Jason Andresen (order #1578489) - Jump page for Jubei
Jason Andresen (order #1578489) - Jump page for Jubei
Jason Andresen (order #1578489) - Jump page for Jubei
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Hull Grinder<br />
Huge Magical Beast (Aquatic)<br />
Hit Dice: 12d10+36 (102 hp)<br />
Initiative: +3<br />
Speed: Swim 60 ft. (12 squares)<br />
Armor Class: 20 (–2 size, +3 Dex, +9 natural),<br />
touch 11, flat-footed 17<br />
Base Attack/Grapple: +12/+27<br />
Attack: Slam +17 melee (2d6+10) or<br />
bite +17 melee (3d6+10)<br />
Full Attack: Slam +17 melee (2d6+10) or<br />
bite +17 melee (3d6+10)<br />
Space/Reach: 15 ft./10 ft.<br />
Special Attacks: Spinal scourge 4d6+14<br />
Special Qualities: Blindsense 120 ft., darkvision 60 ft.,<br />
improved hearing, low-light vision, scent*<br />
I’ve spent many a journey traveling down the rivers of the<br />
Iron Kingdoms, and I’ve seen many things that would<br />
send the weak of heart scurrying to land. The most<br />
startling and perhaps most dangerous of such creatures<br />
I encountered while sailing the Dragon’s Tongue aboard the<br />
steamship Palaxis, captained by the great Hal<strong>for</strong>d Bray. His<br />
ship was torn asunder from below by a dreaded hull grinder. I<br />
was whisked ashore by a freak current, but the captain made a<br />
stand with his ship that would have made even the legendary<br />
Dirgenmast Captains of Ord give a stout salute.<br />
Although I believe it to truly be an abnormal fish, the<br />
beastly hull grinder sports quite a demonic visage. A massive<br />
15 feet is typical of its length, although the more wizened<br />
captains whisper of beasts as long as 30 feet. The hull grinder<br />
has jagged hooks and barbs all along its body, and massive jaws<br />
which arc outwards, an unusual growth even in a species such<br />
as this, making them ideal <strong>for</strong> ripping into large objects.<br />
Above all else, the hull grinder hates being disturbed,<br />
especially by noise. Steamboats traveling<br />
a quiet river are at the absolute most risk,<br />
although the hull grinder has been known<br />
to attack other, seemingly silent, vessels.<br />
Creatures screaming and splashing<br />
about in the water are also, likewise,<br />
in grave danger.<br />
Combat<br />
When attacking, the hull grinder will wait on the bed of<br />
the river, kicking up mud if necessary <strong>for</strong> concealment, until<br />
98<br />
<br />
Saves: Fort +11, Ref +11, Will +4<br />
Abilities: Str 25, Dex 16, Con 16,<br />
Int 5, Wis 10, Cha 9<br />
Skills: Hide +4*, Move Silently +7, Listen +15,<br />
Spot +2, Survival +3, Swim +15<br />
Feats: Alertness, Improved Natural Attack (slam,<br />
bite), Power Attack, Stealthy<br />
Environment: Temperate and warm aquatic<br />
Organization: Solitary<br />
Challenge Rating: 8<br />
Alignment: Always neutral<br />
Advancement: 13–24 HD (Huge);<br />
25–36 HD (Gargantuan)<br />
Level Adjustment: —<br />
the vessel or creature passes overhead. It will then strike swiftly<br />
with its spines or jaws. When attacking ships it focuses solely<br />
on rupturing the hull of the ship from beneath, ignoring other<br />
threats until they become immediate. While directly beneath<br />
the ship, it is quite difficult to target from on deck.<br />
blindsight (Ex): The hull grinder can function at full<br />
capacity in complete darkness through hearing, smell, and sensitivity<br />
to vibrations in water.<br />
Improved Hearing (Ex): When submerged, the hull<br />
grinder can hear sounds at incredible distances, as far<br />
as 2 miles in flowing water or 5 miles in still water.<br />
Because of this sensitivity, all sound based<br />
attacks deal double damage (a save <strong>for</strong> half,<br />
if allowed, does only half damage) and<br />
<strong>for</strong>ce an immediate retreat from the<br />
creature. A hull grinder never<br />
retreats, however, from its lair<br />
and will defend it to the death.<br />
They receive a +6 racial bonus to<br />
Listen checks.<br />
Spinal Scourge (Ex): A hull grinder<br />
as a full round action may<br />
move up to twice its speed<br />
and scourge an opponent or object<br />
with its spinal barbs. The hull grinder must<br />
move at least 30 feet to make this special attack. Upon making<br />
a successful slam attack under these circumstances the hull<br />
grinder deals 4d6+14 points of damage.<br />
Skills: Hull grinders have a +10 racial bonus to Listen<br />
checks. They can also move through water at its swim speed<br />
<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9