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The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw.
While at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and wicked claws give away their fiendish nature. When called to the Material Plane, hydrodaemons serve powerful spellcasters, protecting domains dotted with pools, streams, and even sewer complexes. Associated with death by drowning, these fiends use a favored tactic to draw the most anguish from their victims. Hydrodaemons first attack with their inky black sleep spittle, hoping to render victims unconscious. With their opponents unable to fight back, hydrodaemons drag their enemies into the foul waters they call home and delight as the liquid fills their victims’ gasping lungs. If unable to drown a victim, they finish the job with jaws and claws.
Hydrodaemons possess an awkward gait, springing back on their heels and leaping about like humanoid frogs. Even so, they move in an unpredictable manner, twisting their bodies with each hopping movement. Hydrodaemons can also unfurl flaps of skin that allow them to glide through the air. Hydrodaemons stand 10 feet tall and weigh upward of 3,000 pounds.
A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 8 m. While gliding, the hydrodaemon gains the dive ability.
A hydrodaemon can spit at a single target within 20 feet, making an attack as an action. A target hit by this spittle must succeed on an opposed Willpower save or fall asleep for 6 rounds.
Half all damage after armour from all attacks apart from cold iron or silver.
Immune acid, death effects, disease, poison, Resist cold, electricity and fire as though they had 10 AP Gain a +2 shift to resist all spells.
Spell like effects (all 9 intensity unless stated)
Constant—detect magic, water walk
At will—acid arrow (intensity 4), deeper darkness
3/day—control water, greater teleport (self plus 50 lbs. of objects only), summon monster V (Large water elemental only)
1/day—desecrate, summon (level 3, 1 hydrodaemon 50%)
Acid Arrow
An arrow of acid springs from your hand and speeds to its target. You must succeed on a unarmed attack to hit your target. The arrow deals 1d4 points of acid damage with no splash damage, this lasts for 2 round dealing another 1d4 points of damage in each round.
Deeper Darkness
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. light becomes full darkness. Areas of partial darkenss and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell’s confines.
This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.
Desecrate
Range close (25 ft. + 5 ft./I.)
Area 20-ft.-radius emanation
Duration 2 hours/I.
This spell imbues an area with negative energy. The save to resist negative channeled energy within this area is made at -15. Every undead creature entering a desecrated area gains a +5 bonus on all attack and saving throws and a +1 to damage rolls. An undead creature created within or summoned into such an area gains +1 hit points per Location.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-30 to negative channeled energy saves, +10/+2 bonus and +2 hit points for undead created in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead.
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Control Water
Range 400 ft. + 40 ft./I.)
Area water in a volume of 10 ft./I. by 10 ft./I. by 2 ft./I.
Duration 10 min./I.
This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water’s depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per I. (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to I. x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Willpower negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
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