans. The lesser seas don't give these horrible creatures enough room to hide in, and Harmonium military forces will attack any seareiver on sight. Packs of lesser seareivers avoid extinction through numbers, speed, animal cunning and pure ferocity; great seareivers are slower and less intelligent, but are also believed to be able to hide themselves on the very bottom of the ocean floor if need be to avoid detection. In spite of a great desire to do so, the Harmonium has never been able to fully exterminate either kind of seareiver.

Little is known - or desired to be known - about the ecology and life of such loathsome creatures. They are known to feed on flesh of any kind, though whether such a diet is needed for them to survive or just a sadistic touch by their creators is uncertain. Their continued survival indicates that they can breed somehow - yet more evidence of the insanity of the Pan Thaerans and the folly of working with chaos. Seareivers frequent both the Ocean of Foam and the Ocean of Fevers, but strangely have never been reported within the Ocean of Fog.

Any suggestion that the seareivers were originally unleased by factions within the Harmonium to terrorize the Pan Thaerans is treasonous and will be punished with the utmost exaction. Evidence purporting to support such a claim is a forgery and a lie.

Seareiver, Lesser
Size/Type: Large Magical Beast (Aquatic)
Hit Dice: 8d10+32 (76 hp)
Initiative: +6
Speed: 20 ft, swim 60 ft
Armor Class: 18 (-1 size, +2 dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +8/+16
Attack: Tentacle +14 melee (1d8+6 plus paralysis)
Full Attack: 4 tentacles +14 melee (1d8+6 plus paralysis) and bite +12 melee (2d6+9)
Space/Reach: 10 ft/10 ft
Special Attacks: Paralysis, pounce
Special Qualities: Resistance to acid and fire 10, tremorsense 60 ft, water dependent
Saves: Fort +10, Ref +8, Will +3
Abilities: Str 22, Dex 15, Con 19, Int 6, Wis 9, Cha 10
Skills: Hide +9, Spot +3
Feats: Alertness, Improved Initiative, Iron Will, Multiattack
Environment: Any aquatic
Organization: Pack (8-20)
Challenge Rating: 5
Treasure: None
Advancement: 9-15 HD (Large)
Level Adjustment: -

Paralysis (Su): The touch of a lesser seareiver's tentacle paralyzes affected beings for 2d4+1 rounds (Fort save DC 18 to negate). The save DC is Constitution-based.
Pounce: If a lesser seareiver charges a foe, it can make a full attack. This ability can only be used if the seareiver begins its turn immersed in water.
Water Dependent (Ex): Lesser seareivers can survive out of water for 10 minutes per point of Constitution (after that, refer to the drowning rules).

Skills: Lesser seareivers receive a +8 racial bonus to all Swim checks. They receive a +4 bonus to Hide, Listen and Spot checks while underwater. They receive a +15 racial bonus on Jump checks if it begins its movement in water, and does not land prone if the Jump check is successful.

Seareiver, Greater
Size/Type: Colossal Magical Beast (Aquatic)
Hit Dice: 36d10+396 (594 hp)
Initiative: -1
Speed: Swim 40 ft
Armor Class: 18 (-1 Dex, -8 size, +17 natural), touch 1, flat-footed 18
Base Attack/Grapple: +36/+67
Attack: Bite +51 melee (6d6+22)
Full Attack: Bite +51 melee (6d6+22) and 8 tentacles +46 melee (2d8+7 plus paralysis)
Space/Reach: 30 ft/20 ft
Special Attacks: Improved grab, paralyze, sundering bite, swallow whole
Special Qualities: Resistance to acid, cold and fire 20, tremorsense 120 ft, water dependent
Saves: Fort +31, Ref +19, Will +16
Abilities: Str 40, Dex 8, Con 33, Int 8, Wis 15, Cha 11
Skills: Hide +20, Listen +4, Spot +22
Feats: Ability Focus (paralysis), Alertness, Cleave, Diehard, Endurance, Great Cleave, Improved Natural Attack (bite), Improved Natural Attack (tentacle), Improved Sunder, Iron Will, Knock-Down [B], Power Attack, Spring Attack [B]
Organization: Solitary
Challenge Rating: 18
Treasure: Standard (swallowed)
Advancement: 37-54 HD (Colossal)
Level Adjustment: -

Paralysis (Su): The touch of a greater seareiver's tentacle paralyzes affected beings for 4d6 rounds (Fort save DC 33 negates). The save DC is Constitution based.

Sundering Bite (Ex): A greater seareiver's bite attack ignores the first 15 points of hardness when making sundering attacks.

Swallow Whole (Ex): A greater seareiver can try to swallow a grabbed opponent of Huge size or smaller by making a successful grapple check. Once inside, the opponent takes 4d6+15 points of crushing damage plus 8 points of acid damage per round from the creature’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A greater seareiver's interior can hold 2 Huge, 4 Large, 16 Medium, 64 Small, 256 Tiny, or 1024 Diminutive or smaller opponents.

Skills: Greater seareivers receive a +4 bonus to all Hide, Listen, Spot and Swim checks while in water.

nick012000's picture
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factotums
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Ortho: The Seareivers

Umm... do you mean Seareavers? That's what the name looks like, but it's just different enough that I'll hold back most of the pedantry.

Why hasn't the Harmonium simply had one of their more powerful mages Wish "I wish all seareavers to die, and remain dead for all eternity"? Genocide is really easy when you have access to the resources of an entire planet.

Also, you have the numbers for the lesser seareaver's full attack wrong. It should be 4 Tentacles +14 melee (1d8+6+paralysis) and Bite +12 melee (2d6+3 Melee).

eldersphinx's picture
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Ortho: The Seareivers

'nick012000' wrote:
Umm... do you mean Seareavers? That's what the name looks like, but it's just different enough that I'll hold back most of the pedantry.

Why hasn't the Harmonium simply had one of their more powerful mages Wish "I wish all seareavers to die, and remain dead for all eternity"? Genocide is really easy when you have access to the resources of an entire planet.

Also, you have the numbers for the lesser seareaver's full attack wrong. It should be 4 Tentacles +14 melee (1d8+6+paralysis) and Bite +12 melee (2d6+3 Melee).


The name is 'seareiver', chosen because I think it sounds cool. Monster names don't have to mean anything, by any means. Cool

The full attack error is a mea culpa, but should be easy to fix. 3E monster design is annoying in that the summary stats that come first in the writeup generally get modified several times by the attributes, feats, and such that aren't listed until the end. Makes accounting a pain. The bite does count as a "two-handed" weapon, tho, getting the STR x1.5 bonus to damage. =/

As for wishes, while I'm not claiming to be an authority, I expect that extensive species genocide likely falls into the category of "dangerous greater effects" and probably Very Bad Juju. Along the lines of, I dunno, turning them all into vampires (which are dead, right?) juju. I sure wouldn't allow a player to get away with destroying an entire race with wishes, so why would an NPC be able to do such a thing?

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Ortho: The Seareivers

That of course assumes the Harmonium really wants them dead... implications otherwise of course are punishable by the Harmonium. Eye-wink

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Webmonkey
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Ortho: The Seareivers

Bite numbers fixed in the Ortho doc.

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factotums
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Ortho: The Seareivers

'eldersphinx' wrote:
'nick012000' wrote:
Umm... do you mean Seareavers? That's what the name looks like, but it's just different enough that I'll hold back most of the pedantry.

Why hasn't the Harmonium simply had one of their more powerful mages Wish "I wish all seareavers to die, and remain dead for all eternity"? Genocide is really easy when you have access to the resources of an entire planet.

Also, you have the numbers for the lesser seareaver's full attack wrong. It should be 4 Tentacles +14 melee (1d8+6+paralysis) and Bite +12 melee (2d6+3 Melee).


The name is 'seareiver', chosen because I think it sounds cool. Monster names don't have to mean anything, by any means. Cool

The full attack error is a mea culpa, but should be easy to fix. 3E monster design is annoying in that the summary stats that come first in the writeup generally get modified several times by the attributes, feats, and such that aren't listed until the end. Makes accounting a pain. The bite does count as a "two-handed" weapon, tho, getting the STR x1.5 bonus to damage. =/

As for wishes, while I'm not claiming to be an authority, I expect that extensive species genocide likely falls into the category of "dangerous greater effects" and probably Very Bad Juju. Along the lines of, I dunno, turning them all into vampires (which are dead, right?) juju. I sure wouldn't allow a player to get away with destroying an entire race with wishes, so why would an NPC be able to do such a thing?

The bite is a secondary natural weapon, and therefore receives .5 of the Str bonus. Natural weapons only recieve 1.5 of the Str bonus if they're the only natural weapon the critter in question possesses.

Also, undead=/=dead. The former is a creature type, the latter is a defined condition of a character.

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Ortho: The Seareivers

'nick012000' wrote:
Also, undead=/=dead. The former is a creature type, the latter is a defined condition of a character.

I think that "undead" is a subset of "dead," which I'll define as the condition of a character having a constitution score of "none."

Wishes don't care about such subtleties, anyway. They can be nasty buggers if you try to abuse them.

In any case, a wish is only a ninth level spell, and lacks the power to either kill an entire species or turn that species into vampires. If it doesn't simply fizzle, it might well interpret your wording in some way that you do not like (for example, saying "I wish every seareiver on this plane was dead" might result in the wish transporting you to a plane where your wording is true, like the Negative Energy Plane; if you specify "Ortho" it might send you to the far future after the sun's burnt out; if you exhaust every possible loophole the wish will probably just fizzle or grant only part of your wish, and probably send you to the Negative Energy Plane anyway on the general principle that wishes hate lawyers).

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Ortho: The Seareivers

'ripvanwormer' wrote:
'nick012000' wrote:
Also, undead=/=dead. The former is a creature type, the latter is a defined condition of a character.

I think that "undead" is a subset of "dead," which I'll define as the condition of a character having a constitution score of "none."

Wishes don't care about such subtleties, anyway. They can be nasty buggers if you try to abuse them.

In any case, a wish is only a ninth level spell, and lacks the power to either kill an entire species or turn that species into vampires. If it doesn't simply fizzle, it might well interpret your wording in some way that you do not like (for example, saying "I wish every seareiver on this plane was dead" might result in the wish transporting you to a plane where your wording is true, like the Negative Energy Plane; if you specify "Ortho" it might send you to the far future after the sun's burnt out; if you exhaust every possible loophole the wish will probably just fizzle or grant only part of your wish, and probably send you to the Negative Energy Plane anyway on the general principle that wishes hate lawyers).

"SRD" wrote:
Dead: The character’s hit points are reduced to –10, his Constitution drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

Undead creatures are not dead. They don't have Constitutions scores (preventing said scores being reduced to 0), they have HP>-10, and they are immune to death magic.

ripvanwormer's picture
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Ortho: The Seareivers

Unfortunately, few wish spells have read the SRD.

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Ortho: The Seareivers

The trick is that the Wish spell doesn't work in that way. It doesn't know anything about modifiers, types, subtypes, BABs, saves, et.

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factotums
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Ortho: The Seareivers

No, but it works within the rules of a system that does. Undead creatures are by definition not dead.

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Ortho: The Seareivers

'nick012000' wrote:
The bite is a secondary natural weapon, and therefore receives .5 of the Str bonus. Natural weapons only recieve 1.5 of the Str bonus if they're the only natural weapon the critter in question possesses.
A definitive page reference for this would be nice, as a dragon's tail sweep example would seem to disprove the notion rather thoroughly. "A tail slap deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down) and is treated as a secondary attack.". Cool

And the notion of "I wish that every seareiver on Ortho was dead" turning them all into vampires was just one off-the-cuff suggestion for how to Spoil A Dangerous Wish, which has been a wholly approved part of the D&D system for a few decades now. Rip's thrown up a few other suggestions for how this might occur, which are less dramatic but equally valid.

Basically, if the Harmonium can wish seareivers into a quick, easy and painless extinction, they'd better be watching their backs. Because the Anarchists will have just an easy a time of wishing all of Ortho into a bloody, vicious, senseless civil war that's unlikely to ever end.

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Ortho: The Seareivers

Are we pinned down on the numbers for these thingies attacks yet?

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Ortho: The Seareivers

Quote:
A creature’s primary attack damage includes its full Strength modifier (1½ times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given first. Secondary attacks add only ½ the creature’s Strength bonus and are given second in the parentheses.

From d20SRD.org

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Ortho: The Seareivers

Quote:
A creature’s primary attack damage includes its full Strength modifier (1½ times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given first. Secondary attacks add only ½ the creature’s Strength bonus and are given second in the parentheses.

From d20SRD.org

Tail sweep is a special case.

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Ortho: The Seareivers

'Primus, the One and Prime' wrote:
Quote:
A creature’s primary attack damage includes its full Strength modifier (1½ times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given first. Secondary attacks add only ½ the creature’s Strength bonus and are given second in the parentheses.

From d20SRD.org

Tail sweep is a special case.


And so is a seareiver's bite. Cool Their creation likely involved grabbing the biggest, nastiest quasi-prehistoric shark one could find and adding pseudonatural elements to the thing - it's okay if they're nastier than anything normally found in the RAW.

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Ortho: The Seareivers

Then mention it in their stat block, perhaps under their sundering bite ability. "In addition, a Seareiver adds 1.5 x Str Mod to bite attacks rather than .5 x Str Mod.

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