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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 />

6

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