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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Spindleshank<br />
Large Humanoid (<strong>Aquatic</strong>, Reptilian)<br />
Hit Dice: 5d8 (22 hp)<br />
Initiative: +5<br />
Speed: 30 ft. (6 squares), swim 60 ft. (12<br />
squares)<br />
Armor Class: 15 (-1 size, +1 Dex, +5<br />
natural), touch 10, flat-footed 14<br />
Base Attack/Grapple: +3/+9<br />
Attack: Trident +4 melee (2d6+2 plus<br />
poison) or sling +3 ranged (1d6+2)<br />
Full Attack: Trident +4 melee (2d6+2 plus<br />
poison) or sling +3 ranged (1d6+2)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Poison<br />
Special Qualities: Amphibious<br />
Spindleshanks are a very tall, gaunt race <strong>of</strong><br />
amphibian-like creatures that inhabit hot, steamy<br />
jungle and swamp environments. Spindleshanks<br />
come in a wide variety <strong>of</strong> colors, ranging from<br />
an almost fluorescent green color to a drab, flat<br />
gray. Many sages <strong>the</strong>orize that this wide range<br />
<strong>of</strong> coloration denotes a difference between<br />
spindleshank tribes, and in fact spindleshanks <strong>of</strong> a<br />
like color typically associate with one ano<strong>the</strong>r and<br />
are aggressive toward those <strong>of</strong> a different color.<br />
O<strong>the</strong>rs think <strong>the</strong> coloration variations are due to<br />
differences in habitats, but <strong>the</strong> true reason still<br />
remains unknown.<br />
Spindleshanks have stumpy, square-looking<br />
heads similar to turtles, with small, watery slitlike<br />
eyes, a mouth, but no visible nose or ears. A<br />
spindleshank’s thin, willowy arms appear far too<br />
short in comparison to <strong>the</strong>ir long, spindly legs that<br />
give <strong>the</strong>m <strong>the</strong>ir name. <strong>The</strong>ir bodies are shaped like<br />
tall, narrow barrels, which <strong>the</strong> spindly legs ending<br />
in wide, flat and splayed feet support. Both <strong>the</strong>ir<br />
hands and feet are webbed and clawed, but <strong>the</strong>ir<br />
feet are huge in comparison to <strong>the</strong>ir hands and <strong>the</strong><br />
rest <strong>of</strong> <strong>the</strong>ir body.<br />
Spindleshanks speak Aquan, but can speak<br />
broken Common when required.<br />
101<br />
Saves: Fort +3, Ref +5, Will -1<br />
Abilities: Str 14, Dex 12, Con 10, Int 13,<br />
Wis 7, Cha 10<br />
Skills: Jump +10, Spot +6, Survival +6,<br />
Swim +10<br />
Feats: Great Fortitude, Improved Initiative<br />
Environment: Warm forest and marsh<br />
Organization: Gang (3-9), or tribe (10-100)<br />
Challenge Rating: 5<br />
Treasure: Standard<br />
Alignment: Usually chaotic evil<br />
Advancement: 6-10 HD (Large), 11-15 HD<br />
(Huge)<br />
Level Adjustment: +3<br />
Combat<br />
Spindleshanks are fiercely territorial,<br />
defending <strong>the</strong>ir territory and clan against any foe<br />
regardless <strong>of</strong> <strong>the</strong> danger. <strong>The</strong>y fight best in small,<br />
tightly knit groups and specialize in ambush<br />
tactics as well as trap setting. Many believe that<br />
<strong>the</strong>se creatures share an empathic link because<br />
<strong>the</strong>ir combined actions flow seamlessly toge<strong>the</strong>r,<br />
as if one collective mind were directing <strong>the</strong>m.<br />
This is especially true during combat, where <strong>the</strong><br />
spindleshanks use <strong>the</strong>ir simple weapons (spears,<br />
tridents, nets, darts, and slings) to devastating<br />
effect. Also a potent neurotoxin exudes from <strong>the</strong>ir<br />
skin when <strong>the</strong>y become excited, angry, or hurt.<br />
<strong>The</strong>y coat <strong>the</strong>ir weapons’ tips with this virulent<br />
substance during combat to paralyze <strong>the</strong>ir victims,<br />
<strong>the</strong>reby gaining <strong>the</strong> upper hand. At any given time,<br />
<strong>the</strong> spindleshank’s body produces enough venom<br />
for 1d4 doses.<br />
Poison (Ex): Injury, Fortitude DC 16, initial<br />
damage 1d4 Con, secondary damage paralysis for<br />
2d4 hours. <strong>The</strong> save DC is Constitution-based and<br />
includes a +4 racial bonus.<br />
Skills: A spindleshank has a +8 racial bonus<br />
on any Swim check to perform some special action<br />
or avoid a hazard. It can always choose to take 10<br />
on a Swim check, even if distracted or endangered.<br />
It can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
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