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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 />

7

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