Riptide the Deluge, Lady of Water
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Huge Elemental, Chaotic (NE), Super Intelligence; Unique
HD 20 (100 HP)
AC 22 (+1)
ATK Slam (2d12)
MV 30 (Swim 120)
SV F 3, R 3, W 3
XP 10,000 (CL 23)
Riptide is the Lord (or, more specifically, Lady) of Water,
and she lives in a ruined castle made of black coral in the Elemental Plane of
Water. She often appears as a monstrous wave with a humanoid face within its
churning waters. She is quite creative and subject to her own whims, going
through moods of calm and rage in a matter of minutes. These mood swings can
make her quite dangerous. She can speak Abyssal and Water Elemental.
Riptide also gives off a 10-ft. radius of moisture which
puts out all open flames within the radius. She can also automatically dispel
magical fires if she touches them, similar to dispel magic.
While in the water, Riptide can choose to swim at up to
quadruple her normal speed, ramming into a waterborne target such as a ship.
She does 2d6+15 damage to the target, and if she successfully hits a ship by a
margin of 10 (e.g. she rolls a 30 against an AC of 20), she breeches the ships
hull and it will sink in 1d10 minute. Creatures thrown about on a rammed ship
must make a Reflex save or suffer 1d10 damage. She can also flip a ship (up to
210 feet long) as an action, or hold a ship (up to 420 feet long) motionless as
an action. Ships near Riptide will only move at half speed.
Riptide can turn into a whirpool, just like a water
elemental can. The vortex is 10 feet wide at the base, up to 50 feet wide at
the top, and up to 80 feet tall. Those sucked in take 2d6 damage every round.
Riptide also gets a +2 to damage and attacks if she and her opponent are both
in water, though he takes a -4 to damage and attacks if her or the target is on
dry land.
Though Riptide is resistant to cold, she’s not immune from
it. If 20 points of cold damage are dealt to her at once, she will be slowed
like the spell.
Riptide can summon water creatures to aid her, once per day.
She can summon 1d6 tojanida, 1d3 large water elementals, 1d3 hezrous or 1d2 sea
hags.
Special Qualities: resistant to cold
Spells: At will - tongues,
detect evil, detect good, dispel magic, teleport without error, see
invisibility, suggestion, telekinesis, control water, create water, obscuring
mist; 3/day – death fog, fog cloud
(triple normal area), ice storm, transmute rocks to mud; 1/day – horrid wilting
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