Sea Camel (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 2-2-20
Status: 光復香港,時代革命
Editing: Clarity edits only please
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Sea Camel
Size/Type: Large Animal (Aquatic)
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 20 ft, swim 60 ft
Armor Class: 13 (+2 dex, +2 natural, -1 size), touch 11, flat-footed 11
Base Attack/Grapple: +2/+10
Attack: Bite +0 melee* (1d4+2*, 20/x2)
Full Attack: Bite +0 melee* (1d4+2*, 20/x2)
Space/Reach: 10 ft/5 ft
Special Attacks: -
Special Qualities: Endure Elements, Low-Light Vision, Scent
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 18, Dex 14, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Cold Aquatic
Organization: Solitary, domesticated, or herd (6-30)
Challenge Rating: 1
Treasure: None
Alignment: Always True Neutral
Advancement: -
Level Adjustment: -

Like a hairless smooth camel whose legs were replaced with flippers, this creature lives under the ice and in cold ocean biomes, rarely coming to the surface and flopping around like a walrus.

An aquatic form of camel, it has one or two humps upon its back which also double as air bladders to controlling buoyancy. They have a great deal of endurance and can regulate their temperature well by burning their massive fat reserves. Like a walrus they breathe air, not water, but are capable of some incredible depths and can stay underwater for up to 1 hour per point in Constitution.


Sea camels are not fighters and survive by living in climates most creatures find difficult to thrive in.

  • A sea camel's bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll.

Endure Elements (Ex): Able to exist in many temperatures, the sea camel is always under an extraordinary endure elements effect.

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Eiji-kun's Homebrew (5453 Articles)
AlignmentAlways True Neutral +
AuthorEiji-kun +
Challenge Rating1 +
EnvironmentCold Aquatic +
Identifier3.5e Monster +
Level Adjustment- +
RatingUndiscussed +
SizeLarge +
SubtypeAquatic +
TitleSea Camel +
TypeAnimal +