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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Lightning Ray<br />
Huge Magical Beast (<strong>Aquatic</strong>)<br />
Hit Dice: 8d10+32 (76 hp)<br />
Initiative: +0<br />
Speed: Swim 40 ft. (8 squares)<br />
Armor Class: 14 (-2 size, +6 natural), touch 8,<br />
flat tooted 14<br />
Base Attack/Grapple: +8/+23<br />
Attack: Slam +13 melee (1d8+7) or sting +8<br />
melee (1d4+3 plus poison)<br />
Full Attack: Slam +13 melee (1d8+7) and<br />
sting +8 melee (1d4+3 plus poison)<br />
Space/Reach: 15 ft./10 ft<br />
Special Attacks: Lightning blast, poison<br />
This creature resembles a large manta ray,<br />
easily fifteen feet across from tip to tip. Its skin is<br />
mostly gray with black splotches and lines along its<br />
back. Electricity sparks between its two mandiblelike<br />
protrusions at its front, and it has a large stinger<br />
located beneath its tail.<br />
<strong>The</strong> lightning ray is found near <strong>the</strong> surface in <strong>the</strong><br />
open sea, only occasionally going to <strong>the</strong> ocean floor to<br />
feed. When a ray approaches <strong>the</strong> surface, storm clouds<br />
begin to ga<strong>the</strong>r. If it does not return to <strong>the</strong> depths<br />
within a few minutes, a storm develops quickly. <strong>The</strong>se<br />
storms always have a great deal <strong>of</strong> lightning in <strong>the</strong>m,<br />
making <strong>the</strong>m more dangerous than <strong>the</strong> norm. Most<br />
ship captains try to kill or avoid any lightning rays<br />
<strong>the</strong>y see in <strong>the</strong> hopes <strong>of</strong> avoiding a storm.<br />
<strong>The</strong> ray is a favorite meal <strong>of</strong> both giant squid<br />
and kraken, two <strong>of</strong> <strong>the</strong> few predators that hunt <strong>the</strong><br />
ray. A relative <strong>of</strong> <strong>the</strong> shark, this creature is very<br />
clever and able to learn basic tricks. This, combined<br />
with its natural abilities, makes it a popular war<br />
mount with aquatic elves, locathah, and sahuagin.<br />
Touching <strong>the</strong> black spots on <strong>the</strong> ray’s back grant its<br />
rider immunity to electricity.<br />
This ray has a symbiotic relationship with a<br />
small fish called <strong>the</strong> black toe that affixes itself to<br />
<strong>the</strong> spots on <strong>the</strong> back <strong>of</strong> <strong>the</strong> ray. <strong>The</strong> black toe feeds<br />
on blood in exchange for injecting enzymes through<br />
its tongue that speed <strong>the</strong> ray’s healing processes.<br />
Lightning rays are one <strong>of</strong> <strong>the</strong> main sources <strong>of</strong> black<br />
toes for sale in aquatic markets.<br />
<strong>The</strong> bones <strong>of</strong> a lightning ray are useful in <strong>the</strong><br />
creation <strong>of</strong> wands <strong>of</strong> lightning bolt, reducing <strong>the</strong> cost<br />
by 1,000 gp. <strong>The</strong>y are also used in <strong>the</strong> creation <strong>of</strong><br />
lightning charms (see below). Rays are <strong>of</strong>ten hunted<br />
to procure black toes, both for use by humanoids and<br />
as a source <strong>of</strong> food.<br />
Combat<br />
When attacked, this creature usually reacts<br />
with a lightning blast and <strong>the</strong>n flees <strong>the</strong> area.<br />
If pursued, it stings <strong>the</strong> target and uses ano<strong>the</strong>r<br />
131<br />
Special Qualities: Darkvision 60 ft., immunity<br />
to electricity, low-light vision, summon storm<br />
Saves: Fort +12, Ref +6, Will +3<br />
Abilities: Str 25, Dex 10, Con 18, Int 2, Wis<br />
12, Cha 3<br />
Skills: Listen +7, Spot +7, Swim +16<br />
Feats: Alertness, Endurance, Great Fortitude<br />
Environment: Any aquatic<br />
Organization: Solitary, pair, or group (3-5)<br />
Challenge Rating: 7<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 9-16 HD (Huge)<br />
Level Adjustment: –<br />
lightning blast before continuing its flight. If unable<br />
to get away, <strong>the</strong> ray uses lightning blasts until it<br />
has run out, falling back <strong>the</strong>n on its sting and slam<br />
attacks. A lightning ray always flees combat unless<br />
it is defending its young.<br />
Lightning Blast (Su): A ray may release a<br />
jolt <strong>of</strong> electricity into <strong>the</strong> surrounding water three<br />
times per day as a standard action. This blast inflicts<br />
8d6 points <strong>of</strong> electricity damage to everything<br />
within 30 feet <strong>of</strong> <strong>the</strong> ray (Reflex DC 18 half). Any<br />
creature touching <strong>the</strong> back <strong>of</strong> <strong>the</strong> lightning ray gains<br />
immunity to electricity, negating <strong>the</strong> effects <strong>of</strong> <strong>the</strong><br />
blast. <strong>The</strong> save DC is Constitution-based.<br />
Poison (Ex): Injury, Fortitude DC 18, initial<br />
damage 1d6 Con, secondary damage 2d6 Dex. <strong>The</strong><br />
save DC is Constitution-based.<br />
Summon Storm (Su): If a lightning ray is<br />
within 50 feet <strong>of</strong> <strong>the</strong> surface <strong>of</strong> <strong>the</strong> ocean, a storm<br />
begins to form overhead. After 10 rounds it begins<br />
raining and after 10 minutes a thunderstorm forms.<br />
If five or more lightning rays are near <strong>the</strong> surface<br />
for one hour, a hurricane forms. Any storm created<br />
dissipates naturally over time once <strong>the</strong> lightning rays<br />
leave <strong>the</strong> area.<br />
Skills: Lightning rays have a +8 racial<br />
bonus on any Swim checks. Lightning rays can<br />
always choose to take 10 on a Swim check, even<br />
if distracted or endangered. <strong>The</strong>y can use <strong>the</strong> run<br />
action while swimming, provided <strong>the</strong>y move in a<br />
straight line.<br />
Lightning Charms: Lightning charms are<br />
usually crafted as small copper brooches in <strong>the</strong><br />
form <strong>of</strong> lightning bolts. A ship or person carrying a<br />
lightning charm is never struck by natural lightning<br />
and gains electricity resistance 20. Captains who<br />
sail particularly rough seas or sails in regions where<br />
lightning rays are common seek <strong>the</strong>se items.<br />
Caster Level: 11th, Prerequisite: Craft<br />
Wondrous Item, protection from energy; Market<br />
Price: 40,000 gp; Weight: –.<br />
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