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 />
Renzer (Devilfin)<br />
Large Magical Beast (<strong>Aquatic</strong>)<br />
Hit Dice: 8d10+16 (60 hp)<br />
Initiative: +2<br />
Speed: Swim 60 ft. (12 squares)<br />
Armor Class: 19 (-1 size, +2 Dex, +8 natural),<br />
touch 11, flat-footed 17<br />
Base Attack/Grapple: +8/+15<br />
Attack: Bite+10 melee (1d8+3)<br />
Full Attack: Bite +10 melee (1d8+3) and 2<br />
claws +5 melee (1d6+1)<br />
Space/Reach: 10 ft./5 ft.<br />
Special Attacks: Improved grab, spell-like<br />
abilities<br />
Special Qualities: Command fish, darkvision<br />
60 ft., keen scent, low-light vision, spell<br />
resistance 17<br />
<strong>The</strong> renzer is a large predatory creature about<br />
12 feet long that resembles a grayish-white shark<br />
with <strong>the</strong> head <strong>of</strong> a humanoid. <strong>The</strong> human head is<br />
hairless, having nei<strong>the</strong>r hair nor eyelashes or even<br />
eyebrows. Its teeth are long and pointed and <strong>the</strong><br />
renzer’s tongue is forked and brown in color. Its<br />
shark-like pectoral fins end in three-fingered claws<br />
and it has two dorsal fins, side-by-side. Its tail fins<br />
are sharply curved and are a bit lighter in color than<br />
<strong>the</strong> rest <strong>of</strong> its body.<br />
<strong>The</strong> deadly renzer roams <strong>the</strong> seas and oceans<br />
preying on fish, aquatic plants, and very <strong>of</strong>ten<br />
travelers that enter its domain. Thought to be <strong>the</strong><br />
result <strong>of</strong> a wizard’s deadly experiment gone awry,<br />
<strong>the</strong> renzer hates most o<strong>the</strong>r forms <strong>of</strong> life and attacks<br />
<strong>the</strong>m on sight.<br />
Renzer are a malevolent and vile race and<br />
care little for anyone one, including o<strong>the</strong>rs <strong>of</strong> <strong>the</strong>ir<br />
kind. <strong>The</strong>y are solitary, selfish creatures that derive<br />
great pleasure from killing o<strong>the</strong>r creatures, and so<br />
<strong>the</strong>y spend a large amount <strong>of</strong> time hunting prey;<br />
sometimes for food, o<strong>the</strong>r times for <strong>the</strong> thrill <strong>of</strong> <strong>the</strong><br />
hunt. Most intelligent races avoid <strong>the</strong> renzer, but<br />
some have actually in recent times opened trade with<br />
<strong>the</strong>se creatures. Certain colonies <strong>of</strong> sahuagin trade<br />
goods and services with <strong>the</strong>m, though <strong>the</strong> deals are<br />
shaky at best. Even <strong>the</strong> sahuagin don’t really like or<br />
trust <strong>the</strong> renzer.<br />
Renzers speak Common and Aquan but very<br />
rarely communicate with o<strong>the</strong>r races.<br />
Combat<br />
A renzer usually open combat with its spelllike<br />
abilities, using a cone <strong>of</strong> cold to blast its foes.<br />
In melee combat, its primary attack is its bite. If it<br />
116<br />
Saves: Fort +8, Ref +8, Will +6<br />
Abilities: Str 17, Dex 15, Con 14, Int 10, Wis<br />
15, Cha 15<br />
Skills: Intimidate +10, Listen +10, Spot +10,<br />
Swim +13<br />
Feats: Alertness, Iron Will, Power Attack<br />
Environment: Temperate and warm aquatic<br />
Organization: Solitary<br />
Challenge Rating: 6<br />
Treasure: None<br />
Alignment: Always chaotic evil<br />
Advancement: 9-15 HD (Large); 16-24 HD<br />
(Huge)<br />
Level Adjustment: —<br />
locks its teeth on an opponent, it rarely lets go until<br />
ei<strong>the</strong>r it or its opponent is dead. If fighting a surfacedwelling<br />
race or air-breathing creature, a renzer<br />
<strong>of</strong>ten grabs <strong>the</strong> opponent and dives straight down,<br />
swimming as fast as it can in hopes <strong>of</strong> drowning <strong>the</strong><br />
foe. If it is outnumbered or overwhelmed, <strong>the</strong> renzer<br />
moves a safe distance away and uses its command<br />
fish ability.<br />
Improved Grab (Ex): To use this ability, a<br />
renzer must hit an opponent up to one size larger<br />
with its bite attack. It can <strong>the</strong>n attempt to start<br />
a grapple as a free action without provoking an<br />
attack <strong>of</strong> opportunity. If it wins <strong>the</strong> grapple check, it<br />
establishes a hold and deals automatic bite damage<br />
each round <strong>the</strong> hold is maintained.<br />
Spell-Like Abilities: At will—control water,<br />
water breathing (o<strong>the</strong>rs only); 2/day—cone <strong>of</strong> cold<br />
(DC 17 half, can be used underwater). Caster level<br />
8th. <strong>The</strong> save DCs are Charisma-based.<br />
Command Fish (Su): Twice per day, a renzer<br />
can command fish and aquatic creatures as <strong>the</strong> mass<br />
charm spell (caster level 8th, Will DC 20 negates).<br />
<strong>The</strong> renzer can communicate with any creature it<br />
currently commands as if by speak with animals.<br />
<strong>The</strong> save DC is Charisma-based.<br />
Keen Scent (Ex): A renzer can notice<br />
creatures within a 180-foot radius and detect blood<br />
in <strong>the</strong> water at ranges <strong>of</strong> up to a half-mile.<br />
Skills: A renzer 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<br />
in a straight line.