Seppia, Suitless (3.5e Monster)



Also see Seppia (3.5e Race).

Floating through their thick clouds rises a dozen cuddlefish-like creatures, each releasing pulses of rainbow light and singing in cryptic, if beautiful, unison.

Seppia appear as humanoids made of metal to other worlds when they explore, but their true form is much smaller and stranger. Within the spines of the alien machines lay a small cuddlefish-like creature. In an Earth-like atmosphere it would quickly die from the lack of pressure, but on the native homeworld of Sepiida, or some strange high-pressure zone in the Water or Air Elemental Planes, they thrive in their natural state. Their skins shift color rapidly, giving both camouflage and a means of communication. They can make noise, but their native tongue consists of nothing more than light patterns. With sharp eyes can can spot such color shifts from far away.

Combat
Seppia shy away from combat, using their camouflage for defense, while they snipe away at opposing targets from the clouds. By keeping themselves a non-target they ultimately survive.

Arcane Blast (Sp): Inherent to the seppia, they can weave magical energy as if it were clay. They may shoot energy as a ranged touch attack out to 60 ft as a standard action. Arcane Blast counts as eldritch blast for feats and pre-requisites. It deals 1d6 damage plus +2d6 damage every odd HD beyond 3rd, with an additional effect depending on the element chosen.
 * *Fire gains +2 damage per die.
 * *Cold gains +2 damage per die.
 * *Electric gains +4 to hit against targets wearing metal armor or composed of metal.
 * *Acid burns for half damage next round after a successful hit.
 * *Sonic loses -1 damage per die (minimum 1).

Biochromic Skin (Ex): The skin of a seppia can shift color on the fly. Vivid enough to be seen far away, this is their main means of communication. However it also allows the seppia a natural camouflage. As such seppia gain a +8 racial bonus to hide checks, and may hide in plain sight and a ranger in any environment.

Bio-energy (Ex): As xenotheric creatures a seppia has a pool of bio-energy which it can employ for various purposes. When out of their suits their bio-energy is based on Constitution score as normal.

High Pressure Body: The seppia live in a high pressure environment. They receive no penalties for being in a high-gravity world, and ignore crushing damage from high pressure. However because of this they cannot survive in low pressure, and explode in normal Earth atmospheres.

Skills: Unlike most magical beasts, seppia gain 4+Int skill points per level. They also receive a +2 racial bonus on Knowledge Arcane and Spellcraft, and a +8 racial bonus to Spot checks, something that their SOLO suits inhibit being forced to use artificial eyes. Finally seppia possess a swim score, even though their "ocean" is technically an atmosphere. As such they gain a +8 bonus on Swim checks.