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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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5<br />

Skresh<br />

Medium Humanoid (Reptilian)<br />

Hit Dice: 6d8+6 (33 hp)<br />

Initiative: +2<br />

Speed: 30 ft. (6 squares)<br />

Armor Class: 15 (+2 Dex, +2 lea<strong>the</strong>r<br />

armor, +1 buckler), touch 12, flat-footed 13<br />

Base Attack/Grapple: +4/+4<br />

Attack: Shortspear +5 melee (1d6 plus<br />

poison) or javelin +6 ranged (1d6 plus<br />

poison)<br />

Full Attack: Shortspear +5 melee (1d6<br />

plus poison) or javelin +6 ranged (1d6 plus<br />

poison)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Poison<br />

Special Qualities: Darkvision 60 ft., jungle<br />

movement<br />

Skresh are sinister reptilian humanoids<br />

that ruthlessly seek to dominate <strong>the</strong>ir neighbors,<br />

whoever <strong>the</strong>y may be. <strong>The</strong>ir skin varies from dark<br />

green, browns, and ferrous red, and <strong>the</strong>ir sallow<br />

eyes merely hint at <strong>the</strong>ir scheming.<br />

<strong>The</strong> skresh speak <strong>the</strong>ir own language, a<br />

variant <strong>of</strong> Draconic.<br />

Combat<br />

Skresh rely on <strong>the</strong>ir skill at moving unseen<br />

and silently through <strong>the</strong> jungle to surprise <strong>the</strong>ir<br />

enemy. In battle, <strong>the</strong>y depend on a wide variety<br />

<strong>of</strong> poisons to incapacitate <strong>the</strong>ir foes. If opposing<br />

an unknown, such as a party <strong>of</strong> PCs, <strong>the</strong> skresh<br />

usually drug <strong>the</strong>ir opponents, taking <strong>the</strong>m back to<br />

<strong>the</strong> patriarchal head <strong>of</strong> <strong>the</strong> family for examination.<br />

Skresh use shortspears and javelins with<br />

poisoned tips. Some wear lea<strong>the</strong>r armor and most<br />

use bucklers made <strong>of</strong> toughened kari dragon hide<br />

(pg 94). <strong>The</strong>y attack from concealed positions<br />

with javelins, <strong>of</strong>ten making it difficult for <strong>the</strong>ir<br />

opponents to gauge how many skresh <strong>the</strong>y face.<br />

Jungle Movement: Skresh suffer no penalties<br />

for moving through trackless jungle or swamp.<br />

Skills: Skresh have a +8 racial bonus on<br />

Hide, Move Silently, and Survival checks and a +5<br />

racial bonus on Craft (alchemy) checks.<br />

Illiterate: Skresh are illiterate and must spend<br />

two skill points to gain <strong>the</strong> ability to read and write a<br />

language <strong>the</strong>y can speak (<strong>the</strong> Skresh language may<br />

not be chosen as it has no written component).<br />

100<br />

Saves: Fort +3, Ref +7, Will +2<br />

Abilities: Str 11, Dex 15, Con 13, Int 10,<br />

Wis 10, Cha 11<br />

Skills: Craft (alchemy) +8, Climb +5, Hide<br />

+14, Listen +7, Move Silently +14, Spot +2,<br />

Survival +9<br />

Feats: Alertness, Stealthy, Weapon Focus<br />

(shortspear)<br />

Environment: Temperate and warm marsh<br />

Organization: Scout (6-12) or family (60-<br />

100)<br />

Challenge Rating: 5<br />

Treasure: Standard<br />

Alignment: Usually neutral evil<br />

Advancement: By character class<br />

Level Adjustment: +2<br />

Poison: All skresh are trained in <strong>the</strong> use<br />

<strong>of</strong> poison. <strong>The</strong>y learn a specialized form <strong>of</strong> <strong>the</strong><br />

Craft (alchemy) skill targeted at <strong>the</strong> concoction<br />

<strong>of</strong> poisons. Skresh are familiar with all poisons<br />

available in any campaign although <strong>the</strong>y prefer to<br />

use <strong>the</strong>ir own, more effective, poisons. It takes a<br />

number <strong>of</strong> days equal to <strong>the</strong> concoct DC divided<br />

by 3 to make 2d4 doses <strong>of</strong> a poison. This time<br />

is reduced by one day for every three points <strong>of</strong><br />

success over <strong>the</strong> DC that <strong>the</strong> skresh rolls.<br />

Skresh poisons are well known throughout<br />

<strong>the</strong> world as <strong>the</strong> most potent, and command<br />

significant prices on <strong>the</strong> rare occasions that <strong>the</strong>y<br />

can be found outside <strong>the</strong> skresh’s native land.<br />

When first encountered in combat, most<br />

skresh use Treeblood on <strong>the</strong>ir opponents. Only when<br />

an enemy poses a known threat to <strong>the</strong> entire skresh<br />

race is Skresh Fire used. Only patriarchal heads<br />

know how to make Skresh Fire.<br />

Skresh Fire: Craft DC 26; Contact, DC 26;<br />

Initial paralysis 1d6 hours; Secondary death; cost<br />

1,500 gp.<br />

Barmik Root: Craft DC 21; Injury, DC 20;<br />

Initial 2d6 Dex; Secondary 2d6 Dex; cost 2,000 gp.<br />

Ankala Snake Venom: Craft DC 23; Injury,<br />

DC 23; Initial 1d8 Str; Secondary 1d6 Str + 1d6<br />

Con; cost 800 gp.<br />

Blue Fog: Craft DC 21; Injury, DC 19; Initial<br />

3d10 hp; Secondary 2d10 hp; cost 700 gp.<br />

Treeblood: Craft DC 18; Injury, DC 19; Initial<br />

paralysis 2d6 hours; Secondary Unconsciousness<br />

1d6 hours; cost 400 gp.

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