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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6<br />
Melboreth<br />
Large Magical Beast (<strong>Aquatic</strong>)<br />
Hit Dice: 7d10+21 (59 hp)<br />
Initiative: +6<br />
Speed: 20 ft. (4 squares), swim 40 ft. (8<br />
squares)<br />
Armor Class: 20 (-1 size, +2 Dex, +9<br />
natural), touch 11, flat-footed 18<br />
Base Attack/Grapple: +7/+14<br />
Attack: Claw +9 melee (1d6+3)<br />
Full Attack: 2 claws +9 melee (1d6+3)<br />
and bite +7 melee (2d6+1) and tail slam +7<br />
melee (2d4+1)<br />
Space/Reach: 10 ft./5 ft.<br />
Special Attacks: Sonic cone<br />
Special Qualities: Amphibious, darkvision<br />
60 ft., low-light vision<br />
Melboreths are amphibious monsters that<br />
wreak havoc on sea-faring vessels.<br />
Most prevalent in cold nor<strong>the</strong>rn waters,<br />
melboreths have froglike bodies with wide,<br />
webbed claws, and oval mouths filled with teeth<br />
capable <strong>of</strong> splintering wood and rending flesh.<br />
<strong>The</strong>ir long, spiny tails end in wide bone fins, and<br />
gills behind <strong>the</strong>ir eyes allow <strong>the</strong>m to brea<strong>the</strong> both<br />
in and out <strong>of</strong> water. A typical melboreth is 10 feet<br />
long and weighs about 600 pounds.<br />
Families <strong>of</strong> melboreths live and hunt<br />
toge<strong>the</strong>r, making <strong>the</strong>ir lairs in moss-lined caves<br />
just below <strong>the</strong> shoreline. <strong>The</strong>y spend <strong>the</strong>ir days<br />
swimming and hunting, attacking creatures and<br />
vessels <strong>the</strong>y discover in <strong>the</strong>ir territories–areas<br />
which extend for miles around <strong>the</strong>ir caves.<br />
Melboreths are omnivores, preferring meat, but<br />
also eating kelp and moss when o<strong>the</strong>r sources<br />
<strong>of</strong> food are scarce. <strong>The</strong>y can crawl on land, but<br />
prefer to stay in <strong>the</strong> ocean, as <strong>the</strong>ir skin dries out<br />
easily. On rare occasions, <strong>the</strong>y sun <strong>the</strong>mselves on<br />
<strong>of</strong>fshore reefs.<br />
Melboreths communicate with each o<strong>the</strong>r in<br />
a primitive fashion via sonar, but do not learn o<strong>the</strong>r<br />
languages.<br />
Combat<br />
Melboreths use <strong>the</strong>ir sonic cones from a<br />
distance, <strong>the</strong>n engage <strong>the</strong>ir injured opponents<br />
in melee. <strong>The</strong>y attack weaker enemies first,<br />
preferring to gang up on stronger creatures once<br />
<strong>the</strong>ir opponents’ ranks have thinned.<br />
112<br />
Saves: Fort +8, Ref +7, Will +2<br />
Abilities: Str 17, Dex 14, Con 16, Int 4, Wis<br />
11, Cha 7<br />
Skills: Listen +10, Spot +4, Swim +11<br />
Feats: Improved Initiative, Mob Mentality,<br />
Multiattack<br />
Environment: Cold aquatic<br />
Organization: Solitary or family (3-6)<br />
Challenge Rating: 6<br />
Treasure: None<br />
Alignment: Always chaotic neutral<br />
Advancement: 8-14 HD (Large); 15-21 HD<br />
(Huge)<br />
Level Adjustment: —<br />
Sonic Cone (Ex): To use this ability, a group<br />
<strong>of</strong> three or more melboreths must ga<strong>the</strong>r within 15<br />
feet <strong>of</strong> each o<strong>the</strong>r (usually in a triangle), each taking<br />
a standard action to let out a high-pitched screech<br />
during <strong>the</strong> same round. <strong>The</strong> final melboreth to join<br />
<strong>the</strong> group can focus <strong>the</strong> screeches, releasing a cone<br />
<strong>of</strong> sonic energy 10 feet long for each melboreth<br />
in <strong>the</strong> group and causing 1d10 points <strong>of</strong> sonic<br />
damage per melboreth to creatures and unattended<br />
objects (Reflex DC 16 half). Creatures who fail<br />
<strong>the</strong>ir saving throws are also stunned for 1 round,<br />
and deafened for 2 rounds. Forcing a melboreth<br />
to stop screeching prevents <strong>the</strong> sonic energy from<br />
being focused. A melboreth can only focus a cone<br />
once per day, but can participate in any number <strong>of</strong><br />
groups. <strong>The</strong> save DC is Constitution-based.<br />
Amphibious (Ex): Although melboreths are<br />
aquatic, <strong>the</strong>y can survive indefinitely on land.<br />
Skills: A melboreth has a +4 racial bonus on<br />
Listen checks. A melboreth has a +8 racial bonus<br />
on any Swim check to perform some special action<br />
or avoid a hazard. It can always choose to take 10<br />
on a Swim check, even if distracted or endangered.<br />
It can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
Feats: See page 27 for Mob Mentality.