Ursula the Sea Witch

In Part Three of what I guess can be called my d20 Disney series, I present Ursula the Sea Witch from “The Little Mermaid”.  She was a complicated character to make – mostly because of her minions, Flotsam and Jetsam.  I wanted to reflect that they were more competent than is normal for villain sidekicks so I went with making one a familiar and the other an animal companion.  I drew pretty heavily on the Stormwrack supplement for her spells and magic items and used the Tauric template from Savage Species for base racial abilities.

Ursula the Sea Witch



Female Tauric Merfolk/Giant Octopus Bard 8/Druid 8
NE Large Monstrous Humanoid
Init: +2, Senses: Listen +8, Spot +8, Low-Light Vision
Languages: Read/Write Aquan, Common, and Druidic
AC: 26 (-1 size, +2 Dex, +7 Natural, Amulet of Natural Armor +6, Ring of Protiection +2); t: 20, ff: 24
Hp: 155 (25HD)
Immune: - -
Fort +17, Ref +17, Will +18 (includes bonus from Cloak of Resistance)

Spd: 20’ (4 squares), swim 30’ (6 squares)
Melee +26 8 Tentacles: 1d4+5 plus Improved Grab (19-20/x2, 20’ reach, 2d8+6 constrict on successful grapple)
Melee +25/+20/+15/+10 Trident 2d6+9 plus 1d6 electrical (additional +1d10 electrical on critical hit)
Combat Gear: Amulet of Natural Armor +6, Ring of Protection +2, Ursula’s Trident, 4 Potions of Cure Serious Wounds

Str 20, Dex 15, Con 13, Int 10, Wis 14, Cha 18
SA: Arcane and Divine Spells, Constrict, Improved Grab
SQ: Amphibious, Ink Cloud

Feats: Combat Reflexes; Improved Critical (Tentacle); Martial Weapon Proficiency (Trident); Natural Spell; Obtain Familiar; Persuasive; Power Attack; Scribe Scroll; Weapon Focus (Tentacle)

Skills: Bluff +13, Concentration +20, Diplomacy +11, Disguise (+6 to act in character), Escape Artist +18, Handle Animal +9, Hide +8, Intimidate +8, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nature) +14, Listen +8, Perform (Singing) +14, Sleight of Hand +4, Spellcraft +6, Spot +8, Survival +14, Swim +17 (can always take 10), Use Magic Device (+6 w/ scrolls), Use Rope (+4 w/ bindings)

Possessions: Conch-shaped Amulet of Natural Armor +6, Cloak of Resistance +3; Ring of Protection +2; Ursula’s Trident (Shocking Burst Trident +4 – see below), Bag of Teeth (Storm); 4 Contracts of Nepthas (Comp Arc); Horn of the Tritons; 4 Potions of Cure Serious Wounds; Ring of Lore (Comp Arc); Large Sack (fashioned from fishing net); Spell Component Pouches; Wand of Thalassemia (50 chg, CL8)

Height: 5’4” plus 20’ long tentacles     Weight: 826 lbs.     Hair: White     Eyes: Yellow
Appearance: Ursula is an obese purple-skinned merfolk with the lower body of an octopus instead of a fish.  She has a facial mole just beneath her lower lip.  Her humanoid half has light purple skin and she wears her white hair cropped short.  A cloak fashioned from the hide of a manta ray is held on with a brooch shaped like a conch.  Her octopus half has black rubbery hide and eight 20’ long tentacles.

Ursula’s Trident - Shocking Burst Trident +4
                Invoked Powers: by holding the trident and speaking the appropriate command words, the wielder is able to cast the following arcane spells from the trident as if it were a staff (CL8 or caster’s level, whichever is higher): Shocking Grasp (1 chg), Lightning Bolt (1 chg), Chain Lightning (2 chg)

Typically Prepared Spells - * indicates spell from the Stormwrack supplement
0th: Cure Minor Wounds, Detect Poison, Guidance, Know Direction, Light, Resistance
1st: Calm Animals, Cure Light Wounds, Faerie Fire, Hide from Animals, Magic Fang
2nd: Fins to Feet*, Pressure Sphere*, Resist Energy, Urchin’s Spines*
3rd: Poison, Scales of the Sealord*, Stone Shape
4th: Control Water, Dispel Magic

• Arcane Spells Known
0th: Dancing Lights, Detect Magic, Flare, Lullaby, Mage Hand, Prestidigitation
1st: Animate Rope, Cause Fear, Hypnotism, Unseen Servant
2nd: Calm Emotions, Locate Object, Rage, Sound Burst
3rd: Crushing Despair, Glibness, Haste

• Amphibious (Ex): Can freely breathe water and air, although she rarely travels more than a few feet from the water’s edge; additionally, Ursula is unaffected by water pressure to depths of 1,100’.
• Constrict (Ex): deals 2d8+6 damage with a successful grapple check
• Improved Grab (Ex): To use this ability, must hit with a tentacle attack, can then attempt to start a grapple as a free action without provking an attack of opportunity; if she wins the grapple check, she establishes a hold and can constrict
• Ink Cloud (Ex): Can emit a cloud of blue-black ink (20’ h x 20’ w x 20’ l) once per minute as a free action; cloud provides total concealment, which she normally uses to escape a losing fight.  All vision within the cloud is obscured.
• Jet (Ex): Can jet backward once per round as a full round action, at a speed of 200’, she must move in a straight line, but does not provoke attacks of opportunity while jetting
Monstrous Humanoid (not subject to spells or effects that affect only humanoids, such as Charm Person or Dominate Person); Aquatic Subtype; +4 racial bonus on Hide checks; +10 racial bonus on Escape Artist checks; +8 racial bonus on Swim checks;
• Tentacles – opponents can attempt to sunder Ursula’s tentacles as if they were weapons, each tentacle has 10 hp; severing a tentacle deals 5 hp damage to Ursula; severed limbs regrow in 1d10+10 days.


Floatsam: male Moray Eel Familiar
CR: - -     Medium Magical Beast (Aquatic)     HD: 2d8+2 (effective 25d10)      Hp: 77     Init: +6     Spd: Swim 30’
AC: 18 (+2 Dex, +5 natural); t: 12; ff: 16
Attacks: (BAB +21; Grap +22); +23 Bite: 1d4+1 plus Attach
SA: Attach
SQ: Low-Light Vision; Scent
Align: NE     Saves: Fort +15     Ref +16     Will +16
Str: 13 (+1)     Dex: 15 (+2)     Con: 12 (+1)     Int: 9 (-1)     Wis: 12 (+1)     Cha: 2 (-4)

Skills: Hide +6 (additional +4 in coral or rock), Listen +3, Spot +3, Swim +9
Feats: Improved Initiative, Weapon Finesse

• Attach (Ex): If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage ach round it remains attached.  An attached eel loses its Dex bonus to AC.  An attached eel can be removed via grappling.
• Familiar Abilities: Alertness (provided to master if within arm‘s reach); Improved Evasion; Share Spell; Empathic Link; Touch; Speak w/ Master; Speak w/ Animals of its type
• Floatsam’s left eye glows yellow, while his right eye is white.  If Floatsam places the right side of his face against the left side of Jetsam’s face, then Ursula can Scry through the eyes of the eels and see what they see.

Jetsam: male Moray Eel Animal Companion
CR: - -     Medium Animal (Aquatic)     HD: 6d8+6      Hp: 35
Init: +7     Spd: Swim 50’     AC: 19 (+3 Dex, +5 natural); t: 13; ff: 16
Attacks: (BAB +4; Grap +6); +8 Bite: 1d4+2 plus Attach
SA: Attach
SQ: Low-Light Vision; Scent
Align: NE     Saves: Fort +6     Ref +8     Will +3
Str: 15 (+2)     Dex: 17 (+3)     Con: 12 (+1)     Int: 1 (-5)     Wis: 12 (+1)     Cha: 2 (-4)
Hide +6 (additional +4 in coral or rock), Listen +5, Spot +5, Swim +10
Feats: Improved Initiative; Rapid Swimming; Weapon Finesse; Weapon Focus (Bite)
Learned Tricks: Come, Heel, Track

• Attach (Ex): If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage ach round it remains attached.  An attached eel loses its Dex bonus to AC.  An attached eel can be removed via grappling.
• Animal Companion Abilities: Devotion, Link, Share Spells, Evasion; Bonus Tricks (Attack, Defend, Guard)
• Jetsam’s right eye glows yellow, while his left eye is white.  If Jetsam places the left side of his face against the right side of Floatsam’s face, then Ursula can Scry through the eyes of the eels and see what they see.

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