28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Tanglefiend<br />

Large Plant<br />

Hit Dice: 7d8+21 (52 hp)<br />

Initiative: +4<br />

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

Armor Class: 16 (-1 size, +7 natural), touch<br />

9, flat-footed 16<br />

Base Attack/Grapple: +5/+14<br />

Attack: Tendril slap +9 melee (1d4+5)<br />

Full Attack: 5 tendril slaps +9 melee<br />

(1d4+5) and 2 bites +4 melee (1d6+2)<br />

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

Special Attacks: Constrict 1d8+5, improved<br />

grab<br />

Special Qualities: Low-light vision, plant<br />

traits<br />

Evolving in <strong>the</strong> damp s<strong>of</strong>t earth <strong>of</strong> marshes<br />

and swamps, early tanglefiends learned to pull up<br />

<strong>the</strong>ir roots and use <strong>the</strong>m to move about in search<br />

<strong>of</strong> better nourishment. Over time, <strong>the</strong>se monsters<br />

have become efficient predators, using <strong>the</strong>ir former<br />

leaves and stalks to tangle up and immobilize <strong>the</strong>ir<br />

prey. <strong>The</strong> tanglefiend is a knot <strong>of</strong> green leafy<br />

vines, some unadorned, and some ending in toothy<br />

mouths, eyes, or pincer-like claws. Despite its<br />

mutations, <strong>the</strong> tanglefiend is still plantlike enough<br />

to be nearly undetectable when hidden amongst<br />

o<strong>the</strong>r foliage.<br />

Tanglefiends are somewhat intelligent, and<br />

have been known to plan out ambushes and work<br />

toge<strong>the</strong>r to take down stronger opponents. <strong>The</strong>ir<br />

language is based solely on gestures, as <strong>the</strong>y<br />

are incapable <strong>of</strong> making sounds. Tanglefiends<br />

have little interest in <strong>the</strong> affairs <strong>of</strong> o<strong>the</strong>r species.<br />

<strong>The</strong>y show no interest in treasure or personal<br />

possessions. Tanglefiends build rudimentary lairs<br />

where <strong>the</strong>y spend <strong>the</strong>ir dormant hours, usually in<br />

sunny secluded areas <strong>of</strong> <strong>the</strong> swamp.<br />

Combat<br />

Tanglefiends swarm over <strong>the</strong>ir prey,<br />

attempting to tangle <strong>the</strong>m up and squeeze <strong>the</strong> life<br />

out <strong>of</strong> <strong>the</strong>m. <strong>The</strong>y attack with <strong>the</strong>ir tendrils in an<br />

effort to grapple and constrict <strong>the</strong>ir victims, at<br />

<strong>the</strong> same time snapping and biting at <strong>the</strong>m with<br />

<strong>the</strong>ir mouths. Solitary opponents are quickly<br />

overpowered by <strong>the</strong> sheer number <strong>of</strong> limbs with<br />

which <strong>the</strong> tanglefiend attacks.<br />

A tanglefiend does not use its pincers in<br />

combat, as <strong>the</strong>y are only used to manipulate<br />

objects.<br />

117<br />

Saves: Fort +8, Ref +4, Will +2<br />

Abilities: Str 20, Dex 10, Con 16, Int 7, Wis<br />

10, Cha 9<br />

Skills: Hide -1*, Listen +4, Move Silently<br />

+3, Spot +4<br />

Feats: Alertness, Improved Initiative,<br />

Lightning Reflexes<br />

Environment: Warm marsh<br />

Organization: Solitary or tangle (5-12)<br />

Challenge Rating: 6<br />

Treasure: None<br />

Alignment: Usually neutral evil<br />

Advancement: 8-14 HD (Large); 15-21 HD<br />

(Huge)<br />

Level Adjustment: —<br />

Constrict (Ex): A tanglefiend deals 1d8+5<br />

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

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

tanglefiend must hit a Large or smaller opponent<br />

with two or more tendril slap attacks. It can <strong>the</strong>n<br />

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

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

<strong>the</strong> grapple check, it establishes a hold and can<br />

constrict. If <strong>the</strong> tanglefiend chooses to use only its<br />

limbs to hold its opponent ra<strong>the</strong>r than conducting<br />

<strong>the</strong> grapple normally, both tendrils are considered<br />

occupied.<br />

Skills: *Tanglefiends have a +10 racial<br />

bonus on Hide checks when among o<strong>the</strong>r plants.<br />

Campaign<br />

A tanglefiend, being a plant, can be grown<br />

from a simple seed. Seeds can be planted nearly<br />

anywhere, and are nearly undetectable. A villain<br />

may ga<strong>the</strong>r tanglefiend seeds and plant <strong>the</strong>m<br />

around his stronghold as guardians, or he may<br />

plant <strong>the</strong>m in <strong>the</strong> PCs’ stronghold, hoping to catch<br />

<strong>the</strong>m <strong>of</strong>f guard. As long as <strong>the</strong> tanglefiend can<br />

get plenty <strong>of</strong> water and some sunlight, it should<br />

survive with little effort. Tanglefiend seeds are<br />

also highly valued for <strong>the</strong>ir use in many spells<br />

and rituals. Sages, wizards, or druids may pay a<br />

party a tidy fee for a tanglefiend seed pod. A pod<br />

can be harvested from a dead tanglefiend with a<br />

successful DC 20 Survival or Knowledge (nature)<br />

check, and can fetch upwards <strong>of</strong> 200 gp in some<br />

markets.<br />

6

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!