Well, I’m leaving for GenCon in a bit, which means either I won’t be posting anything or I’ll be posting a lot — how’s that for boolean? I’ll be using my laptop, which has become frustratingly sluggish, and I’m not sure my passwords are up to date on it, and, anyway, if I’m lucky, I won’t have time, since
if we’re away from home my wife doesn’t need to worry about how much noise she’s making I’ll be too busy gaming.
So, in yet another desperate attempt to pretend this is an ongoing concern and not another “cobweb site”, here’s more stuff from the yes-I’m-still-working-on-it Earth Delta, namely, killer whales. With legs. And tentacles. You know, the normal stuff.
Landwhale, Stinging Orca
|Landwhale, Stinging Orca||
Level 16 Brute
|Huge natural mutant beast (mutant, mammal)||
|HP 191; Bloodied 96
AC 28; Fortitude 29; Reflex 27; Will 26
Speed 7, swim 8
Resist 5 weapon; Resist 10 against blunt weapons; Resist 10 cold; Vulnerability 10 fire
|It is hard to knock a stinging orca prone. Whenever an effect would knock it prone (including a successful save to avoid being moved into dangerous terrain), it may roll a save to remain standing. If any power or effect allows it to “save or fall prone”, it may roll twice and take the higher result.|
|The Stinging Orca cannot jump.|
|m Bite • At-Will|
|Attack: Reach 1; +21 vs. AC; +2 bonus to attack rolls against prone or immobilized targets.|
|Hit: 3d10 + 10 damage.|
|M Paralytic Tentacles • Recharge 3 4 5 6|
|Attack: Reach 3 (One or two creatures in reach); +20 vs. Reflex|
|Hit: 2d8 + 9 damage, and target is immobilized (save ends). .|
|Trample • Encounter|
|Attack: +18 vs. Fortitude; The stinging orca moves its speed; it may move through squares occupied by medium or smaller creatures, doing damage as detailed below. It may use this power in place of a charge, as a standard action, if desired. (It will then bite at the end of the charge, as expected.)|
|Hit: 2d12 + 10 and target is knocked prone.|
|Miss: Half damage and push target one square.|
|C Tail Swipe • Encounter|
|Trigger: The stinging orca is bloodied.|
|Attack (Immediate Reaction): Close Burst 1 (All enemies in burst.); +19 vs. Reflex|
|Hit: 3d8 + 7 damage, and push target 1d4 squares. .|
|Skills Athletics +18|
|Str 21 (+13)||Dex 21 (+13)||Wis 19 (+12)|
|Con 21 (+13)||Int 6 (+6)||Cha 18 (+12)|
|Alignment unaligned Languages Common, Growl|
Stinging orcas are found mostly in sub-arctic climates, where winters are long and there are many herd animals to hunt. Extreme hunger might drive some pods to attack communities, which can be extremely dangerous; an angry pod of full-grown “black stingers”, as they’re sometimes called, can quite literally flatten a poorly-walled stronghold in minutes.
Stinging orcas have the basic body design of their aquatic ancestors, but they run on six strong, stubby, legs, and two long, ever-whipping tendrils emerge from their backs, just behind the shoulders. These tendrils exude a paralytic venom which leaves their prey helpless and easily devoured.
While less intelligent than humans, stinging orcas are still sapient and they will fight with cunning. A common tactic is for one to bowl over enemies and let his fellows move in on the downed targets while he goes after the object of his charge. They are cooperative hunters and will use their tendrils on each other’s chosen prey, and they will show no mercy when it comes to protecting the young of the pod.
Despite their ferocity and relatively low intellects, it is often possible to deal peaceably with the orcas, especially if there are offers of freshly killed meat. They are a gregarious and communicative lot, though, so news of untrustworthy dealings will spread across thousands of miles with remarkable speed.
Stinging orca blubber can be rendered down into oil by use of the Skin and Gut technique; this yields oil worth 9000 gp per whale, in 10 medium units. (See the treasure section in the Core Rules). Obviously, barrels or other containers are needed to haul it back. Rendering a stinging whale in this way makes it impossible to gather ingredients for consumables using the same technique; it’s one or the other.
A fairly standard baseline creature, with a minor twist, namely, the displacer beast style tentacles. I’m playing around with Traits more; a lot of the detail for creatures that 3.5 handled by subtypes or feat choices can be lost in 4e, if you don’t make the effort to put it back, and I’m starting to make that effort (I may go back and spruce up older creatures when I’m done with paragon tier, as that will be a good way to also fix typos, correct inconsistencies, and so on.)
Rereading the critter now, it occurs me this would make a great mount; I will need to write up a version of that. Perhaps it will be ridden by squid-people or shark-men or something.