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.
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)
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
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)
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
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)
• 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.
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
• 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.
Ursula the Sea Witch
Female
Tauric Merfolk/Giant Octopus Bard 8/Druid 8
NE
Large Monstrous HumanoidInit: +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 GrabSQ: 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, Resistance1st: 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: 35Init: +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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