The Dragonlance Nexus

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Aphelka

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-sized Giant (aquatic, ogre)
Hit Dice: 4d8 (18 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 30 ft., Swim 30 ft.
AC: 12 (+2 Dex)
Attacks: Mace +3 melee
Damage: Mace 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Alternate form, darkvision 60 ft.
Saves: Fortitude +1, Reflex +8, Will +1
Abilities: Str 10, Dex 14, Con 11, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Diplomacy +6, Move Silently +6, Perform +6, Spot +3, Swim +4
Feats: Improved Initiative, Lightning Reflexes
Climate/Terrain: Temperate aquatic
Organisation: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Around the time of the Cataclysm, certain Irda underwent a transformation, becoming closely linked with the sea. These Irda became the yrasda, an Irda-like race, whose members could transform themselves into specific sea creatures.

The aphelka are a breed of yrasda able to transform into squid. In their humanoid forms, aphelka are slender in build, with silver eyes and drooping eyelids. Their skin tone varies between deep sea green and midnight blue. They are graceful and possess beautiful voices.

Combat

Aphelka are generally harmless, although they will fight to defend themselves. On land, they will fight with weapons (usually maces) if possible, for all breeds of yrasda have lost their spell casting abilities. If they enter combat in the water, they assume their squid form.

Alternate Form (Su): An aphelka can shift between its humanoid and squid forms as a standard action. In squid form, it cannot make melee attacks or speak, but it gains the natural attacks, movement, AC, and extraordinary abilities of a squid. See page 202 of the Monster Manual for the creature's extraordinary abilities in squid form.

The aphelka remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the aphelka reverts to humanoid form when killed. A true seeing spell reveals both forms simultaneously.

Skills: Aphekla gain a +4 racial bonus to Bluff, Diplomacy, and Perform checks.

Aphelka Society

Most breeds of yrasda try to live in harmony with nature, of which they consider themselves a part. Unlike their Irda ancestors, yrasda are not vegetarian, and will kill unintelligent animals for food. Aphelka are found throughout the temperate reaches of the Courrain Ocean, living a mostly nomadic existence, sometimes settling near a seacoast for a short while. Aphelka sometimes enter into trade agreements with human, elven, or Mischta communities, exchanging items made of coral, shells, and pearls for news of the world outside the waves or part of a fisher's catch.

Aphelka Characters

An aphelka's favoured class is druid. Aphelka druids revere Chislev and Habbakuk.

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