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WATER WEIRD

Water Weird Pic

Identity:  Varies
Side:  Evil
Climate:  Any
Terrain:  Swamps & Water
Organization:  Solitary
Diet:  Feed on Life Essences
Language:  unknown

Level:  6
Sex:  N/A
Height:  10'+
Age:  Varies
Training:  +1 Damage with HTH Combat

Powers: 
1. Body Power (Water Weird Racial Abilities):  These unusual creatures are natives of the elemental plane of Water. They share the following abilities:
        a. Body Power (Fluid Body): The water weird's fluid nature grants it automatic Non-Corporealness Defense. The water weird also gains 5 Points of Invulnerability vs. sharp weapons (swords, axes, etc) and 2 Points vs blunt weapons (mace, club hammers, etc). Should the water weird reach 0 HPs, it is not destroyed but disrupted. It will then reform 1d4 turns later at full HP to strike again.
        b. Heightened Endurance A +5
        c. Heightened Expertise: +4 to hit with HTH Attack.
        d. Heightened Intelligence A +3
        e. Heightened Senses (Sense the Living): A water weird can sense the life energy of living biological beings within a 4" radius.
        f. Invisibility: Permamently changed. Water weirds are normally invisisble until they begin to form their watery serpentine form. It costs PR 1/hour to create this visible form. Water weirds need to form this visible form to attack targets outside of its native water.
        While in this form, the water weird can make a physical attack (Range 2"). A successful attack means the water weird has latched onto its victim. The victim must attempt a strength check (the water weird rolls 2d8 for its strength check) to escape or else hold his breath to avoid drowning. A character can hold his breath for End in turns, after half that time he will pass out. Should the victim pass out, he will be dragged to the bottom to drown, and the water weird will attempt to attack another.
        g. Speed Bonus: +50" to swimming.
        h. Weakness (Special Requirement): Water weirds can only live in pre-existing bodies of water (i.e. a fountain, washing basin, a lake, etc).
        i. Weakness (Vulnerability): Fire based attacks do double damage and cold based attacks cause the water weird to become sluggish (-1 Initiative for every two points of damage caused).
        j. Weakness (Vulnerability): The water weird is exceptionally vulnerable to a Purify Water spell. Such a spell will slay the water weird outright.
2. Natural Weaponry (Natural Savagery):  +4 to hit (includes Training Bonuses) and +4 Damage (includes Training Bonuses).

Weight:  150 lbs.
Basic Hits:  3
Agility Mod:  Nil

Strength:  12
Endurance:  18
Agility:  16
Intelligence:  14
Charisma:  14

Reactions from: Good:  -2     Evil:  -2
Hit Mod.: (1.3)(2.2)(1.4)(1.1) =  4.4044
HPs:  14
Damage Mod.:  +1
Accuracy:  +2
Healing Rate:  1.5
Power:  60
Carrying Capacity:  265 lbs.
Basic HTH Damage:  1d6
Movement Rates:  96" swimming
Detect Hidden:  10%
Detect Danger:  14%
Inventing Points:  8.4
Inventing (42%): 
Knowledge Areas:  Elemental Plane of Water Lore
Training Bonuses: 
        2nd Level:     +1 Accuracy with HTH Combat
        3rd Level:     +1 Damage with HTH Combat
        4th Level:     +1 Accuracy with HTH Combat
        5th Level:     +1 Damage with HTH Combat
        6th Level:     +1 Accuracy with HTH Combat
 

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