Floatzel (3.5e Monster)
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|Size/Type:||Small Magical Beast (Water)|
|Hit Dice:||10d10+30 (85 hp)|
|Speed:||20 ft., swim 75 ft.|
|Armor Class:||22 (+1 Size, +5 Dex, +6 Natural), touch 16, flat-footed 17|
|Attack:||Bite +14 melee (1d8+4)|
|Full Attack:||Bite +14 melee (1d8+4)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Crunch, Ice Fang, Aqua Jet|
|Special Qualities:||Hold Breath, Spell-like Abilities, Water Pokemon Traits, Powerful Build|
|Saves:||Fort +10, Ref +12, Will +2|
|Abilities:||Str 16, Dex 21, Con 16, Int 15, Wis 8, Cha 17|
|Skills:||Swim +24, Bluff +16, Intimidate +18, Sleight of Hand +21|
|Feats:||Improved Initiative, Improved Natural Attack (Bite), Run, Power Attack, Leap Attack|
|Environment:||Lakes and rivers|
|Organization:||Solitary or gang (3-10)|
|Treasure:||Double. They have a bad habit of stealing.|
|Alignment:||Usually Chaotic Awesome|
|Advancement:||11-12 (Small), 13+ (Medium)|
This weasel-like creature is still kind of cute, but also looks pretty tough and vicious. It has two long tails, and wears a floatation device like a jacket.
Crunch (Ex): When a Floatzel bites you, you notice it. Floatzel's bite attack deals 1d8 Constitution damage per bite, and inflicts a -4 Penalty to Armour Class until the Ability Damage is healed. This is a [Dark] effect.
Ice Fang (Su): With a Move-Equivalent Action, Floatzel can summon frost into its mouth. Its bite attack then deals an additional amount of Cold damage equal to 1d6 plus its hit dice (2d6 plus double its hit dice against Dragons, Plants or currently-flying creatures). The victim must also make a Fortitude save (Strength-based) or be Slowed for one round. The sample Floatzel deals 1d6+10 Cold damage and has a DC of 18. This is an [Ice] effect, and cannot be used at the same time as Crunch.
Aqua Jet (Ex): With an Immediate Action, Floatzel may make a Charge attack (although it must be an actual charge attack, not just movement into nowhere), gaining all of the usual modifiers for charging, and deals an additional 2d4 points of damage. This is a [Water] effect. In a Contest, Floatzel can choose to automatically go first (rolling off between multiple automatic-firsts), using Aqua Jet.
Hold Breath (Ex): As Buizel (one hour and twenty minutes)
Spell-like Abilities (Sp): At will: create water, control winds, obscuring mist, wings of the sea; 3/day: fireward, drown, tidal surge; 1/day: cloak of the sea, waterspout. Caster level equals hit dice, and the Save DCs is 10 + Spell Level + Floatzel’s Charisma modifier. Control Winds is a [Flying] effect, the rest are [Water] effects.
- The sample Floatzel has a caster level of 10 and save DC of 13 + spell level.
Additional Hit Dice: Every odd Hit Die, increase Strength or Dexterity by 1. Every even Hit Die, increase Dexterity or Charisma by 1. Every third Hit Die, increase Natural Armour by 1.
At 15 Hit Dice, Floatzel learns Scald (Ex): this Breath Weapon can be unleashed out in a 60' cone once per five rounds. It deals 1d6 Fire damage per Hit Die to all creatures in the area, with a Fortitude Save for half (Constitution-based). Creatures with the [Fire] Subtype still suffer damage (treating it as Untyped) due to the boiling water extinguishing their flames. Creatures that fail the Saving Throw suffer a -4 Penalty to AC and a -2 Penalty to Saving Throws for the next minute. This is a [Water] effect, but in a Contest, this may be treated as a [Water] or a [Fire] effect. If it is a Tough Contest, everyone else takes a -3 Penalty for the rest of the Round.
At 17 Hit Dice, Floatzel can cast Flashflood (Sp) once per hour. This is a [Water] effect that automatically earns an extra point in Beauty Contests.
At 19 Hit Dice, Floatzel can cast Red Tide (Sp) once per hour. This is a [Water] effect, but in Contests can also be used as a [Poison] effect.
Note: if using Tome Feats, replace Improved Initiative with Danger Sense, Run with Combat Looting, Power Attack with Blitz and Leap Attack with Swift Swim.