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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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.