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

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

7<br />

Iron Crab<br />

Medium Magical Beast (<strong>Aquatic</strong>)<br />

Hit Dice: 6d10+24 (57 hp)<br />

Initiative: +0<br />

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

squares)<br />

Armor Class: 20 (+10 natural), touch 10,<br />

flat-footed 20<br />

Base Attack/Grapple: +6/+10<br />

Attack: Claw +10 melee (1d6+4 plus poison)<br />

Full Attack: 2 claws +10 melee (1d6+4 plus<br />

poison)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Poison<br />

Special Qualities: Damage reduction 5/ nonmetal<br />

weapons, darkvision 60 ft., immunity to<br />

poison, low-light vision, metal and gem sense,<br />

pressure immunity, resistance to cold 10, spell-<br />

Found on <strong>the</strong> ocean floor near hydro<strong>the</strong>rmal<br />

vents, <strong>the</strong>se creatures resemble large crabs with a<br />

thick coat <strong>of</strong> metal over <strong>the</strong>ir shell. <strong>The</strong> shell is built<br />

up <strong>of</strong> armor plating shaped from minerals collected<br />

around hydro<strong>the</strong>rmal vents. Iron crabs look like a<br />

drunken metal smith made <strong>the</strong>m. Ungainly, nonsymmetrical,<br />

and badly balanced, <strong>the</strong>y appear more<br />

humorous than threatening—but <strong>the</strong>y are far more<br />

dangerous than <strong>the</strong>ir appearance suggests.<br />

Iron crabs are <strong>the</strong> preeminent metallurgists <strong>of</strong><br />

<strong>the</strong> seas. <strong>The</strong>y are intelligent creatures, well versed<br />

in gems, precious metals, jewelry and similar items.<br />

<strong>The</strong>y spend <strong>the</strong>ir days scouring <strong>the</strong> ocean floor for<br />

minerals and gemstones, hiding away <strong>the</strong>ir findings<br />

in <strong>the</strong>ir cave lairs until <strong>the</strong>y have a vast horde <strong>of</strong><br />

unworked metal and gemstones. Iron crabs <strong>the</strong>n go<br />

on a crafting spree, transforming <strong>the</strong>ir hoard into<br />

fine pieces <strong>of</strong> art.<br />

Once <strong>the</strong> horde is all finished goods, <strong>the</strong> crabs<br />

seal up <strong>the</strong>ir cave and go looking for a new one,<br />

starting <strong>the</strong> cycle <strong>of</strong> ga<strong>the</strong>ring and crafting all over<br />

again. It usually takes a century to build up a hoard<br />

<strong>of</strong> sufficient size and craft it all into jewelry. <strong>The</strong> act<br />

<strong>of</strong> hunting for gems and minerals sustains iron crabs,<br />

which require little meat to survive. <strong>The</strong>y assume<br />

o<strong>the</strong>r races are fed by questing as <strong>the</strong>y do; <strong>the</strong>y just<br />

quest after different things.<br />

<strong>The</strong> shell <strong>of</strong> an iron crab can be used to create<br />

a masterwork suit <strong>of</strong> bone armor (page 12) that has<br />

a +1 armor bonus due to <strong>the</strong> hardness <strong>of</strong> <strong>the</strong> iron<br />

crab shell. A single iron crab has enough shell to<br />

create one suit <strong>of</strong> armor. Iron crabs speak Aquan<br />

and Elven; exceptional individuals speak Orcam or<br />

Sahuagin as well.<br />

128<br />

like abilities, spell resistance 16<br />

Saves: Fort +9, Ref +5, Will +1<br />

Abilities: Str 19, Dex 10, Con 19, Int 14, Wis<br />

9, Cha 4<br />

Skills: Appraise +10 (+12 jewelery and metal<br />

items), Craft (jewelery) +7, Craft (metallurgy)<br />

+11, Search +9, Spot +6, Survival -1 (+1<br />

following tracks), Swim +12<br />

Feats: Improved Natural Attack, Improved<br />

Sunder, Power Attack<br />

Environment: Any aquatic<br />

Organization: Solitary<br />

Challenge Rating: 7<br />

Treasure: Double standard but only precious<br />

metals and gems<br />

Alignment: Always neutral<br />

Advancement: 7-12 HD (Large); 13-18<br />

(Huge)<br />

Level Adjustment: –<br />

Combat<br />

<strong>The</strong>se creatures engage in combat only when<br />

fighting defensively, when hunting for food, or<br />

when trying to appropriate mineral wealth claimed<br />

by someone else. Targets struck by an iron crab’s<br />

claws can be injected with a metal-based poison<br />

formed by glands within <strong>the</strong> claws. <strong>The</strong>y prefer to<br />

avoid killing and are content instead to break <strong>the</strong>ir<br />

opponent’s weapons and leave <strong>the</strong>ir foes debilitated<br />

with poison. Iron crabs do not eat hurnanoids and<br />

only attack <strong>the</strong>m if mineral wealth is at stake. <strong>The</strong>y<br />

do not typically flee danger, since <strong>the</strong>ir speed is so<br />

poor, preferring to chase <strong>the</strong>ir enemies <strong>of</strong>f instead.<br />

Iron crabs only use <strong>the</strong>ir iron body ability when it is<br />

<strong>the</strong> last resort that can save <strong>the</strong>m from death.<br />

Poison (Ex): Injury, Fortitude DC 17, initial<br />

damage 1d4 Con, secondary damage 1 Con. <strong>The</strong><br />

save DC is Constitution-based.<br />

Immunity to Poison (Su): Due to <strong>the</strong>ir<br />

unusual, mineral-heavy metabolism, iron crabs are<br />

immune to all poison.<br />

Metal and Gem Sense (Su): Iron crabs can<br />

sense gems and precious metals when <strong>the</strong>y are close<br />

by. <strong>The</strong> creature has a +8 racial bonus to Search and<br />

Spot checks when looking for gems or precious<br />

metals.<br />

Pressure Immunity (Ex): Iron crabs are<br />

immune to <strong>the</strong> effects <strong>of</strong> pressure at great depths.<br />

<strong>The</strong>y can function at lesser depths without problem.<br />

Spell-Like Abilities: 1/day–iron body. Caster<br />

level 6th.<br />

Skills: An iron crab 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.

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

Saved successfully!

Ooh no, something went wrong!