A reptilian head on a serpentine neck slowly surfaces. Shadows beneath the water hint at a body of considerable size.
XP 9,600 DEFENSE
AC 24, touch 11, flat-footed 21 (+3 Dex, +13 natural, –2 size) OFFENSE
Speed 20 ft., swim 50 ft. STATISTICS
Str 26, Dex 16, Con 21, Int 4, Wis 13, Cha 11 SPECIAL ABILITIES
Elusive (Su)Water orms are rarely discovered except by their own choice. As a full-round action while in water, a water orm can move up to its run speed (200 ft.) without leaving any trace of its passage (identical in effect to pass without trace). An elusive water orm gains a +40 circumstance bonus to its Stealth check. In addition, when not in combat, a water orm is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled. Water Travel (Su)As a full-round action once per day, a water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water that looks similar to the passage of a school of fish when viewed from above the water. While in this form, the water orm swims at a speed of 600 feet per round (60 mph) and gains a +40 bonus on all Swim checks. It cannot attack or take any action other than swimming in this form, and can remain in this form for up to 8 hours at a time. A water orm can revert to its solid form from this state as a free action. Water orms are unable to pass into or through salt water when using this ability. |