15.01.2013 Views

The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

(1d8+8, 6 arms) and +39 melee (6d6+8, bite); Space/<br />

Reach 30 ft./20 ft. (80 ft. with tentacle, 40 ft. with arm);<br />

SA constrict, improved grab; SQ darkvision 60 ft., ink<br />

cloud, jet, low-light vision, spell-like abilities; AL NE;<br />

SV Fort +29, Ref +18, Will +18; Str 42, Dex 10, Con<br />

33, Int 21, Wis 20, Cha 23.<br />

Skills & Feats: Concentration +31, Diplomacy +26,<br />

Hide 4, Intimidate +26, Knowledge (geography) +25,<br />

Knowledge (nature) +18, Listen +37, Search +17, Sense<br />

Motive +25, Spot +37, Survival +17 (+19 following<br />

tracks), Swim +36, Use Magic Device +36; Alertness,<br />

Blind-Fight, Combat Expertise, Cleave, Great Cleave,<br />

Improved Critical (tentacle), Improved Initiative,<br />

Improved Natural Armour, Improved Trip, Iron Will,<br />

Multiattack, Power Attack.<br />

Omorogg especially enjoys using the benefits of its<br />

Great Cleave feat to slay multiple citizens and flip their<br />

corpses into the sea.<br />

An opponent can make sunder attempts against<br />

Omorogg’s tentacles or arms as if they were weapons.<br />

Omorogg’s tentacles have 33 hit points and its arms<br />

have 16 hit points. If Omorogg is currently grappling a<br />

target with one tentacle or arm, it usually uses another<br />

limb to make its attack of opportunity against the<br />

sunder attempt. Severing Omorogg’s tentacle or arm<br />

deals damage to Omorogg equal to half the limb’s full<br />

normal hit points. Omorogg withdraws from combat<br />

if it loses both tentacles or three of its arms. Omorogg<br />

regrows severed limbs in 1d10+10 days.<br />

Omorogg has a +8 racial bonus on any Swim check<br />

to perform some special action or avoid a hazard. It<br />

can always choose to take 10 on a Swim check, even<br />

if distracted or endangered. It can use the run action<br />

while swimming, provided it swims in a straight line.<br />

Constrict (Ex): Omorogg deals automatic arm or<br />

tentacle damage with a successful grapple check.<br />

Improved Grab (Ex): To use this ability, Omorogg must<br />

hit with an arm or tentacle attack. It can then attempt<br />

to start a grapple as a free action without provoking an<br />

attack of opportunity. If it wins the grapple check, it<br />

establishes a hold and can constrict.<br />

Sea Travel in Ashfar<br />

Given that most of Ashfar’s shipping rarely needs<br />

to make a voyage of more than 15 miles in actual<br />

distance (five out from the home harbour to the seaportal<br />

that leads to Xoth Sarandi, then five more<br />

to reach the sea-portal to the destination, then five<br />

more to the destination port), ships are built for short<br />

hops and heavy cargoes. Few vessels are built to<br />

survive the rigours of the open sea; only colony<br />

vessels, exploration ships and warships are built for<br />

such conditions.<br />

Ink Cloud (Ex): Omorogg can emit a cloud of jet-black<br />

ink in an 80-foot spread once per minute as a free action.<br />

<strong>The</strong> cloud provides total concealment, which Omorogg<br />

will use to escape a fight that is going badly. Creatures<br />

within the cloud are considered to be in darkness.<br />

Jet (Ex): Omorogg can jet backward once per round<br />

as a full-round action, at a speed of 280 feet. It must<br />

move in a straight line, but does not provoke attacks of<br />

opportunity while jetting.<br />

Spell-Like Abilities: 1/day – control weather, control<br />

winds, dominate animal (DC 19), resist energy. Caster<br />

level 9 th . <strong>The</strong> save DC is Charisma-based.<br />

Equipment & Treasure: Crystal ball.<br />

Aftermath<br />

Since the sea-portal is blocked, there is nothing for it<br />

but to head to Xoth Sarandi the long way, over the great<br />

Incarnadine Sea. <strong>The</strong> Player Characters can either sail<br />

there directly, risking assault from the sea creatures that<br />

dwell in the open oceans, or they can try to reach and<br />

use another sea-portal, such as the one by the harbour<br />

of Khummu in the Topaz Dominions. Either way, their<br />

voyage will be a perilous one.<br />

Escaping Crom Calamar is worth a story award<br />

equivalent to defeating a CR 10 challenge.<br />

Ibon Presno Gonzalez (order #73006) 8<br />

31

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!