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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Waterbaby<br />
Small Undead (<strong>Aquatic</strong>, Psionic)<br />
Hit Dice: 4d12+6 (32 hp)<br />
Initiative: +2<br />
Speed: Swim 30 ft. (6 squares)<br />
Armor Class: 15 (+1 size, +2 Dex, +2<br />
natural), touch 13, flat-footed 13<br />
Base Attack/Grapple: +2/-2<br />
Attack: Bite +3 melee (1d4)<br />
Full Attack: Bite +3 melee (1d4)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Neoteny, psi-like abilities<br />
Special Qualities: Darkvision 60 ft.,<br />
immunity to turning, telepathy 100 ft.,<br />
undead traits<br />
Saves: Fort +1, Ref +3, Will +3<br />
Abilities: Str 10, Dex 14, Con —, Int 10,<br />
Wis 9, Cha 15<br />
Waterbabies look like typical infants or<br />
children, except <strong>the</strong>y are slightly sallow and<br />
emaciated. However, in <strong>the</strong> darkness <strong>the</strong>ir glowing<br />
green eyes reveal <strong>the</strong>ir hatred for <strong>the</strong> living.<br />
Waterbabies are <strong>the</strong> corporeal spirits <strong>of</strong><br />
children who were drowned or ritually slain<br />
because <strong>of</strong> <strong>the</strong>ir early signs <strong>of</strong> psionic ability.<br />
<strong>The</strong> only thing deeper than <strong>the</strong>ir hatred <strong>of</strong> living<br />
creatures is <strong>the</strong>ir jealousy <strong>of</strong> living psions.<br />
A waterbaby may be found in any freshwater<br />
aquatic area, especially ponds, lakes, wells, or<br />
any shunned body <strong>of</strong> water located near a town.<br />
Waterbabies are usually encountered alone or in<br />
pairs near new settlements, and in progressively<br />
larger groups in older and ancient settlements, and<br />
ruins.<br />
Combat<br />
A waterbaby attempts to lure its victims into<br />
<strong>the</strong> water so that it can attack <strong>the</strong>m physically as<br />
well as psionically. It particularly enjoys taking<br />
advantage <strong>of</strong> a good creature’s natural compassion<br />
for <strong>the</strong> young and helpless. Thus, one <strong>of</strong> its favorite<br />
tactics is rise to <strong>the</strong> surface, splashing wildly and<br />
shrieking as if drowning. Many a passerby has<br />
heroically leapt into <strong>the</strong> waters to save such a<br />
child, only to be psionically attacked from below<br />
by a pack <strong>of</strong> undead.<br />
103<br />
Skills: Bluff +9, Concentration +9,<br />
Diplomacy +6, Disguise +2 (+4 acting),<br />
Intimidate +4, Sense Motive +6 (+16 to<br />
oppose Bluff), Spot +6, Swim +8<br />
Feats: Inquisitor B , Psionic Body, Psionic<br />
Fist<br />
Environment: Any aquatic<br />
Organization: Solitary, pair, pack (3-5),<br />
horde (8-20), or colony (12-30)<br />
Challenge Rating: 5<br />
Treasure: 50% standard (coins, jewels and<br />
weapons only)<br />
Alignment: Usually neutral evil<br />
Advancement: 5-8 HD (Small)<br />
Level Adjustment: —<br />
Neoteny (Su): Once per day, a waterbaby can<br />
cause a single humanoid creature within 30 feet to<br />
“adopt” it for 1 hour. <strong>The</strong> target must succeed on<br />
a DC 14 Will save or believe <strong>the</strong> waterbaby to be<br />
its own child. <strong>The</strong> affected creature defends <strong>the</strong><br />
waterbaby to <strong>the</strong> best <strong>of</strong> its ability and refuses<br />
to leave <strong>the</strong> area lest harm come to “its child.”<br />
Any attack against <strong>the</strong> affected individual by that<br />
waterbaby or o<strong>the</strong>rs <strong>of</strong> its kind ends <strong>the</strong> effect<br />
immediately. Neoteny is a psionic mind-affecting<br />
charm effect. <strong>The</strong> save DC is Charisma-based.<br />
Psi-Like Abilities: At will—demoralize<br />
(40 ft. range and radius, DC 15*), detect psionics,<br />
inertial armor (+6 bonus*), psionic daze (8 HD*,<br />
DC 13); 3/day—crisis <strong>of</strong> breath (DC 15), empty<br />
mind (+4 bonus*), inflict pain (2 targets, DC 15*),<br />
mind thrust (5d10 damage, DC 13*). Manifester<br />
level 5th. <strong>The</strong> save DCs are Charisma-based.<br />
*Includes augmentation for <strong>the</strong> waterbaby’s<br />
manifester level.<br />
Skills: A waterbaby has a +8 racial bonus on<br />
any Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
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