Aquatoid (3.5e Monster)
Rate this article |
Discuss this article
|Size/Type:||Medium Humanoid (Aquatic)|
|Hit Dice:||1d8-1 (3 hp)|
|Speed:||30 ft., swim 30 ft.|
|Armor Class:||11 (+1 Dex), touch 11, flat-footed 10|
|Attack:||Plasma Pistol +1 ranged (2d10)|
|Full Attack:||Plasma Pistol +1 ranged (2d10)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Darkvision 60 ft., Vulnerability, Amphibious|
|Saves:||Fort -1, Ref +3, Will +2|
|Abilities:||Str 7, Dex 13, Con 9, Int 14, Wis 14, Cha 14|
|Skills:||Hide +5, Listen +6, Move Silently +5, Spot +6, Swim +6|
|Feats:||Alien Weapon Proficiency|
|Organization:||Single (1), Small group (3 - 10), Large group (10 - 15)|
|Alignment:||Always Neutral Evil|
|Advancement:||By Character Class, usually Soldier (2 levels Strong Hero), Squad Leader (4 Levels Charismatic Hero), Technician (2 Levels Smart Hero), Medic (2 Levels Dedicated Hero), Navigator (2 Levels Dedicated Hero), or Commander (6 Levels Charismatic Hero). Technicians, Navigators, and Commanders often have Psi Implants giving them access to Psionic Dominate)|
The Aquatoid is a genetically engineered, ancient alien race closely related to their space/land based cousins, the Sectoid race.
The Aquatoids appear to be Sectoids adapted for underwater life. They often have a fanatical devotion to science and are quite lacking in morals.
Aquatoids prefer ranged combat, if they have to fight, as they have no natural weapons.
Vulnerability (Ex): Aquatoids take +5 points of damage per die against Electric attacks. For example an attack doing 2d4 normally, would do 2d4+10.
Skills: Aquatoids gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.