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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Bayowulf<br />
Large Magical Beast<br />
Hit Dice: 7d10+28 (66 hp)<br />
Initiative: +2<br />
Speed: 50 ft. (10 squares), swim 40 ft (8<br />
squares)<br />
Armor Class: 18 (-1 size, +2 Dex, +7 natural),<br />
touch 11, flat-footed 16<br />
Base Attack/Grapple: +7/+15<br />
Attack: Bite +11 melee (1d8+6 plus disease)<br />
Full Attack: Bite +11 melee (1d8+6 plus<br />
disease)<br />
Space/Reach: 10 ft./5 ft<br />
Special Attacks: Breath <strong>of</strong> <strong>the</strong> moor, disease,<br />
howl<br />
Special Qualities: Darkvision 60 ft., low-light<br />
vision, scent<br />
A billowing cloud <strong>of</strong> rolling, gray fog moves<br />
unnaturally swift over <strong>the</strong> moors.<br />
Bayowulfs stand approximately six feet high<br />
at <strong>the</strong> shoulder and measure roughly nine feet in<br />
length from snout to hindquarters, with a thin, wiry<br />
tail extending ano<strong>the</strong>r three feet behind <strong>the</strong>m. <strong>The</strong>y<br />
possess short, stubby ears, protruding jaws bearing<br />
rows <strong>of</strong> narrow, pointed teeth, thin, brown whiskers,<br />
and luminescent, yellow eyes emitting an unnerving,<br />
malevolent glow. <strong>The</strong>ir four legs end in oddly<br />
shaped, polydactyl, webbed paws tipped with jagged,<br />
calcified claws. <strong>The</strong>ir short, brown fur glistens with<br />
an oily sheen, presumably waterpro<strong>of</strong>ing and cooling<br />
<strong>the</strong>ir bodies as <strong>the</strong>y wade in <strong>the</strong> warm, murky waters<br />
<strong>of</strong> <strong>the</strong>ir habitat. Unfortunately for <strong>the</strong> bayowulf,<br />
trappers and poachers value <strong>the</strong>m as a source <strong>of</strong><br />
lea<strong>the</strong>r. Although unproved, some sages speculate<br />
that bayowulfs hunt humanoids in preference<br />
to o<strong>the</strong>r species as a deliberate response to <strong>the</strong><br />
commercial harvesting <strong>of</strong> <strong>the</strong>ir skin.<br />
<strong>The</strong>se savage predators, equally adept at<br />
hunting on land or in shallow water, nomadically<br />
wander an expansive area in search <strong>of</strong> humanoid<br />
prey. Bayowulfs speak Common and Aquan.<br />
Combat<br />
Bayowulfs rely upon <strong>the</strong>ir ability to generate<br />
fog as <strong>the</strong>ir first line <strong>of</strong> defense. In addition to<br />
providing concealment, <strong>the</strong> billowing mists also<br />
enable <strong>the</strong> creatures to utilize <strong>the</strong>ir Scent ability and<br />
Blind-Fight feat to effectively surround and flank<br />
<strong>the</strong>ir adversaries. Although ferocious, bayowulfs flee<br />
underwater when seriously threatened, regrouping<br />
and attacking again at a more advantageous time.<br />
Breath <strong>of</strong> <strong>the</strong> Moor (Su): At will, a bayowulf<br />
can exhale a thick, billowing cloud from its lungs<br />
that fills a stationary, 30-foot cube centered on <strong>the</strong><br />
105<br />
Saves: Fort +9, Ref +7, Will +3<br />
Abilities: Str 18, Dex 15, Con 18, Int 9, Wis<br />
13, Cha 10<br />
Skills: Climb +5, Hide +5, Jump +12, Listen<br />
+5, Move Silently +8, Spot +3, Swim +12,<br />
Survival +1*<br />
Feats: Blind Fight, Stealthy, Weapon Focus<br />
(bite)<br />
Environment: Warm forest and marsh<br />
Organization: Solitary or pack (4-10)<br />
Challenge Rating: 6<br />
Treasure: 10% coins; 25% goods; 50% items<br />
Alignment: Always neutral evil<br />
Advancement: 8-14 HD (Large); 15-21 HD<br />
(Huge)<br />
Level Adjustment: —<br />
bayowulf. <strong>The</strong> fog obscures all sight, including<br />
darkvision, beyond 5 feet. A creature within 5 feet<br />
has concealment (attacks have a 20% miss chance).<br />
Creatures far<strong>the</strong>r away have total concealment (50%<br />
miss chance, and <strong>the</strong> attacker can’t use sight to<br />
locate <strong>the</strong> target).<br />
A moderate wind (11+ mph) disperses <strong>the</strong> fog<br />
in 4 rounds; a strong wind (21+ mph) disperses <strong>the</strong><br />
fog in 1 round. O<strong>the</strong>rwise, <strong>the</strong> fog disperses in 2d4<br />
rounds. Magical and nonmagical fire immediately<br />
evaporates <strong>the</strong> mists within <strong>the</strong> inflammatory<br />
source’s area <strong>of</strong> effect.<br />
Disease (Ex): Bayou rot—bite, Fortitude<br />
DC 17, incubation period 1 day, damage 1d4 Str.<br />
Creatures failing <strong>the</strong> save must succeed on ano<strong>the</strong>r<br />
DC 17 Fortitude save on each subsequent day or<br />
suffer 1 point <strong>of</strong> Strength drain. <strong>The</strong> save DC is<br />
Constitution-based.<br />
Howl (Su): As a standard action, a bayowulf<br />
can let out a terrifying howl that affects all living<br />
creatures within 20 feet. Affected creatures must<br />
succeed on a DC 13 Will save or be shaken for <strong>the</strong><br />
remainder <strong>of</strong> <strong>the</strong> encounter. If <strong>the</strong> save is successful,<br />
that creature cannot be affected again by <strong>the</strong> same<br />
bayowulf’s howl for 24 hours. This is a sonic, mindaffecting<br />
fear effect. <strong>The</strong> save DC is Charisma-based.<br />
Skills: A bayowulf has a +2 racial bonus on<br />
Hide, Listen, and Move Silently checks.<br />
A bayowulf has a +8 racial bonus on any<br />
Swim check to perform some special action or avoid<br />
a hazard. It can always choose to take 10 on a Swim<br />
check, even if distracted or endangered. It can use<br />
<strong>the</strong> run action while swimming, provided it swims in<br />
a straight line.<br />
*A bayowulf has a +4 racial bonus on Survival<br />
checks when tracking by scent.<br />
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