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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 />

5

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