Water Lord

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These creatures usually inhabit the watery parts of all planes, content in their power over all things of the sea. Though they have no actual magical power over other creatures, they can intimidate the undersea denizens enough that even the most unintelligent creatures are eager to serve it. They are horrendous-looking creatures, with jaws full of needle-sharp teeth. Their bulging eyes give them the appearance of constantlyleering fish with humanoid torsos.
==Combat==
Water lords are canny opponents, rarely giving their enemies any advantage and certainly no quarter. Since they do not believe in suffering needlessly, they send their minions forth to combat enemies. There will usually be 2d6 sharks, 3d6 sahuagin, and 1d4 ixitxachitl among the minions. The fiends most often summon 1d3 water elementals to fight for them. As long as the minions continue the attack and the fiend itself is not threatened, it will allow its assistants to fight by themselves.
A water lord can breath a blast of boiling water three times per day, in a cone 25 feet long with a 10-foot-diameter base, causing 3d10 points of damage. They also have claws on both hands that they are able to use every turn, along with a fierce bite.
Electrical attacks, if they reach the water lord, inflict full damage. However, due to his nature, such attacks will reach the fiend only 50% of the time. The other 50% will rebound on the caster, causing full damage. Fire-based attacks cause double damage if the fiend has left the water, but none if the creature remains fully immersed.
Water and cold-based attacks cause absolutely no damage to the water lord. In addition, any water elementals sent against the fiend will not attack it. Indeed, the water lord has a 50% chance of wresting control of water elementals from their summoners, as long as the water elementals have approached to within 100 feet of it.
==Habitat/Society==
Water lords work alone, and no more than one is ever encountered at a time. They are very territorial and will not allow other powerful creatures over whom they have no sway to establish themselves nearby. This includes such beings as sea dragons or colonies of aquatic elves.
Water lords, once they have established their territory, will not stray very far from it. They like to protect what is theirs, and they won't meddle in other things outside their territory. A water lord's territory typically includes a 25-mile-diameter circle, at the center of which is the fiend's palace. Its palace can be a marvel of undersea engineering or a simple hole in a coral reef. If the fiend has not established his territory, however, he can be a terror to shipping in the area, destroying boats at a whim. An incredible (and very rare) sight is two of these fiends fighting over a specific area.
==Ecology==
Casters are advised not to attempt the summoning of a water lord. Because they are nasty-tempered and have a tendency to break free of the bonds imposed by spellcasters, the risk inherent in summoning is not worth the potential payoff. There is a 20% chance that a summoned water lord fiend will ignore the wishes of the summoner, kill him, and rampage on his own until such time as the fiend wearies of the Prime Material.
Until that time comes, the fiend can amass considerable power beneath the waves, creating considerable havoc in the area. It is unknown why the fiends do this, since they rarely take their treasure back to their home plane. Once a water lord leaves its Prime Material home, its home is quickly picked clean by the undersea scavengers of the area.
They do not require conventional food or drink, drawing their nourishment from the water around them. Nonetheless, they enjoy devouring any mortals foolish enough to venture near their homes, leaving the remains outside for sharks to feed on and to warn away other curiosity seekers.
Category:Creatures
Category:Dragon Mountain Creatures