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 />
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).