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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

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