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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

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