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Weed Eel

by Jamie Baty

DMR2 36
Medium Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3 (+3 Dex)
Speed: swim 50 ft. (10 squares)
Armour Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: 0/+5
Attack: Slam +1 melee (1d2 +1)
Full Attack: Slam +1 melee (1d2 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision, tremorsense
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 12, Dex 16, Con 11, Int 2, Wis 12, Cha 5
Skills: Disguise +*, Hide +3*, Listen +4, Spot +4
Feats: Alertness, Improved grapple(B)
Environment: Any aquatic
Organisation: Solitary, Swarm (5-20), School (20-40), or Shoal (40-60)
Challenge Rating: 1/4
Treasure: Half Standard
Alignment: Always neutral
Advancement: 2 HD (Medium); 3 HD (Large)
Level Adjustment: -

Weed eels grow up to six feet long. They are found only in large groups which resemble tangled masses of seaweed. The creatures wrap themselves around victims, dragging them beneath the surface, pinning arms and legs and preventing swimming. Any grappled foe is at risk for drowning if they cannot breathe underwater. Weed eels do not collect treasure, but the goods of previous drowning victims often remain near the creatures' lair.

Combat
Weed eels ambush their prey by appearing to be harmless clumps of seaweed. Weed eels will always grapple their foes, and several eels will aid in the initial eel in the grapple. Once a foe is grappled, the eels will pull the foe underneath the water in order to drown it.

Tremorsense (Ex): A weed eel is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is moving within 60ft.

Skills: A weed eel has a +4 racial bonus to Disguise checks made when it is mimicking seaweed or aquatic vegetation. *A weed eel has a +8 racial bonus to all Hide checks made when it is in aquatic vegetation.