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

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5<br />

Transposer<br />

Medium Outsider (Native, Shapechanger)<br />

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

Initiative: +1<br />

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

Armor Class: 13 (+1 Dex, +2 natural),<br />

touch 11, flat-footed 12<br />

Base Attack/Grapple: +6/+7<br />

Attack: Slam +7 melee (1d6+1)<br />

Full Attack: 2 slams +7 melee (1d6+1)<br />

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

Special Attacks: Transpose damage<br />

Special Qualities: Change self, darkvision<br />

60 ft.<br />

Saves: Fort +6, Ref +6, Will +6<br />

<strong>The</strong> transposer appears as a featureless<br />

humanoid creature whose arms end in large suckerlike<br />

membranes. <strong>The</strong> transposer is thought to be <strong>of</strong><br />

an alien culture; how it came to <strong>the</strong> Material Plane<br />

remains a mystery to sages.<br />

Combat<br />

<strong>The</strong> transposer uses its change self ability to<br />

lure its prey into range. It usually takes <strong>the</strong> shape<br />

<strong>of</strong> a creature <strong>of</strong> <strong>the</strong> same race as its potential prey<br />

if possible. Once its prey is in range, <strong>the</strong> transposer<br />

lashes out with its arms.<br />

Transpose Damage (Su): A creature hit<br />

by <strong>the</strong> transposer becomes “linked” to it by an<br />

invisible and undetectable force <strong>of</strong> energy for <strong>the</strong><br />

remainder <strong>of</strong> <strong>the</strong> encounter. Any damage dealt<br />

by a linked opponent to <strong>the</strong> transposer actually<br />

Flora and Fauna<br />

102<br />

Abilities: Str 12, Dex 13, Con 12, Int 8, Wis<br />

12, Cha 11<br />

Skills: Bluff +9, Disguise +7*, Forgery +3,<br />

Hide +10, Listen +10, Move Silently +10,<br />

Spot +10, Swim +8<br />

Feat: Deceitful, Dodge, Skill Focus<br />

(Disguise)<br />

Environment: Any land and underground<br />

Organization: Solitary<br />

Challenge Rating: 5<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: By character class<br />

Level Adjustment: +6<br />

harms <strong>the</strong> linked attacker and heals a like amount<br />

<strong>of</strong> damage on <strong>the</strong> transposer. Any curative magic<br />

(spells, potions, and <strong>the</strong> like) used on a transposer<br />

while it is linked to an opponent does damage<br />

to <strong>the</strong> transposer and heals <strong>the</strong> linked opponent.<br />

Such magic used on a linked opponent does not<br />

affect a transposer (it nei<strong>the</strong>r harms nor heals it).<br />

Opponents not affected (i.e., not linked to <strong>the</strong><br />

transposer) can attack <strong>the</strong> transposer normally. A<br />

transposer can link to any number <strong>of</strong> creatures in<br />

an encounter.<br />

Change Self (Su): A transposer can use this<br />

ability at will, as <strong>the</strong> spell (caster level 6th; Will<br />

DC 13). <strong>The</strong> save DC is Charisma-based.<br />

Skills: *When using its change self ability,<br />

<strong>the</strong> transposer receives a +10 circumstance bonus<br />

to Disguise checks.<br />

Mage Spores: Mage spores are a very rare polar phytoplankton that is able to draw sustenance from<br />

magical energy when <strong>the</strong>re is not enough sunlight to support <strong>the</strong>m. This allows <strong>the</strong> plant to survive long<br />

winter nights at <strong>the</strong> poles, but only if <strong>the</strong>y can find a source <strong>of</strong> magic to cluster around. Mage spores rely<br />

on water currents for transportation in <strong>the</strong>ir quest for food, and most die <strong>of</strong> starvation before finding a<br />

suitable source <strong>of</strong> sustenance.<br />

Spores that locate magical energy ga<strong>the</strong>r toge<strong>the</strong>r, <strong>of</strong>ten resembling a swarm <strong>of</strong> flies or gnats. Spores<br />

fed by this energy glow an iridescent blue color, which some aquatic races have learned is a sign <strong>of</strong> <strong>the</strong><br />

presence <strong>of</strong> magic. Magic sources fed upon by mage spores must make a save (DC 15) every week or<br />

be destroyed. Enterprising individuals have begun collecting mage spores to use <strong>the</strong>m as a means <strong>of</strong><br />

detecting magic items, but <strong>the</strong> need to feed <strong>the</strong>m regularly and <strong>the</strong> short lifespan <strong>of</strong> <strong>the</strong> spore makes this a<br />

difficult practice. Once collected, mage spore swarms rarely live longer than 3 months. Recognizing mage<br />

spores requires a Survival or Knowledge (nature) check (DC 25). Collecting <strong>the</strong>m requires 10 minutes <strong>of</strong><br />

effort and a Survival or Knowledge (nature) check (DC 20).

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