Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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Sinew Dragger<br />
Medium Undead<br />
Hit Dice: 5d12 (32 hp)<br />
Initiative: +4<br />
Speed: 40 ft. (8 squares), climb 50 ft. (with<br />
te<strong>the</strong>rs, 10 squares)<br />
Armor Class: 18 (+4 Dex, +2 natural, +2<br />
lea<strong>the</strong>r armor), touch 14, flat-footed 14<br />
Base Attack/Grapple: +2/+4<br />
Attack: Bite +4 melee (1d6+2 and<br />
paralysis) or mouth te<strong>the</strong>r +6 ranged (2d6+1<br />
and paralysis)<br />
Full Attack: Bite +4 melee (1d6+2 and<br />
paralysis) and 2 claws +2 melee (1d4+1)<br />
or mouth te<strong>the</strong>r +6 ranged (2d6+1 and<br />
paralysis) and 2 hand te<strong>the</strong>rs +4 ranged<br />
(1d6+1)<br />
Space/Reach: 5 ft./5 ft. (20 ft. with te<strong>the</strong>rs)<br />
Special Attacks: Drag, paralysis, te<strong>the</strong>rs <strong>of</strong><br />
sinew<br />
<strong>The</strong> creature before you is a monstrosity, with<br />
black veins showing through unwholesome deadwhite<br />
flesh stretched tight over its musculature. It<br />
grins, showing a mouth full <strong>of</strong> teeth before it whips<br />
its head around, launching a disgusting te<strong>the</strong>r<br />
made <strong>of</strong> sinew, tipped with a wickedly barbed<br />
hook, at you from its mouth.<br />
Combat<br />
Sinew draggers like to prepare ambushes for<br />
<strong>the</strong>ir chosen prey. When hunting in a group, sinew<br />
draggers use pack tactics and work toge<strong>the</strong>r like a<br />
well-oiled machine. Some have even been known<br />
to carry o<strong>the</strong>rs on <strong>the</strong>ir backs, allowing <strong>the</strong> carried<br />
sinew dragger to make five te<strong>the</strong>r attacks.<br />
Drag (Ex): If a sinew dragger hits with a<br />
te<strong>the</strong>r attack, <strong>the</strong> te<strong>the</strong>r latches onto <strong>the</strong> opponent’s<br />
body. This deals damage as appropriate to <strong>the</strong> type<br />
<strong>of</strong> te<strong>the</strong>r used, and drags a Medium or smaller<br />
opponent 25 feet closer each subsequent round<br />
(provoking no attack <strong>of</strong> opportunity) unless that<br />
creature breaks free, which requires a DC 18<br />
Escape Artist check or a DC 14 Strength check.<br />
<strong>The</strong> check DCs are Strength-based, and <strong>the</strong> Escape<br />
Artist DC includes a +4 racial bonus. A creature<br />
that breaks free from a te<strong>the</strong>r takes 1d6 points <strong>of</strong><br />
damage from tearing free. A sinew dragger can<br />
draw in a creature within 5 feet <strong>of</strong> itself and bite<br />
and claw with a +4 bonus in <strong>the</strong> same round.<br />
99<br />
Special Qualities: Darkvision 60 ft., undead<br />
traits<br />
Saves: Fort +1, Ref +5, Will +6<br />
Abilities: Str 15, Dex 18, Con —, Int 14,<br />
Wis 15, Cha 12<br />
Skills: Balance +11, Climb +10 (+12 rope),<br />
Escape Artist +4 (+6 rope), Hide +15, Jump<br />
+6, Listen +11, Move Silently +15, Spot<br />
+11, Tumble +11, Use Rope +20<br />
Feats: Blind-Fight, Multiattack<br />
Environment: Any land and underground<br />
Organization: Solitary, cell (3-7), or host<br />
(8-12)<br />
Challenge Rating: 5<br />
Treasure: Standard<br />
Alignment: Always chaotic evil<br />
Advancement: 6-15 HD (Medium)<br />
Level Adjustment: —<br />
A te<strong>the</strong>r has 5 hit points and can be attacked<br />
by making a successful sunder attempt. However,<br />
attacking a sinew dragger’s te<strong>the</strong>r does not<br />
provoke an attack <strong>of</strong> opportunity. If <strong>the</strong> te<strong>the</strong>r is<br />
currently attached to a target, <strong>the</strong> sinew dragger<br />
takes a –4 penalty on its opposed attack roll to<br />
resist <strong>the</strong> sunder attempt. Severing a te<strong>the</strong>r deals<br />
no damage to a sinew dragger.<br />
Paralysis (Ex): <strong>The</strong> sinew dragger’s saliva<br />
causes paralysis. A victim bitten by a sinew<br />
dragger or hit by its mouth te<strong>the</strong>r must succeed<br />
on a DC 13 Fortitude save or be paralyzed for 3d6<br />
minutes. <strong>The</strong> save DC is Charisma-based.<br />
Te<strong>the</strong>rs <strong>of</strong> Sinew (Ex): A sinew dragger can<br />
launch te<strong>the</strong>rs made <strong>of</strong> strong sinew from both<br />
its mouth and appendages, sinking <strong>the</strong>ir barbs or<br />
hooks into opponents. A sinew dragger can use<br />
one mouth te<strong>the</strong>r per round, and up to two from<br />
any <strong>of</strong> its hands or feet, striking up to 20 feet away<br />
(no range increment). A sinew dragger can detach<br />
a sinew at will, allowing it to be used as extremely<br />
strong rope, and if detached or severed a new<br />
te<strong>the</strong>r takes its place as a free action on its next<br />
turn.<br />
Skills: A sinew dragger has a +2 racial bonus<br />
on Listen and Spot checks, a +4 racial bonus on<br />
Hide and Move Silently checks, and a +10 racial<br />
bonus on Use Rope checks. Sinew draggers have a<br />
+8 racial bonus on Climb checks. A sinew dragger<br />
can always choose to take 10 on Climb checks,<br />
even if rushed or threatened.<br />
5