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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 />

5

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