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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Merchant’s Bane<br />
Large Giant (<strong>Aquatic</strong>)<br />
Hit Dice: 9d8+36 (76 hp)<br />
Initiative: +0<br />
Speed: 40 ft. (8 squares), swim 50 ft. (10<br />
squares)<br />
Armor Class: 15 (-1 size, +6 natural), touch<br />
9, flat-footed 15<br />
Base Attack/Grapple: +6/+17<br />
Attack: Huge trident +14 melee (3d6+9) or<br />
slam +12 melee (1d10+7) or huge trident +7<br />
ranged (3d6+9)<br />
Full Attack: Huge trident +14/+9 melee<br />
(3d6+9) or 2 slams +12 melee (1d10+7) or<br />
huge trident +7 ranged (3d6+9)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Capsize, oversized<br />
weapon, trident expertise<br />
This aquatic giant is typically 10 feet tall with<br />
long flowing limbs ending in webbed appendages.<br />
<strong>The</strong>ir skin is a translucent green, while <strong>the</strong>ir eyes<br />
are cerulean blue.<br />
Combat<br />
While not known for <strong>the</strong>ir intelligence,<br />
merchant’s banes can still be relatively cunning.<br />
Most <strong>of</strong>ten <strong>the</strong>y wait below <strong>the</strong> water’s surface for<br />
a ship to pass overhead. <strong>The</strong>n, at <strong>the</strong> right moment,<br />
<strong>the</strong>y swim upward and pierce <strong>the</strong> hull <strong>of</strong> <strong>the</strong> ship<br />
with <strong>the</strong>ir huge tridents. While <strong>the</strong> ship’s crew<br />
tends to <strong>the</strong> damage, <strong>the</strong> merchant’s banes attempt<br />
to capsize <strong>the</strong> vessel, for prey are easier targets in<br />
<strong>the</strong> water.<br />
Capsize (Ex): A merchant’s bane can ei<strong>the</strong>r<br />
smash a boat to pieces with its fists, or it can try<br />
to capsize <strong>the</strong> ship. A merchant’s bane that hits a<br />
boat or ship less than 20 feet long with both slam<br />
attacks capsizes <strong>the</strong> vessel 75% <strong>of</strong> <strong>the</strong> time. It has<br />
a 40% chance to capsize a vessel from 20 to 60 feet<br />
long and a 10% chance to capsize one over 60 feet<br />
long. Multiple merchant’s banes can work toge<strong>the</strong>r<br />
to tip over a boat, increasing <strong>the</strong> chance to capsize<br />
it by 5%, to a maximum <strong>of</strong> an additional 25%.<br />
Oversized Weapon (Ex): A merchant’s bane<br />
wields a great, one-handed trident (big enough for<br />
Huge creatures) without penalty.<br />
Trident Expertise: A merchants bane is<br />
adept at <strong>the</strong> use <strong>of</strong> <strong>the</strong> specially made tridents used<br />
by its race, and has a +2 racial bonus on attack rolls<br />
and damage rolls while using it.<br />
113<br />
Special Qualities: Low-light vision, rock<br />
catching, water dependent<br />
Saves: Fort +10, Ref +3, Will +4<br />
Abilities: Str 24, Dex 10, Con 19, Int 6, Wis<br />
12, Cha 10<br />
Skills: Hide +5, Jump +11, Listen +4, Move<br />
Silently +5, Spot +4, Swim +15<br />
Feats: Improved Sunder, Cleave, Power<br />
Attack, Stealthy<br />
Environment: Temperate and warm aquatic<br />
Organization: Solitary or gang (2-5)<br />
Challenge Rating: 6<br />
Treasure: Standard<br />
Alignment: Always evil<br />
Advancement: By character class<br />
Level Adjustment: +4<br />
Rock Catching (Ex): A merchant’s bane<br />
can catch Small, Medium, or Large rocks (or<br />
projectiles <strong>of</strong> similar shape). Once per round, a<br />
merchant’s bane that would normally be hit by a<br />
rock can make a Reflex save to catch it as a free<br />
action. <strong>The</strong> DC is 15 for a Small rock, 20 for<br />
a Medium one, and 25 for a Large one. (If <strong>the</strong><br />
projectile provides a magical bonus on attack rolls,<br />
<strong>the</strong> DC increases by that amount.) <strong>The</strong> merchant’s<br />
bane must be ready for and aware <strong>of</strong> <strong>the</strong> attack in<br />
order to make a rock catching attempt.<br />
Water Dependant (Ex): A merchant’s bane<br />
can survive out <strong>of</strong> <strong>the</strong> water for 1 hour per 2 point<br />
<strong>of</strong> Constitution (after that, refer to <strong>the</strong> drowning<br />
rules on page 33).<br />
Skills: A merchant’s bane has a +8 racial<br />
bonus on any Swim check to perform some special<br />
action or avoid a hazard. It can always choose<br />
to take 10 on a Swim check, even if distracted<br />
or endangered. It can use <strong>the</strong> run action while<br />
swimming, provided it swims in a straight line.<br />
Merchant’s Bane’s Trident<br />
A creature must possess a Strength score <strong>of</strong><br />
at least 20 to use this specially made Huge trident<br />
as a ranged weapon. This trident is a two-handed<br />
melee weapon that can be used as a ranged weapon<br />
(range increment 30 ft.) that deals 3d6 (Huge) <strong>of</strong><br />
piercing damage on a hit with a critical range <strong>of</strong><br />
x3. Cost 80 gp. Weight 16 lbs.<br />
6