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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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 />
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