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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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An opponent can attack a gloomfog’s branches<br />

with a sunder attempt as if <strong>the</strong>y were weapons. A<br />

gloomfog’s branches have 5 hit points each. If a<br />

gloomfog is currently grappling a target with <strong>the</strong><br />

branch that is being attacked, it usually uses its o<strong>the</strong>r<br />

limb to make its attack <strong>of</strong> opportunity against <strong>the</strong><br />

opponent making <strong>the</strong> sunder attempt. Severing one<br />

<strong>of</strong> a gloomfog’s branches deals 2 points <strong>of</strong> damage<br />

to <strong>the</strong> creature. A gloomfog usually withdraws from<br />

combat if it loses a branch. <strong>The</strong> creature regrows<br />

severed limbs in 2d4 days.<br />

Attach (Ex): If a gloomfog hits with a branch<br />

attack, it uses its twig like appendages to latch onto<br />

<strong>the</strong> opponent’s body. An attached gloomfog is<br />

effectively grappling its prey. <strong>The</strong> gloomfog loses<br />

its Dexterity bonus to AC and has an AC <strong>of</strong> 22, but<br />

holds on with great tenacity.<br />

An attached gloomfog can be struck with a<br />

weapon or grappled itself. To remove an attached<br />

gloomfog through grappling, <strong>the</strong> opponent must<br />

achieve a pin against <strong>the</strong> gloomfog.<br />

Attract (Ex): At will, a gloomfog can emit<br />

a light fog in a 40-foot radius to attract prey that<br />

<strong>Marsh</strong>willow<br />

Large Plant<br />

Hit Dice: 5d8+25 (47 hp)<br />

Initiative: -1<br />

Speed: 20 ft. (4 squares)<br />

Armor Class: 15 (-1 size, -1 Dex, +7 natural),<br />

touch 8, flat-footed 15<br />

Base Attack/Grapple: +3/+13<br />

Attack: Slam +9 melee (1d8+6)<br />

Full Attack: 2 slams +9 melee (1d8+6)<br />

Space/Reach: 10 ft./10 ft.<br />

Special Attacks: Constrict 1d6+6, double<br />

damage against objects, improved grab,<br />

trample 2d8+9<br />

Special Qualities: Damage reduction 5/<br />

bludgeoning or slashing, low-light vision, plant<br />

traits, vulnerability to fire<br />

<strong>The</strong> slender young willow sways as if in a breeze<br />

— <strong>the</strong>n its roots erupt from <strong>the</strong> ground and splay out<br />

like feet as it lurches forward. A pair <strong>of</strong> massive<br />

branches shift, revealing ripples in its o<strong>the</strong>rwise<br />

smooth bark that <strong>of</strong>fer <strong>the</strong> semblance <strong>of</strong> a face.<br />

Combat<br />

<strong>Marsh</strong>willows carry on fighting until <strong>the</strong>y<br />

perish, unless <strong>the</strong> situation calls for a strategic retreat.<br />

Depending on <strong>the</strong> odds, marshwillows use one<br />

branch-arm for entanglement and <strong>the</strong> o<strong>the</strong>r for strikes<br />

against entangled opponents or o<strong>the</strong>r nearby foes.<br />

Constrict (Ex): A marshwillow deals 1d6+6<br />

points <strong>of</strong> damage with a successful grapple check.<br />

111<br />

attracts prey to it. Opponents caught in <strong>the</strong><br />

fog must succeed on a DC 13 Will save or<br />

feel an overwhelming compulsion to travel into<br />

<strong>the</strong> gloomfog’s reach. <strong>The</strong> save DC is Charismabased<br />

and includes a +2 racial bonus. <strong>The</strong> light fog<br />

bestows some concealment (10% miss chance).<br />

Blood Drain (Ex): A gloomfog drains blood,<br />

dealing 1d4 points <strong>of</strong> Constitution damage in any<br />

round when it begins its turn attached to a victim.<br />

A gloomfog generally feeds on a creature until <strong>the</strong><br />

creature reaches 0 Constitution and dies. During times<br />

when food is scarce, a gloomfog sometimes keeps its<br />

prey asleep, only feeding when absolutely necessary.<br />

Sleep (Ex): When a gloomfog is attached to<br />

an opponent, it releases a sleep-inducing chemical,<br />

allowing <strong>the</strong> gloomfog to feed without a struggle.<br />

<strong>The</strong> opponent must succeed on a DC 15 Fortitude<br />

save or fall asleep for 1d6 hours. <strong>The</strong> save DC is<br />

Constitution-based. Creatures immune to sleep are<br />

not affected by this chemical.<br />

Skills: *A gloomfog has a +16 racial bonus on<br />

Hide checks made in forested areas.<br />

Saves: Fort +9, Ref +0, Will +3<br />

Abilities: Str 22, Dex 8, Con 20, Int 12, Wis<br />

14, Cha 10<br />

Skills: Hide +5*, Intimidate +5, Listen +6,<br />

Move Silently +5, Spot +4, Survival +8<br />

Feats: Track, Weapon Focus (slam)<br />

Environment: Temperate and warm forest and<br />

marsh<br />

Organization: Solitary, copse (2-5), or forest<br />

(5-20)<br />

Challenge Rating: 6<br />

Treasure: None<br />

Alignment: Usually neutral<br />

Advancement: 6-10 HD (Large); 13-15 HD<br />

(Huge)<br />

Level Adjustment:—<br />

Double Damage against Objects (Ex): A<br />

marshwillow that makes a full attack against an<br />

object or structure deals double damage.<br />

Improved Grab (Ex): To use this ability, a<br />

marshwillow must hit with its slam attack. It can<br />

<strong>the</strong>n attempt to start a grapple as a free action without<br />

provoking an attack <strong>of</strong> opportunity. If it wins <strong>the</strong><br />

grapple check, it establishes a hold and can constrict.<br />

Trample (Ex): Reflex half DC 18. <strong>The</strong> save<br />

DC is Strength-based.<br />

Skills: A marshwillow has a +4 racial bonus<br />

on Hide and Survival checks.<br />

*A marshwillow has a + 12 racial bonus on<br />

Hide checks when in a marshy or forested area.<br />

6

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