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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7<br />
Dank<br />
Large Aberration (<strong>Aquatic</strong>)<br />
Hit Dice: 12d8+36 (90 hp)<br />
Initiative: +10<br />
Speed: 10 ft. (2 squares), climb 10 ft. (2<br />
squares), swim 40 ft. (8 squares)<br />
Armor Class: 19 (-1 size, +6 Dex, +4 natural),<br />
touch 15, flat-footed 13<br />
Base Attack/Grapple: +9/+21<br />
Attack: Tentacle rake +16 melee (1d6+8)<br />
Full Attack: 10 tentacle rakes +16 melee<br />
(1d6+8) and bite +14 melee (1d10+4)<br />
Space/Reach: 10 ft./5 ft. (30 ft. with tentacle<br />
rakes)<br />
Special Attacks: Improved grab, ink cloud,<br />
spines<br />
<strong>The</strong> dank is a monstrously mutated form <strong>of</strong><br />
marine life, thought to have evolved from octopi<br />
whose waters were polluted by foul magics. <strong>The</strong><br />
dank has a small central body, round and spiky, with<br />
enormous tentacles sprouting in every conceivable<br />
direction. Hidden within <strong>the</strong> spikes and <strong>the</strong> tentacles<br />
<strong>of</strong> <strong>the</strong> body is a large beaklike mouth. Its ten arms<br />
stretch out from <strong>the</strong> central body to a length <strong>of</strong> 30 feet,<br />
each one covered in sharp, needlelike spines. <strong>The</strong>se<br />
spines are not so much weapons as <strong>the</strong>y are devices to<br />
keep prey held tightly within <strong>the</strong> dank’s arms.<br />
<strong>The</strong> dank keeps itself well fed by attacking<br />
boats and ships, pulling <strong>the</strong> sailors into <strong>the</strong> water<br />
to drown <strong>the</strong>m, <strong>the</strong>n feasting once <strong>the</strong>y cease<br />
struggling. This method has proven quite effective,<br />
as <strong>the</strong>re are huge areas <strong>of</strong> many seas and oceans that<br />
are avoided by seagoing vessels due to <strong>the</strong> dank.<br />
Combat<br />
A dank typically initiates an encounter by<br />
latching onto <strong>the</strong> side <strong>of</strong> a ship, using two or three<br />
<strong>of</strong> its arms to anchor itself in place. It <strong>the</strong>n feels<br />
around on <strong>the</strong> deck above with its o<strong>the</strong>r arms for<br />
living creatures. <strong>The</strong> dank can see with its tentacles,<br />
so it tries to position its body where it can’t be seen<br />
or attacked from above. Once it detects a creature,<br />
it attacks with its tentacles, attempting to grab its<br />
prey. Once a hold is achieved, it pulls <strong>the</strong> victim <strong>of</strong>f<br />
<strong>the</strong> ship and holds him underwater to drown, away<br />
from both <strong>the</strong> ship and <strong>the</strong> dank’s body. It continues<br />
to attack o<strong>the</strong>r targets on board <strong>the</strong> ship with its<br />
o<strong>the</strong>r arms while drowning a held victim. Once<br />
<strong>the</strong> dank has successfully grabbed three victims, it<br />
detaches from <strong>the</strong> ship and sinks below to feed.<br />
<strong>The</strong> dank can survive out <strong>of</strong> <strong>the</strong> water,<br />
although it doesn’t like to leave <strong>the</strong> water for<br />
extended periods <strong>of</strong> time. It <strong>of</strong>ten pulls its body<br />
out <strong>of</strong> <strong>the</strong> water to attack tall ships. If <strong>the</strong> dank is<br />
124<br />
Special Qualities: Amphibious, blindsight 60<br />
ft., darkvision 60 ft.<br />
Saves: Fort +9, Ref +10, Will +9<br />
Abilities: Str 26, Dex 23, Con 17, Int 4, Wis<br />
13, Cha 7<br />
Skills: Climb +16, Hide +10, Listen +5, Move<br />
Silently +12, Spot +4, Swim +16<br />
Feats: Combat Reflexes, Great Fortitude,<br />
Improved Initiative, Multiattack, Stealthy<br />
Environment: Any aquatic<br />
Organization: Solitary, pair, or swarm (2-8)<br />
Challenge Rating: 7<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 13-24 HD (Large); 24-36 HD<br />
(Huge)<br />
Level Adjustment: —<br />
attacked by an underwater opponent, it uses its ink<br />
cloud to blind <strong>the</strong> attacker. If <strong>the</strong> dank is reduced<br />
to fewer than 20 hit points, it flees, taking with it<br />
anyone still held in its grip.<br />
Improved Grab (Ex): To use this ability, a<br />
dank must hit a smaller opponent with a tentacle<br />
rake attack. It can <strong>the</strong>n attempt to start a grapple<br />
as a free action without provoking an attack <strong>of</strong><br />
opportunity.<br />
Ink Cloud (Ex): If attacked underwater, <strong>the</strong><br />
dank can spray a thick cloud <strong>of</strong> black ink into <strong>the</strong><br />
water around it as a standard action. This cloud<br />
extends outward in a 20-foot radius sphere. <strong>The</strong> ink<br />
obscures all sight, including darkvision, beyond 5<br />
feet. A creature within 5 feet has concealment (20%<br />
miss chance). Creatures far<strong>the</strong>r away have total<br />
concealment (50% miss chance, and <strong>the</strong> attacker<br />
can’t use sight to locate <strong>the</strong> target).<br />
Spines (Ex): Any creature that escapes from<br />
a grapple with a dank while <strong>the</strong> dank is still alive<br />
suffers 1d6 points <strong>of</strong> damage from tearing away<br />
from its spines.<br />
Amphibious (Ex): Although danks are<br />
aquatic, <strong>the</strong>y can survive indefinitely on land.<br />
Blindsight (Ex): <strong>The</strong> tentacles <strong>of</strong> <strong>the</strong> dank<br />
discern temperature variations, motion, and<br />
vibration. It can “see” perfectly from any point<br />
on any <strong>of</strong> its arms, giving it a large field <strong>of</strong> vision<br />
extending 60 feet beyond its body. It can even see<br />
around corners if it extends its arms far enough.<br />
Skills: A dank has a +8 racial bonus on any<br />
Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided it<br />
swims in a straight line.<br />
Danks have a +8 racial bonus on Climb<br />
checks and can always choose to take 10 on Climb<br />
checks, even if rushed or threatened.