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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Goldencrest<br />
Large Ooze<br />
Hit Dice: 8d10+24 (68 hp)<br />
Initiative: +5<br />
Speed: 60 ft. (12 squares), swim 70 ft. (14<br />
squares)<br />
Armor Class: 14 (-1 size, +5 Dex), touch 14,<br />
flat-footed 9<br />
Base Attack/Grapple: +6/+11<br />
Attack: Slam +6 melee (2d4+1 plus 2d6<br />
positive energy)<br />
Full Attack: Slam +6 melee (2d4+1 plus 2d6<br />
positive energy)<br />
Space/Reach: 10 ft./5 ft.<br />
Beautiful and deadly, goldencrests are<br />
sometimes said to be born <strong>of</strong> <strong>the</strong> tears <strong>of</strong> celestials,<br />
<strong>the</strong> blood <strong>of</strong> <strong>the</strong> sun, and lakes struck by lightning.<br />
Goldencrests are most commonly seen on <strong>the</strong> sea<br />
surface, <strong>of</strong>ten mistaken for <strong>the</strong> reflection <strong>of</strong> <strong>the</strong> sun.<br />
A goldencrest is a fluid wave that shines a fiery,<br />
golden orange. In <strong>the</strong> sections where it is thinnest<br />
(such as where it tapers <strong>of</strong>f), <strong>the</strong> liquid composing<br />
it is transparent, but most <strong>of</strong> its body is too bright<br />
to see through. Goldencrests skim quickly across<br />
water, and move only slightly slower on land. As<br />
<strong>the</strong>y travel, a golden mist rises from <strong>the</strong>ir backs,<br />
accompanied by a loud hiss.<br />
Goldencrests stay on water whenever possible,<br />
and most spend <strong>the</strong>ir lives at sea, following winds<br />
and currents without need for food or rest. On land,<br />
goldencrests follow <strong>the</strong> path <strong>of</strong> least resistance,<br />
moving wherever <strong>the</strong>y can easily flow. <strong>The</strong>y<br />
generally ignore o<strong>the</strong>r creatures, but attack sources<br />
<strong>of</strong> negative energy (such as undead) and “play” with<br />
any creatures with whom <strong>the</strong>y come into physical<br />
contact. <strong>The</strong> positive energy coursng through a<br />
goldencrest is enough to burn living beings. When<br />
a goldencrest suffers enough damage to make it lose<br />
cohesion, its energy leaks away, and its body turns<br />
into water.<br />
Powerful spellcasters sometimes capture<br />
goldencrests, and use <strong>the</strong>m as sentries to patrol moats,<br />
hallways, and o<strong>the</strong>r enclosed spaces from which a<br />
goldencrest cannot escape. O<strong>the</strong>rs keep goldencrests<br />
trapped in magically warded globes or pools, finding<br />
<strong>the</strong>m valuable for magical experimentation.<br />
Combat<br />
Goldencrests race back and forth in combat,<br />
splashing over <strong>the</strong>ir opponents and moving away<br />
before turning and charging forward again. <strong>The</strong><br />
positive energy infusing a goldencrest is raw and<br />
unfocused, too much for living beings to endure.<br />
Creatures who take damage from a goldencrest’s<br />
positive energy suffer a feeling <strong>of</strong> internal burning.<br />
125<br />
Special Attacks: Positive energy, trample<br />
2d4+1 plus 2d6 positive energy<br />
Special Qualities: Blindsight 100 ft., glare,<br />
ooze traits, regeneration 8, vulnerable to turning<br />
Saves: Fort +5, Ref +7, Will -3<br />
Abilities: Str 12, Dex 20, Con 17, Int —, Wis<br />
1, Cha 1<br />
Skills: Swim +9<br />
Feats: —<br />
Environment: Any<br />
Organization: Solitary<br />
Challenge Rating: 7<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 9-16 HD (Large); 17-24 HD<br />
(Huge)<br />
Level Adjustment: —<br />
Positive Energy (Ex): <strong>The</strong> touch <strong>of</strong> a<br />
goldencrest infuses living beings with positive<br />
energy. With every melee hit, a creature gains 2d6<br />
hit points. Any extra hit points over a creature’s<br />
normal hit point total are instead temporary hit<br />
points that fade in 1d20 rounds. This energy is<br />
highly unstable, however; any creature that begins<br />
a round with temporary hit points must succeed on<br />
a DC 17 Fortitude save or its body will explode in<br />
a riot <strong>of</strong> energy, killing it instantly. <strong>The</strong> save DC is<br />
Constitution-based.<br />
Undead creatures instead take 4d6 points <strong>of</strong><br />
damage from a goldencrest’s positive energy.<br />
Trample (Ex): Reflex DC 15 half. <strong>The</strong> save<br />
DC is Strength-based.<br />
Blindsight (Ex): A goldencrest’s entire body<br />
is a primitive sensory organ that can ascertain<br />
creatures by vibration within 100 feet.<br />
Glare (Ex): <strong>The</strong> glare from a goldencrest’s body<br />
makes it difficult to look at directly. A creature looking<br />
at a goldencrest must succeed on a DC 17 Fortitude<br />
save or be blinded for 10 rounds by <strong>the</strong> brilliance it<br />
sheds. <strong>The</strong> save DC is Constitution-based.<br />
Regeneration (Ex): Spells, magic, and energy<br />
attacks deal normal damage to a goldencrest. A<br />
goldencrest that loses part <strong>of</strong> its body mass regrows<br />
it in 1d6 minutes.<br />
Vulnerable To Turning (Ex): By making a<br />
turning attempt, characters who channel positive<br />
energy can rebuke, command, or bolster goldencrests<br />
as evil clerics rebuke, command, or bolster undead.<br />
Characters who channel negative energy can turn or<br />
destroy goldencrests as good clerics turn or destroy<br />
undead.<br />
Skills: A goldencrest has a +8 racial bonus on<br />
any 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 />
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