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 Winterbrood Fury<br />
Medium Fey<br />
Hit Dice: 7d6+7 (31 hp)<br />
Initiative: +6<br />
Speed: 30 ft. (6 squares)<br />
Armor Class: 17 (+2 Dex, +5 natural), touch<br />
12, flat-footed 15<br />
Base Attack/Grapple: +3/+3<br />
Attack: Claw +3 melee (1d4 plus poison)<br />
Full Attack: Claw +3 melee (1d4 plus poison)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Poison, spell-like abilities<br />
Special Qualities: Control vermin, low-light<br />
vision, nest dependent, resistance to cold 20<br />
Saves: Fort +3, Ref +7, Will +8<br />
Abilities: Str 10, Dex 15, Con 12, Int 14, Wis<br />
16, Cha 15<br />
A winterbrood fury appears to be a beautiful<br />
human woman with black hair and white skin.<br />
However, a closer look reveals a fury’s thumbs end<br />
in inch-long black claws, her eyes sparkle with tiny<br />
blue crystals, and her skin shifts slightly in places,<br />
as if tiny creatures crawl beneath <strong>the</strong> surface. Most<br />
winterbrood furies wear gossamer dresses patterned<br />
like spider webs.<br />
Winterbrood furies are guardian spirits who<br />
protect insects and o<strong>the</strong>r vermin in winter. <strong>The</strong>y<br />
only appear during winter, in areas normally replete<br />
with vermin. Each fury finds a nest to call her own—<br />
<strong>of</strong>ten an enormous spider web or a rotting tree—and<br />
spends <strong>the</strong> season protecting her “children.”<br />
Standing invisibly over <strong>the</strong>ir nests, furies wait<br />
for creatures to disrupt <strong>the</strong>ir children’s activities.<br />
Despite <strong>the</strong>ir fervor, winterbrood furies are open<br />
to communication with those who treat <strong>the</strong>m with<br />
respect. <strong>The</strong>y speak Common and Sylvan.<br />
Combat<br />
Winterbrood furies fight readily if <strong>the</strong>y feel<br />
a need to defend <strong>the</strong>mselves, <strong>the</strong>ir nests, or <strong>the</strong>ir<br />
children. Whenever possible, <strong>the</strong>y attack with magic;<br />
winter’s web and ray <strong>of</strong> frost are favorite abilities to<br />
use from afar. Summon swarm, giant vermin, and<br />
similar abilities are used only in dire situations; a<br />
winterbrood fury hates to endanger her children.<br />
Poison (Ex): Injury, Fortitude DC 14, initial<br />
and secondary damage 1d6 Strength. <strong>The</strong> save DC is<br />
Constitution-based.<br />
Spell-Like Abilities: At will—animal<br />
messenger, detect animals or plants, invisibility<br />
(self only), ray <strong>of</strong> frost, repel vermin (DC 16), warp<br />
wood; 3/day—neutralize poison, poison (DC 18),<br />
sleet storm, summon swarm (spiders only), winter’s<br />
web (DC 15); 1/day—giant vermin, polar ray. Caster<br />
level 10th. <strong>The</strong> save DCs are Charisma-based.<br />
Control Vermin (Su): A winterbrood fury<br />
can mentally control all vermin within 30 feet. It<br />
104<br />
Skills: Concentration +9, Diplomacy +4, Handle<br />
Animal +12, Heal +9, Hide +8, Knowledge<br />
(nature) +14, Listen +11, Move Silently +8,<br />
Ride +4, Sense Motive +11, Spot +11, Survival<br />
+13 (+15 natural environments)<br />
Feats: Combat Casting, Improved Initiative,<br />
Empower Spell-Like Ability (ray <strong>of</strong> frost)<br />
Environment: Temperate forest, hills, marsh,<br />
and plains<br />
Organization: Solitary<br />
Challenge Rating: 5<br />
Treasure: Standard<br />
Alignment: Always chaotic neutral<br />
Advancement: 8-14 HD (Medium)<br />
Level Adjustment: —<br />
commands <strong>the</strong> creatures by voice and <strong>the</strong>y can<br />
understand <strong>the</strong> winterbrood fury. Even if vocal<br />
communication is impossible (in <strong>the</strong> area <strong>of</strong> a<br />
silence spell, for instance), <strong>the</strong> controlled vermin<br />
will not attack <strong>the</strong> winterbrood fury. Suicidal or selfdestructive<br />
commands are simply ignored. This is a<br />
transmutation effect, and not a mind-affecting effect.<br />
Nest Dependent (Su): Each winterbrood<br />
fury is connected to a nest, hive, or web where<br />
hundreds <strong>of</strong> vermin or eggs are housed and must<br />
never stray more than a mile from it. A winterbrood<br />
fury receives its strength from those it guards, so one<br />
that strays out <strong>of</strong> range <strong>of</strong> its nest or whose nest is<br />
destroyed takes 1 point <strong>of</strong> Constitution damage per<br />
hour until it dies. A winterbrood fury can voluntarily<br />
detach itself from its nest whenever it wishes and<br />
attach to an appropriate new one, suffering damage<br />
in <strong>the</strong> meantime if it strays too far from <strong>the</strong> old one.<br />
A winterbrood fury’s nest does not radiate magic.<br />
Winter’s Web<br />
Conjuration (Creation) [Cold]<br />
Level: Drd 3, Sor/Wiz 3<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Medium (100 ft. + 10 ft./level)<br />
Effect: Icy strands in a 20-ft.-radius spread<br />
Duration: 1 round/level (D)<br />
Saving Throw: Reflex negates; see text<br />
Spell Resistance: No<br />
As web, except <strong>the</strong> web is composed <strong>of</strong><br />
icy filaments that freeze to whatever <strong>the</strong>y touch.<br />
Entangled creatures suffer 2d4 points <strong>of</strong> cold<br />
damage every round <strong>the</strong>y are stuck. Each 5-foot<br />
section <strong>of</strong> webbing has 5 hit points, and can be<br />
shattered with little difficulty. Fire deals only onequarter<br />
damage to <strong>the</strong> filaments (but does no harm to<br />
creatures stuck in <strong>the</strong> web).<br />
Material Component: A frozen spider egg.